Modules
Updated:
134 modules with effects per level and 162 modules fitted on ST (repairs included).
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All modules · 134
| Name | Type | Effect (max level) | |
|---|---|---|---|
| Accuracy Mod max Lv. 4 | Standalone Module | Hit Rate +10%.All levels (4)
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| Anti-Assault Mod max Lv. 4 | Standalone Module | DMG Taken from Assault Weapons -10%.All levels (4)
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| Anti-Melee Mod max Lv. 4 | Standalone Module | DMG Taken from Melee Weapons -10%.All levels (4)
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| Anti-Sniper Mod max Lv. 4 | Standalone Module | DMG Taken from Sniper Weapons -10%.All levels (4)
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| Anti-Tactical Mod max Lv. 4 | Standalone Module | DMG Taken from AoE Attacks -10%.All levels (4)
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| Armor Mod max Lv. 4 | Standalone Module | Armor +35%.All levels (4)
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| Blade Mod max Lv. 4 | Standalone Module | Alter-Blade DMG +10%.All levels (4)
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| Chainsaw Mod max Lv. 4 | Standalone Module | Chainsaw DMG +10%.All levels (4)
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| Crit DMG Mod max Lv. 4 | Standalone Module | Crit DMG +10%.All levels (4)
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| Crit RES Mod max Lv. 4 | Standalone Module | Crit RES +10%.All levels (4)
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| Crit Rate Mod max Lv. 4 | Standalone Module | Crit Rate +10%.All levels (4)
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| Cutter Mod max Lv. 4 | Standalone Module | Cutter DMG +10%.All levels (4)
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| DMG Taken Mod max Lv. 4 | Standalone Module | DMG Taken -10%.All levels (4)
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| Dodge Mod max Lv. 4 | Standalone Module | Dodge Rate +10%.All levels (4)
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| Flamethrower Mod max Lv. 4 | Standalone Module | Flamethrower DMG +10%.All levels (4)
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| HMG Mod max Lv. 4 | Standalone Module | Heavy Machine Gun DMG +10%.All levels (4)
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| HP Mod max Lv. 4 | Standalone Module | HP +10%.All levels (4)
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| Knuckle Mod max Lv. 4 | Standalone Module | Knuckle DMG +10%.All levels (4)
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| Light Rifle Mod max Lv. 4 | Standalone Module | Light Rifle DMG +10%.All levels (4)
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| MG Mod max Lv. 4 | Standalone Module | Machine Gun DMG +10%.All levels (4)
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| ML Mod max Lv. 4 | Standalone Module | Missile DMG +10%.All levels (4)
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| Maintenance Mod max Lv. 4 | Standalone Module | Backpack Repair AMT +10%.All levels (4)
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| PB Mod max Lv. 4 | Standalone Module | Pile Bunker DMG +10%.All levels (4)
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| Polearm Mod max Lv. 4 | Standalone Module | Polearm DMG +10%.All levels (4)
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| Power Mod max Lv. 4 | Standalone Module | ST Power +100All levels (4)
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| Rail Gun Mod max Lv. 4 | Standalone Module | Rail Gun DMG +10%.All levels (4)
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| Rocket Mod max Lv. 4 | Standalone Module | Rocket DMG +10%.All levels (4)
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| Shotgun Mod max Lv. 4 | Standalone Module | Shotgun DMG +10%.All levels (4)
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| Sniper Rifle Mod max Lv. 4 | Standalone Module | Sniper Rifle DMG +10%.All levels (4)
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| Tending Mod max Lv. 4 | Standalone Module | Received Repair AMT +10%.All levels (4)
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| Accumulator Mod max Lv. 8 | Innate ST Module | Before actively attacking, if distance moved is 2 tiles or less, DMG +18%; At end of action, immediately gain 1 AP. This effect has a 1-turn trigger interval. All levels (8)
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| Adaptive Mod max Lv. 8 | Innate ST Module | When HP is below 50%, DMG Taken -18%. When HP is above 50%, DMG +20%. All levels (8)
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| Aggression Mod max Lv. 8 | Innate ST Module | When actively attacking, critical hit chance increases by 20%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 15%. This effect is reset upon scoring a critical hit. When entering Aiming Mode, the attack multiplier is increased by +0.1. All levels (8)
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| Aim Afar Mod max Lv. 8 | Innate ST Module | When there are no enemies within the adjacent (2 tiles) area, DMG +18%. Activate the Aura: Grants a Hit Rate +8% to allies within the adjacent (2 tiles) area. All levels (8)
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| Annihilation Module max Lv. 8 | Innate ST Module | Critical Hit chance increases by 12%. When actively attacking, Critical Hit chance additionally increases by 3% for each 1 target within skill range, up to a maximum of 12%. If Critical Hit chance exceeds 50%, Critical Hit DMG increases by 1% for each 1% of Critical Hit chance above the threshold, up to +15%. If an active attack scores a Critical Hit on 2 or more targets, gains 1 AP. This effect can trigger 1 time per turn. All levels (8)
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| Asynchronous Sensor max Lv. 4 | Innate ST Module | DMG Dealt increases by 15%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 5% for each 1 tile further away, up to 20%.All levels (4)
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| Augmenter max Lv. 8 | Innate ST Module | When attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector.All levels (8)
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| Bastion Mod max Lv. 8 | Innate ST Module | When attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating.All levels (8)
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| Bombardment Mod max Lv. 8 | Innate ST Module | When executing Code attacks, DMG +18%. When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn. All levels (8)
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| Breaker Mod max Lv. 8 | Innate ST Module | When executing an AoE Attack, DMG Dealt +18%. If 3 or more targets are hit, inflicts Movement Inhibition I on targets hit after combat, lasting for 2 turns. All levels (8)
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| Combo Mod max Lv. 8 | Innate ST Module | After triggering Re-ATK, DMG +18%. Each turn, after triggering the first Re-ATK, AP Cost -1, with a minimum of 1. All levels (8)
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| Crusher Mod max Lv. 8 | Innate ST Module | When attacking a target that carries debuffs, DMG +14%. When inflicting debuffs, the duration +1. All levels (8)
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| Deep Linker max Lv. 4 | Innate ST Module | DMG dealt increases by 15%. For each 1 debuff applied, DMG dealt additionally increases by 4%, stacking up to 5 times, lasting for 2 turns.All levels (4)
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| Defender Mod max Lv. 8 | Innate ST Module | If unable to retaliate in combat, DMG Taken -18%.All levels (8)
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| Descension Module max Lv. 8 | Innate ST Module | Increases DMG dealt to targets within 2 adjacent tiles by 24%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 24%. Favorable Event trigger rate increases by +10%. DMG calculation will use the highest number of pilot's attributes All levels (8)
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| Doomsday Core max Lv. 4 | Innate ST Module | Reduces DMG taken by 15% when attacked by enemies afflicted with debuffs. DMG dealt increases by 15% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 3% for each 1 debuff present, up to 30%.All levels (4)
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| Eruption Mod max Lv. 8 | Innate ST Module | When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%; Enters the Restriction Removal state, activating the extra module effect integrated within the part. All levels (8)
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| Execution Mod max Lv. 8 | Innate ST Module | When attacking a part with HP lower than 60%, DMG +18%. If a part is broken, trigger Flurry Strike to deal 0.25x DMG. All levels (8)
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| Flawless Mod max Lv. 8 | Innate ST Module | When HP is higher than 80%, DMG +9%, DMG Taken -9%. At the start of each turn, restore 8% of HP. All levels (8)
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| Focus Mod max Lv. 8 | Innate ST Module | If this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%.All levels (8)
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| Force Field Module max Lv. 8 | Innate ST Module | When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1.5% of max HP, up to a maximum of 24% of max HP. Reduces the skill multiplier of all enemies within 3 adjacent tiles by 0.1 (this effect is reduced to 1/4 against Rocket weapons). For every affected target within range, this unit's skill multiplier increases by 0.025, up to a maximum of 0.1. All levels (8)
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| Fortification Mod max Lv. 8 | Innate ST Module | For each buff possessed, DMG +4.5%, up to 18%; The duration of the buff gained increases by 1. This effect cannot stack with similar effects. All levels (8)
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| Fortitude Mod max Lv. 8 | Innate ST Module | When HP is below 60%, DMG +18%. The Body is not destroyed when it suffers overdamage, with a trigger interval of 5 turns. All levels (8)
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| Integration Mod max Lv. 8 | Innate ST Module | When HP is greater than or equal to 80%, DMG +18%. Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns. All levels (8)
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| Kinetic Mod max Lv. 8 | Innate ST Module | Before an Active Attack in combat, for every 1 tile moved, DMG +4.5%, up to 18%. ST's Movement +1. All levels (8)
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| Last Stand Module max Lv. 8 | Innate ST Module | When own HP is not full, DMG dealt increases by 24%. When actively attacking, the attack multiplier increases by 0.025 for each ally without full HP, up to +0.1. This effect is reduced to 1/4 if equipped with Rocket Launcher. All levels (8)
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| Link Mod max Lv. 8 | Innate ST Module | When triggering Link Attack, DMG +30%. Additionally, Link Attack effective times per turn +1. All levels (8)
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| Mass Repair Mod max Lv. 8 | Innate ST Module | When executing Mass repair skills, Repair AMT +18%. Immune to Active Skill Disabled. All levels (8)
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| Matching Mod max Lv. 8 | Innate ST Module | When initiating combat, if the target can retaliate, DMG Taken -18%; After initiating combat, restores HP equal to 25% of damage dealt. All levels (8)
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| Maverick Mod max Lv. 8 | Innate ST Module | When there are no allies within 2 adjacent tiles, DMG +18%; At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP. All levels (8)
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| Mitigation Mod max Lv. 8 | Innate ST Module | If unable to retaliate in combat, Dodge Rate +18%. After performing a perfect dodge, gain Movement UP, lasting for 1 turn. All levels (8)
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| Momentum Module max Lv. 8 | Innate ST Module | DMG dealt increases by 12%. DMG dealt additionally increases by 1.5% for each 1 debuff the enemy team carries, up to 12%. When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat. All levels (8)
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| Opportunist Mod max Lv. 8 | Innate ST Module | When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn.All levels (8)
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| Origin Core max Lv. 4 | Innate ST Module | During enemy turn, increases Dodge Rate by 15% of Firepower. During own turn, increases Firepower by 15% of Dodge Rate.All levels (4)
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| Pack Hunt Module max Lv. 8 | Innate ST Module | DMG dealt increases by 12%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 6% for each 1 additional unit above 2, up to 12%. Fixed DMG dealt increases by 25%. When attacking, Firepower increases by 2% of current HP. All levels (8)
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| Poke Mod max Lv. 8 | Innate ST Module | Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -18%. Activate the Aura: Inflicts a Hit Rate -8% on enemies within the adjacent 2-tile area. All levels (8)
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| Radiant Core max Lv. 4 | Innate ST Module | Upon deployment, gains 2 stacks of Storm Surge, up to 5 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.All levels (4)
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| Raiding Module max Lv. 8 | Innate ST Module | When actively attacking with a Melee Weapon, DMG Dealt increases by 12%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 6%, up to 18%. This effect is removed at the end of turn. After triggering Re-ATK, Critical Hit chance and Critical Hit DMG increase by 15%. All levels (8)
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| Raptor Unit max Lv. 4 | Innate ST Module | When actively attacking with a Melee Weapon, Critical Hit chance increases by 20%. If the target part has no destroyed parts, DMG Dealt increases by 20%.All levels (4)
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| Ravage Mod max Lv. 8 | Innate ST Module | When attacking a target on any terrain effect, DMG +18%. Fixed DMG dealt is increased by 25%.All levels (8)
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| Refraction Array max Lv. 4 | Innate ST Module | When attacking with Tactical weapons, DMG dealt increases by 20%. When attacking with shoulder-mounted weapons, Critical Hit chance increases by 15%.All levels (4)
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| Repair Mod max Lv. 8 | Innate ST Module | When performing active repairs, if the target's HP is below 60%, Repair AMT +18%. Remove 1 debuff after repairs. All levels (8)
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| Retaliation Mod max Lv. 8 | Innate ST Module | When retaliating, DMG +18%. Additionally, Quick Draw effective times per turn +1. All levels (8)
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| Roaring Frame max Lv. 4 | Innate ST Module | Max HP increases by 15%. When actively attacking, DMG dealt increases by 25% if no movement was made before the attack.All levels (4)
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| Safeguard Mod max Lv. 8 | Innate ST Module | When there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles. All levels (8)
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| Sentinel Mod max Lv. 8 | Innate ST Module | When in combat with a target at Ideal Range, DMG +18%. When in combat with a target at Ideal Range, Bullets +1. All levels (8)
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| Skirmishing Mod max Lv. 8 | Innate ST Module | When in combat against enemies within 2 tiles, DMG +18%. When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn. All levels (8)
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| Stargazer Unit max Lv. 2 | Innate ST Module | Removes restriction, grants effect: Mech Form: when actively attacking, if Hit Rate is 90% or more, this attack cannot miss. Cruise Form: Movement +1, Vision range +1. At the end of turn, if Configuration Shift has been used 2 or more times, gains 1 AP, otherwise gains 1 Shift Energy. When piloted by Lustre, CP +3 in the lowest unlocked Neural Drive Sector. All levels (2)
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| Sturdy Shield Mod max Lv. 8 | Innate ST Module | When attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 15% of that part max HP. When gaining temporary HP, grants DMG UP III and Hit Rate UP IV to self and 1 random ally within 2-tile diamond area around self, lasting for 2 turns.All levels (8)
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| Support Mod max Lv. 8 | Innate ST Module | When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 18%. At the end of turn, if 2 or more code or attack skills are used this turn, recovers 1 AP. All levels (8)
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| Suppression Mod max Lv. 8 | Innate ST Module | During an Active Attack in combat, if the target cannot retaliate, DMG +18%. Equally, dispel 1 buff from the target before combat. All levels (8)
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| Surmount Mod max Lv. 8 | Innate ST Module | When attacking a target with HP higher than 60%, DMG +18%. If a part is not broken, trigger Flurry Strike, dealing 0.25x DMG. All levels (8)
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| Ulfhednar Mod max Lv. 8 | Innate ST Module | When attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge. ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered Flurry Strike effect is replaced with Gusty Strike. All levels (8)
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| Urgent Repair Mod max Lv. 8 | Innate ST Module | When performing active repairs on a part with the lowest HP, Repair AMT +36%; When performing active repairs, can repair 1 additional destroyed part. All levels (8)
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| Vigilant Mod max Lv. 8 | Innate ST Module | When triggering Vigilant Shot, DMG +30%. Additionally, Vigilant Shot trigger chances per turn +1. All levels (8)
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| Xeno-Gear Module max Lv. 8 | Innate ST Module | DMG dealt increases by 24% while equipped with 2 different weapon types. After an action, the DMG multiplier of the next active attack increases by +0.1. All levels (8)
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| Air Glow Mod max Lv. 4 | Producible Module | When actively attacking, for each 1 AP consumes, increases DMG dealt by 5% before battle, up to 35%. After combat, this increment is reduced by 10%.All levels (4)
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| Annihilation Drive max Lv. 4 | Producible Module | After combat, increases DMG dealt by 4% and DMG of the ally initiated the attack by 2%, stacking up to 5 times, lasting for 2 turns.All levels (4)
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| Auto-Adaptive Mod max Lv. 4 | Producible Module | When in combat with an enemy with no destroyed parts, DMG +25%.All levels (4)
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| Bloodlust Unit max Lv. 4 | Producible Module | After being attacked, gain DMG +6% after combat, up to 5 stacks, lasting for 1 turn.All levels (4)
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| Cavalry System max Lv. 4 | Producible Module | When a single weapon is equipped in both hands, DMG +20%.All levels (4)
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| Cluster Energizer max Lv. 4 | Producible Module | When casting an AoE attack, if it hits 2 or fewer targets, DMG +25%.All levels (4)
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| Coordination Unit max Lv. 4 | Producible Module | After performing active repairs, grant the DMG UP III effect to up to 3 repair targets.All levels (4)
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| Discipline Mod max Lv. 4 | Producible Module | When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 4%, stacking up to 5 times, lasting for 2 turns.All levels (4)
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| Dominator Locator max Lv. 4 | Producible Module | In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 1% DMG Bonus, up to 25%.All levels (4)
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| Eclipse Fire Core max Lv. 4 | Producible Module | When actively attacking with tactical weapons, Critical Hit chance increases by 20% and DMG dealt increases by15%.All levels (4)
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| Energy Booster max Lv. 4 | Producible Module | When there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, upto 30%.All levels (4)
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| Enlightenment Core max Lv. 4 | Producible Module | When attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%.All levels (4)
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| Equilibrium max Lv. 4 | Producible Module | After landing critical hits, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%, lasting for 1 turn.All levels (4)
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| Fang Frame max Lv. 4 | Producible Module | When equipping two weapons of different [type]s in both hands, DMG +20%.All levels (4)
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| Fireweaver Chip max Lv. 4 | Producible Module | When attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%.All levels (4)
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| Flame Chaser max Lv. 4 | Producible Module | DMG dealt increases by 10%. For each 2 tiles moved, DMG dealt additionally increases by 5%, up to 25%, lasting for 2 turns.All levels (4)
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| Flame Core max Lv. 4 | Producible Module | When attacking with a skill that costs 3 AP or more, DMG +20%. For every 1 additional AP consumed, this effect +5%, up to 35%.All levels (4)
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| Flash Array max Lv. 4 | Producible Module | DMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target.All levels (4)
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| Garm Unit max Lv. 4 | Producible Module | During the Enemy Turn, DMG +30%.All levels (4)
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| HCI System max Lv. 4 | Producible Module | During an Active Attack, there is a 100% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.All levels (4)
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| HM Bridged Unit max Lv. 4 | Producible Module | When fighting enemies within the 1-ring area, Hit Rate +15%, Crit Rate +15%.All levels (4)
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| Heartsplitter Mod max Lv. 4 | Producible Module | During combat, for each 1 debuff the target carries, increases own DMG dealt by 5% and target DMG taken by 2%, stacking up to 5 times, lasting for 2 turns.All levels (4)
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| Hrodvitnir Unit max Lv. 4 | Producible Module | When initiating combat, has a 20% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%.All levels (4)
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| Immaculateur max Lv. 4 | Producible Module | When a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP.All levels (4)
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| Iron Rain Mod max Lv. 4 | Producible Module | Increases DMG dealt by 15% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 4%, up to 5 stacks, lasting for 2 turns.All levels (4)
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| Kinetic Monitor max Lv. 4 | Producible Module | After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.All levels (4)
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| Lamination Unit max Lv. 4 | Producible Module | After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 15%.All levels (4)
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| Liquid Repair Kit max Lv. 4 | Producible Module | When HP falls below 50%, there is a 100% chance to restore 6% HP after taking damage, effective up to 2 times per turn.All levels (4)
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| Lumiflow Lidar max Lv. 4 | Producible Module | When attacking, DMG +5% for every 1 tile from the target, up to +25%.All levels (4)
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| M-SWR Scope max Lv. 4 | Producible Module | After initiating combat, if Re-ATK is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns.All levels (4)
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| Mirror Core max Lv. 4 | Producible Module | When both hands are equipped with the same weapon type, DMG +20%.All levels (4)
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| ProxBot Jammer max Lv. 4 | Producible Module | Activate the Aura: Inflicts a Dodge Rate -12% on enemies within the adjacent 2-tile area.All levels (4)
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| Rad-Synchronizer max Lv. 4 | Producible Module | For each buff gained, DMG +6%, up to 30%. Lasts for 2 turns.All levels (4)
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| Rebel Mod max Lv. 4 | Producible Module | When attacked, for each 1 hit dodged, DMG dealt increases by 2.5%, up to 35%. This effect is reduced by 10% at the end of turn.All levels (4)
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| Sentinel Unit max Lv. 4 | Producible Module | After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.All levels (4)
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| Sentry Mod max Lv. 4 | Producible Module | Before performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns.All levels (4)
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| Skydome Hub max Lv. 4 | Producible Module | When there are 3 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%.All levels (4)
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| Slipstream Chip max Lv. 4 | Producible Module | Repair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies Movement UP to the target, lasting for 1 turn.All levels (4)
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| Supercomputer Type-R max Lv. 4 | Producible Module | When actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.All levels (4)
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| Synchronize Hub max Lv. 4 | Producible Module | When both shoulders are equipped with the same weapon type, DMG +20%.All levels (4)
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| Tempered Frame max Lv. 4 | Producible Module | When both hands and backpack slots are equipped with weapon, DMG dealt increases by 30%.All levels (4)
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| Thermostatic Mod max Lv. 4 | Producible Module | When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn.All levels (4)
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| Thorn Circuit max Lv. 4 | Producible Module | For each 1 enemy within 1 ring area, DMG taken reduces by 15% and DMG dealt increases by 15%. For each 1 additional enemy, DMG dealt additionally increases by 5%, up to 15%.All levels (4)
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| ThunderCloud FES max Lv. 4 | Producible Module | When executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns.All levels (4)
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| Triangular Frame max Lv. 4 | Producible Module | When on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%.All levels (4)
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| Turbo Booster max Lv. 4 | Producible Module | When your AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%.All levels (4)
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| Wayward Engine max Lv. 4 | Producible Module | For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 6% and Repair AMT by 4%, stacking up to 5 times, lasting for 2 turns.All levels (4)
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| Zanshin max Lv. 4 | Producible Module | Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times.All levels (4)
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Modules on ST · 162
| Module | Effect (max level) | ST | |
|---|---|---|---|
| AI Aiming Unit Lv. 2 | Hit Rate +10% | ||
| Abnomality Mod Lv. 8 | For each 1 buff or debuff carried, DMG dealt increases by 3%, up to 24%. If this unit carries 6 or more total buffs and debuffs, assault weapon bullet count increases by +1. | ||
| Accumulator Mod Lv. 8 · all levels | Before actively attacking, if distance moved is 2 tiles or less, DMG +18%; At end of action, immediately gain 1 AP. This effect has a 1-turn trigger interval. | ||
| Accuracy Mod Lv. 4 · all levels | Hit Rate +10%. | ||
| Accurate Accumulator Lv. 1 | When actively attacking, for each 1 AP consumed, Hit Rate +2.5%, up to 10%. | ||
| Adaptive Energy Mod Lv. 8 | Repair AMT increases by 12%. When actively using repair skills, Repair AMT additionally increases by 12%; After using non-attack command skills, next active attack skill AP cost reduces by -1. After using active attack skills, next active non-attack command skills AP cost reduces by -1. This effect can trigger 1 time per turn. | ||
| Adaptive Mod Lv. 2–8 · all levels | When HP is below 50%, DMG Taken -18%. When HP is above 50%, DMG +20%. | ||
| Aggression Mod Lv. 8 · all levels | When actively attacking, critical hit chance increases by 20%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 15%. This effect is reset upon scoring a critical hit. When entering Aiming Mode, the attack multiplier is increased by +0.1. | ||
| Aim Afar Mod Lv. 2–8 · all levels | When there are no enemies within the adjacent (2 tiles) area, DMG +18%. Activate the Aura: Grants a Hit Rate +8% to allies within the adjacent (2 tiles) area. | ||
| Aiming Aid Lv. 4 | When attacking with a Tactical Weapon, there is a 70% chance to trigger: DMG +15%. | ||
| Air Glow Mod Lv. 4 · all levels | When actively attacking, for each 1 AP consumes, increases DMG dealt by 5% before battle, up to 35%. After combat, this increment is reduced by 10%. | ||
| All Creation Module Lv. 8 | For each 1 different profession on the team, DMG dealt increases by 6%, up to 24%. If there are 4 or more professions on the team, Initial AP +1, AP recovery +1. Enters the Restriction Removal state, activating the extra module effect integrated within the part. | ||
| Annihilation Drive Lv. 4 · all levels | After combat, increases DMG dealt by 4% and DMG of the ally initiated the attack by 2%, stacking up to 5 times, lasting for 2 turns. | ||
| Annihilation Module Lv. 8 · all levels | Critical Hit chance increases by 12%. When actively attacking, Critical Hit chance additionally increases by 3% for each 1 target within skill range, up to a maximum of 12%. If Critical Hit chance exceeds 50%, Critical Hit DMG increases by 1% for each 1% of Critical Hit chance above the threshold, up to +15%. If an active attack scores a Critical Hit on 2 or more targets, gains 1 AP. This effect can trigger 1 time per turn. | ||
| Armor Mod Lv. 4 · all levels | Armor +35%. | ||
| Ascendancy Core Lv. 4 | In combat, gains DMG and Fixed DMG +5% every 5 hits. Stacks up to 5 times. Lasts for 2 turns. | ||
| Assaulter Fixture Lv. 2 | When initiating combat, if the target cannot retaliate, DMG +15%. | ||
| Asynchronous Sensor Lv. 4 · all levels | DMG Dealt increases by 15%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 5% for each 1 tile further away, up to 20%. | ||
| Augmenter Lv. 8 · all levels | When attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector. | ||
| Auto-Adaptive Mod Lv. 4 · all levels | When in combat with an enemy with no destroyed parts, DMG +25%. | ||
| Basher Lv. 4 | When attacking with a Melee Weapon, there is a 70% chance to trigger: DMG +15%. | ||
| Bastion Mod Lv. 8 · all levels | When attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating. | ||
| Bloodlust Unit Lv. 4 · all levels | After being attacked, gain DMG +6% after combat, up to 5 stacks, lasting for 1 turn. | ||
| Bombardment Mod Lv. 8 · all levels | When executing Code attacks, DMG +18%. When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn. | ||
| Breaker Mod Lv. 2–8 · all levels | When executing an AoE Attack, DMG Dealt +18%. If 3 or more targets are hit, inflicts Movement Inhibition I on targets hit after combat, lasting for 2 turns. | ||
| Buffering Unit Lv. 4 | When taking damage, there is a 70% chance to trigger: Armor +45%. | ||
| Burning Soul Mod Lv. 8 | DMG dealt increases by 12%. For each 1 friendly Burning Terrain tile, DMG dealt additionally increases by 2%, up to 18%. After actively attacking, next active attack multiplier increases by +0.05. If the attack does not destroy the target, can move 1 additional tile. | ||
| Cavalry System Lv. 4 · all levels | When a single weapon is equipped in both hands, DMG +20%. | ||
| Cluster Energizer Lv. 4 · all levels | When casting an AoE attack, if it hits 2 or fewer targets, DMG +25%. | ||
| Combo Mod Lv. 8 · all levels | After triggering Re-ATK, DMG +18%. Each turn, after triggering the first Re-ATK, AP Cost -1, with a minimum of 1. | ||
| Conflux Hub Lv. 1 | Doubles levels of modules slotted in Legs. | ||
| Constellation Mod Lv. 8 | When using code skill to attack, DMG dealt increases by 12%, for each 1 hit landed, DMG dealt additionally increases by 3%, up to 24%. When actively attacking, multi-hit weapons hit count increases by +1. If a part is broken after attacking, gains Movement UP, lasting for 1 turn. | ||
| Coordination Unit Lv. 4 · all levels | After performing active repairs, grant the DMG UP III effect to up to 3 repair targets. | ||
| Counterattack Mod Lv. 8 | When attacked, if the attacker hit rate is 70% or less, increases Retaliation DMG by 24%; After each Retaliation, skill multiplier is increased by +0.05, up to +0.15. This effect is removed at the end of turn. | ||
| Cover Fire Mod Lv. 8 | DMG dealt increases by 12%. On the 5th or later hit, DMG dealt additionally increases by 12%. When equipped with two assault weapons, DMG multiplier increases by +0.05. Sentry Mod max stack increases by +3, and gains 4 stacks at the start of battle. | ||
| Crit DMG Mod Lv. 4 · all levels | Crit DMG +10%. | ||
| Crit RES Mod Lv. 4 · all levels | Crit RES +10%. | ||
| Crit Rate Mod Lv. 4 · all levels | Crit Rate +10%. | ||
| Crusher Mod Lv. 2–8 · all levels | When attacking a target that carries debuffs, DMG +14%. When inflicting debuffs, the duration +1. | ||
| DLSS Lv. 1 | Stationary Arm Blaster. Can execute Shock Wave with a single Blaster. Can execute High Tide with two Blasters. | ||
| DMG Taken Mod Lv. 4 · all levels | DMG Taken -10%. | ||
| Deep Linker Lv. 4 · all levels | DMG dealt increases by 15%. For each 1 debuff applied, DMG dealt additionally increases by 4%, stacking up to 5 times, lasting for 2 turns. | ||
| Defender Mod Lv. 2 · all levels | If unable to retaliate in combat, DMG Taken -4%. | ||
| Descension Module Lv. 8 · all levels | Increases DMG dealt to targets within 2 adjacent tiles by 24%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 24%. Favorable Event trigger rate increases by +10%. DMG calculation will use the highest number of pilot's attributes | ||
| Dignity Mod Lv. 8 | During combat, if own HP percentage is equal to or greater than the enemy, DMG dealt increases by 24%. When attacking, if there is an ally within 3 adjacent tiles, AP Cost is reduced by -1, to a minimum of 1 AP. This effect can trigger 1 time per turn. | ||
| Discipline Mod Lv. 4 · all levels | When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 4%, stacking up to 5 times, lasting for 2 turns. | ||
| Dodge Mod Lv. 4 · all levels | Dodge Rate +10%. | ||
| Dominator Locator Lv. 4 · all levels | In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 1% DMG Bonus, up to 25%. | ||
| Doomsday Core Lv. 4 · all levels | Reduces DMG taken by 15% when attacked by enemies afflicted with debuffs. DMG dealt increases by 15% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 3% for each 1 debuff present, up to 30%. | ||
| Dragon's Might - Enlightenment Lv. 2 | Increases DMG dealt by allies within 3 adjacent tiles by 3%. If piloted by Wataru, this effect is doubled. | ||
| Dragon's Might - Guard Lv. 2 | When a Shield is equipped on left arm, DMG taken reduces by 5%. This effect is doubled against bosses. | ||
| Dragon's Might - Rising Wind Lv. 2 | Shield cannot be equipped on right arm. When equipping other melee weapons, DMG dealt increases by 5%. This effect is doubled against bosses. | ||
| Dragon's Might - Unfettered Lv. 2 | Ignores unit obstruction when moving. When Wataru pilots the complete Huilong, movement +1 and movement type changes to Levitating, allowing this unit to pass over low obstacle. | ||
| Eclipse Fire Core Lv. 4 · all levels | When actively attacking with tactical weapons, Critical Hit chance increases by 20% and DMG dealt increases by15%. | ||
| Electronic Blocker Lv. 4 | When attacking, there is a 70% chance to trigger: target's Dodge Rate -12%. | ||
| Energy Booster Lv. 4 · all levels | When there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, upto 30%. | ||
| Enlightenment Core Lv. 4 · all levels | When attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%. | ||
| Equilibrium Lv. 4 · all levels | After landing critical hits, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%, lasting for 1 turn. | ||
| Eruption Mod Lv. 8 · all levels | When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%; Enters the Restriction Removal state, activating the extra module effect integrated within the part. | ||
| Execution Mod Lv. 2–8 · all levels | When attacking a part with HP lower than 60%, DMG +18%. If a part is broken, trigger Flurry Strike to deal 0.25x DMG. | ||
| Fang Frame Lv. 4 · all levels | When equipping two weapons of different [type]s in both hands, DMG +20%. | ||
| Firepower Module Lv. 4 | Firepower +10%. | ||
| Fireweaver Chip Lv. 4 · all levels | When attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%. | ||
| Flame Chaser Lv. 4 · all levels | DMG dealt increases by 10%. For each 2 tiles moved, DMG dealt additionally increases by 5%, up to 25%, lasting for 2 turns. | ||
| Flame Core Lv. 4 · all levels | When attacking with a skill that costs 3 AP or more, DMG +20%. For every 1 additional AP consumed, this effect +5%, up to 35%. | ||
| Flash Array Lv. 4 · all levels | DMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target. | ||
| Flawless Mod Lv. 2–8 · all levels | When HP is higher than 80%, DMG +9%, DMG Taken -9%. At the start of each turn, restore 8% of HP. | ||
| Fluid Generator Lv. 2 | When actively attacking or retaliating, restores HP to undestroyed parts equal to 15% of damage dealt after combat, and can repair 1 destroyed part. | ||
| Focus Mod Lv. 8 · all levels | If this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%. | ||
| Force Field Module Lv. 8 · all levels | When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1.5% of max HP, up to a maximum of 24% of max HP. Reduces the skill multiplier of all enemies within 3 adjacent tiles by 0.1 (this effect is reduced to 1/4 against Rocket weapons). For every affected target within range, this unit's skill multiplier increases by 0.025, up to a maximum of 0.1. | ||
| Fortification Mod Lv. 8 · all levels | For each buff possessed, DMG +4.5%, up to 18%. The duration of the buff gained increases by 1. This effect cannot stack with similar effects. | ||
| Fortitude Mod Lv. 2–8 · all levels | When HP is below 60%, DMG +18%. The Body is not destroyed when it suffers overdamage, with a trigger interval of 5 turns. | ||
| Garm Unit Lv. 4 · all levels | During the Enemy Turn, DMG +30%. | ||
| HCI System Lv. 4 · all levels | During an Active Attack, there is a 100% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn. | ||
| HM Bridged Unit Lv. 4 · all levels | When fighting enemies within the 1-ring area, Hit Rate +15%, Crit Rate +15%. | ||
| HP Mod Lv. 4 · all levels | HP +10%. | ||
| Heartsplitter Mod Lv. 4 · all levels | During combat, for each 1 debuff the target carries, increases own DMG dealt by 5% and target DMG taken by 2%, stacking up to 5 times, lasting for 2 turns. | ||
| Hrodvitnir Unit Lv. 4 · all levels | When initiating combat, has a 20% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%. | ||
| Hyper Frame Lv. 2 | When possessing Temporary HP, DMG +15%. | ||
| Immaculateur Lv. 4 · all levels | When a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP. | ||
| Inner-Cycle Hub Lv. 4 | When casting a skill with an AP Cost of 3 or more, there is a 25% chance to trigger and restore 1 AP after combat. | ||
| Inspiration Mod Lv. 8 | When allies within 2 adjacent tiles have over 50% HP, DMG Taken -12%; After performing active repairs, can trigger Re-ATK. Cannot move before attacking. Can only trigger 1 time per turn. | ||
| Integration Mod Lv. 8 · all levels | When HP is greater than or equal to 80%, DMG +18%. Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns. | ||
| Intensive Analyzer Lv. 4 | When performing active repairs, there is a 70% chance to trigger Repair AMT +15%. | ||
| Iron Rain Mod Lv. 4 · all levels | Increases DMG dealt by 15% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 4%, up to 5 stacks, lasting for 2 turns. | ||
| Kinetic Mod Lv. 2–8 · all levels | Before an Active Attack in combat, for every 1 tile moved, DMG +4.5%, up to 18%. ST's Movement +1. | ||
| Kinetic Monitor Lv. 4 · all levels | After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn. | ||
| Lamination Unit Lv. 4 · all levels | After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 15%. | ||
| Last Stand Module Lv. 8 · all levels | When own HP is not full, DMG dealt increases by 24%. When actively attacking, the attack multiplier increases by 0.025 for each ally without full HP, up to +0.1. This effect is reduced to 1/4 if equipped with Rocket Launcher. | ||
| Link Mod Lv. 8 · all levels | When triggering Link Attack, DMG +30%. Additionally, Link Attack effective times per turn +1. | ||
| Liquid Repair Kit Lv. 4 · all levels | When HP falls below 50%, there is a 100% chance to restore 6% HP after taking damage, effective up to 2 times per turn. | ||
| Lumiflow Lidar Lv. 4 · all levels | When attacking, DMG +5% for every 1 tile from the target, up to +25%. | ||
| M-SWR Scope Lv. 4 · all levels | After initiating combat, if Re-ATK is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns. | ||
| MMA PTX Lv. 1 | Stationary Arm Blaster. Can execute Shock Wave with a single Blaster. Can execute High Tide with two Blasters. | ||
| Mass Repair Mod Lv. 8 · all levels | When executing Mass repair skills, Repair AMT +18%. Immune to Active Skill Disabled. | ||
| Matching Mod Lv. 2–8 · all levels | When initiating combat, if the target can retaliate, DMG Taken -18%; After initiating combat, restores HP equal to 25% of damage dealt. | ||
| Maverick Mod Lv. 8 · all levels | When there are no allies within 2 adjacent tiles, DMG +18%; At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP. | ||
| Mini-PC - Sniper Lv. 4 | When attacking with a Ranged Weapon, there is a 70% chance to trigger: DMG +15%. | ||
| Mirror Core Lv. 4 · all levels | When both hands are equipped with the same weapon type, DMG +20%. | ||
| Mirror Matrix Lv. 4 | When attacking, increases DMG based on hits. For every 1 hit, DMG +5%, up to 30%. Resets after attacking. | ||
| Mitigation Mod Lv. 8 · all levels | If unable to retaliate in combat, Dodge Rate +18%. After performing a perfect dodge, gain Movement UP, lasting for 1 turn. | ||
| Momentum Module Lv. 8 · all levels | DMG dealt increases by 12%. DMG dealt additionally increases by 1.5% for each 1 debuff the enemy team carries, up to 12%. When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat. | ||
| Opportunist Mod Lv. 8 · all levels | When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn. | ||
| Origin Core Lv. 4 · all levels | During enemy turn, increases Dodge Rate by 15% of Firepower. During own turn, increases Firepower by 15% of Dodge Rate. | ||
| Overcapacity Mod Lv. 8 | When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 24%. When attacked in battle, if possessing Temporary HP, triggers Quick Draw. | ||
| Pack Hunt Module Lv. 8 · all levels | DMG dealt increases by 12%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 6% for each 1 additional unit above 2, up to 12%. Fixed DMG dealt increases by 25%. When attacking, Firepower increases by 2% of current HP. | ||
| Power Mod Lv. 4 · all levels | ST Power +100 | ||
| Pressurized Accumulator Lv. 1 | When actively attacking, for every 1 AP consumed, DMG +2.5%, up to 10%. | ||
| Pressurizer Lv. 4 | When attacking with an Assault Weapon, there is a 70% chance to trigger: DMG +15%. | ||
| ProxBot Jammer Lv. 4 · all levels | Activate the Aura: Inflicts a Dodge Rate -12% on enemies within the adjacent 2-tile area. | ||
| RTX Frame Lv. 1 | When there is a surplus of ST Power, for every 50 surplus Power, DMG +3%, up to 15% | ||
| Rad-Synchronizer Lv. 4 · all levels | For each buff gained, DMG +6%, up to 30%. Lasts for 2 turns. | ||
| Radar Jammer Lv. 4 | When attacked and retaliated, there is a 70% chance to trigger: Dodge Rate +12%. | ||
| Radiance Mod Lv. 8 | For each 1 AP currently possesses, DMG dealt increases by 3%, up to 24%. When initiating combat with a skill costing 6 AP or more, this attack cannot be dodged, Quick Draw or Vigilant Shot against, and will always score a critical hit. | ||
| Radiant Core Lv. 4 · all levels | Upon deployment, gains 2 stacks of Storm Surge, up to 5 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge. | ||
| Raging Tide Mod Lv. 8 | DMG dealt increases by 12%, additionally increases by 1.5% for each 1 hit landed, up to 24%. When actively attacking, if 6 or more hits landed, skill multiplier increases by +0.1. This effect is reset after attacking. | ||
| Raiding Module Lv. 8 · all levels | When actively attacking with a Melee Weapon, DMG Dealt increases by 12%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 6%, up to 18%. This effect is removed at the end of turn. After triggering Re-ATK, Critical Hit chance and Critical Hit DMG increase by 15%. | ||
| Raptor Unit Lv. 4 · all levels | When actively attacking with a Melee Weapon, Critical Hit chance increases by 20%. If the target part is at full HP, DMG Dealt increases by 20%. | ||
| Ravage Mod Lv. 8 · all levels | When attacking a target on any terrain effect, DMG +18%. Fixed DMG dealt is increased by 25%. | ||
| Rebel Mod Lv. 4 · all levels | When attacked, for each 1 hit dodged, DMG dealt increases by 2.5%, up to 35%. This effect is reduced by 10% at the end of turn. | ||
| Rebuilder Fixture Lv. 2 | When any Arm is destroyed, restores 50% HP to 1 Arm. This effect can trigger again after an interval of 3 turns. | ||
| Refraction Array Lv. 4 · all levels | When attacking with Tactical weapons, DMG dealt increases by 20%. When attacking with both shoulder-mounted weapons, Critical Hit chance increases by 15%. | ||
| Remote Strike Mod Lv. 8 | When actively attacking, if the target is 5 or more tiles away, DMG dealt increases by 24%. When actively attacking, if inflicted a cumulative of 4 debuffs or more, reloads 1 tactical ammo and applies Movement Inhibition I to the target after combat, lasting for 2 turns. This effect can trigger 1 time per turn and stops accumulating after triggering. | ||
| Repair Mod Lv. 8 · all levels | When performing active repairs, if the target's HP is below 60%, Repair AMT +18%. Remove 1 debuff after repairs. | ||
| Retaliation Mod Lv. 8 · all levels | When retaliating, DMG +18%. Additionally, Quick Draw effective times per turn +1. | ||
| Roaring Frame Lv. 4 · all levels | Max HP increases by 15%. When actively attacking, DMG dealt increases by 25% if no movement was made before the attack. | ||
| Safeguard Mod Lv. 8 · all levels | When there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles. | ||
| Sentinel Mod Lv. 8 · all levels | When in combat with a target at Ideal Range, DMG +18%. When in combat with a target at Ideal Range, Bullets +1. | ||
| Sentinel Unit Lv. 4 · all levels | After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V. | ||
| Sentry Mod Lv. 4 · all levels | Before performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns. | ||
| Shadow Strike Mod Lv. 4 | When attacking with assault weapon, DMG dealt increases by 15%. Critical Hit chance increases by 5% per 1 bullet count, up to 30%. | ||
| Shatter Array Lv. 4 | When attacking, there is a 70% chance to trigger: ignore 45% of the target's Armor. | ||
| Shock Absorber Lv. 4 | When taking damage, there is a 70% chance to trigger: DMG Taken -15%. | ||
| Siege Mod Lv. 8 | When there are enemy units within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Immune to Percentage-Based Fixed DMG | ||
| Skirmishing Mod Lv. 8 · all levels | When in combat against enemies within 2 tiles, DMG +18%. When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn. | ||
| Skydome Hub Lv. 4 · all levels | When there are 3 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%. | ||
| Slipstream Chip Lv. 4 · all levels | Repair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies Movement UP to the target, lasting for 1 turn. | ||
| Sniping Mod Lv. 8 | When attacking, DMG dealt increases by 12%. For each 1 tile away from the target, DMG dealt additionally increases by 2%, up to 24%. If the distance to target is 5 tiles or more when attacking, skill multiplier increases by 0.1. The effect is doubled if this attack is not an active attack. | ||
| Stargazer Unit Lv. 2 · all levels | Removes restriction, grants effect: Mech Form: when actively attacking, if Hit Rate is 90% or more, this attack cannot miss. Cruise Form: Movement +1, Vision range +1. At the end of turn, if Configuration Shift has been used 2 or more times, gains 1 AP, otherwise gains 1 Shift Energy. When piloted by Lustre, CP +3 in the lowest unlocked Neural Drive Sector. | ||
| Sturdy Shield Mod Lv. 8 · all levels | When attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 15% of that part max HP. When gaining temporary HP, grants DMG UP III and Hit Rate UP IV to self and 1 random ally within 2-tile diamond area around self, lasting for 2 turns. | ||
| Supercomputer Type-R Lv. 4 · all levels | When actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns. | ||
| Support Mod Lv. 8 · all levels | When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 18%. At the end of turn, if 2 or more code or attack skills are used this turn, recovers 1 AP. | ||
| Suppression Mod Lv. 2–8 · all levels | During an Active Attack in combat, if the target cannot retaliate, DMG +18%. Equally, dispel 1 buff from the target before combat. | ||
| Surmount Mod Lv. 2–8 · all levels | When attacking a target with HP higher than 60%, DMG +18%. If a part is not broken, trigger Flurry Strike, dealing 0.25x DMG. | ||
| Sustain Mod Lv. 8 | When performing active repairs, Repair AMT increases by 12%, with an additional increase of 24% to the part with the lowest HP. This unit and the first summoned unit will not be destroyed when taking fatal damage. After battle, repairs all destroyed parts and restores 30% of Max HP to all allies within a 2-block range. This effect can be activated 1 time per deployment. | ||
| Synchronize Hub Lv. 4 · all levels | When both shoulders are equipped with the same weapon type, DMG +20%. | ||
| Tempered Frame Lv. 4 · all levels | When both hands and backpack slots are equipped with weapon, DMG dealt increases by 30%. | ||
| Tending Mod Lv. 4 · all levels | Received Repair AMT +10%. | ||
| Tensor Core Lv. 1 | At end of action, if no movement occurred during this action, randomly loads 1 Ammo for 1 non-exhausted weapon. | ||
| Thermostatic Mod Lv. 4 · all levels | When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn. | ||
| Thorn Circuit Lv. 4 · all levels | For each 1 enemy within 1 ring area, DMG taken reduces by 15% and DMG dealt increases by 15%. For each 1 additional enemy, DMG dealt additionally increases by 5%, up to 15%. | ||
| ThunderCloud FES Lv. 4 · all levels | When executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns. | ||
| Tiger Soul - Unbound Lv. 2 | When Toraoh pilots the complete Shadowtiger, ignores unit obstruction when moving, movement is not reduced when legs are destroyed, and movement type changes to Levitating, allowing this unit to pass over low obstacle. | ||
| Triangular Frame Lv. 4 · all levels | When on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%. | ||
| True Knowledge System Lv. 4 | When actively attacking, DMG dealt increases by 20%. If the current weapon is different than the previous one, DMG dealt additionally increases by 15%. | ||
| Turbo Booster Lv. 4 · all levels | When your AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%. | ||
| Ulfhednar Mod Lv. 8 · all levels | When attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge. ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered Flurry Strike effect is replaced with Gusty Strike. | ||
| Urgent Repair Mod Lv. 2–8 · all levels | When performing active repairs on a part with the lowest HP, Repair AMT +36%; When performing active repairs, can repair 1 additional destroyed part. | ||
| Valor Core Lv. 4 | When actively attacking, DMG dealt increases by 15%. This effect is doubled against bosses. | ||
| Wayward Engine Lv. 4 · all levels | For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 6% and Repair AMT by 4%, stacking up to 5 times, lasting for 2 turns. | ||
| Xeno-Gear Module Lv. 8 · all levels | DMG dealt increases by 24% while equipped with 2 different weapon types. After an action, the DMG multiplier of the next active attack increases by +0.1. | ||
| Zanshin Lv. 4 · all levels | Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times. |
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