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
- Ultra: 150% Power
- Cursed: 150% Power, Faster Cooldown
- 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
Dashing reloads one Breaching charge.
Additionally, when not on cooldown, the next shot is a guaranteed critical strike.
Stabs from behind deal double damage and healing while reducing the cooldown by half.
Dealing damage heals for a bit of missing health.
Grants strong ammo regeneration, highly reduced recoil, increased firerate and a chance to fire twice for a duration.
Scrap is granted for kills, recycling items, bolts and plating.
Class starting items
Image | Name | Rarity | Description | Note |
---|---|---|---|---|
Deploys an ammunition canister to be used by all team members. Picking up any ammo heals team members for 15% of maximum health. |
| |||
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. |
| |||
Has one of many mostly positive side effects and heals 35% of missing health on all team members. Gains one charge while teleporting. |
| |||
Grants heavy damage resistance and health regeneration for all team members over a short duration. 50% chance to gain one charge at Medical Chests. |
| |||
Fires a flare projectile, lighting up the area and granting increased accuracy and damage if within range while revealing invisible units. |
| |||
Grants stealth upon use, becoming invisible to enemies. Stealth effect breaks upon firing or item use. |
| |||
Disorients and slows enemies in a large area. Deals 20% maximum health damage to targets hit, up to 1000 damage. |
| |||
Stunning all units in an area for a brief moment, removing shields and granting 5 guardian core stacks. |
| |||
Throws a plasma grenade, dealing a high amount of damage concentrated in a circular area. |
| |||
Creates an acid puddle, afflicting anyone passing it and generates 25 heat when thrown. |
| |||
Stimulants grant fire rate, damage, movement speed, and improved dashing recharge for all team members for a short period. |
| |||
Fires a custom heavy power bolt after a delay, dealing high damage and gaining damage on each pierced target |
| |||
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. |
| |||
Unleashes a swift strike in close proximity. Deals additional damage while dashing and increases damage slightly for each kill. |
| |||
Fires a flare projectile, lighting up the area and granting increased accuracy and damage if within range while revealing invisible units. |
| |||
Deploys a stationary light machine gun sentry turret, attacking near enemies with strong sustained firepower. |
| |||
All buffs, debuffs, and any non-stun status effects currently applied to enemies will stop decreasing for 10 seconds while active. |
| |||
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. |
| |||
Fires a taser projectile on a weapon shot after a slight delay, stunning and damaging a target when hit. | ||||
Reflects direct incoming bullet damage back to the original shooter. |
|
Active items
Image | Name | Rarity | Description | Note |
---|---|---|---|---|
Instantly regenerates a fixed amount of team members health. Last charge heals double. Gains charges via vial pickups but is destroyed at zero charges. |
| |||
Hitting enemies and all fired bullets grants lifeblood charges which can be consumed to heal all team members - cooldown based on charge amount. |
| |||
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. |
| |||
Increases damage of the currently equipped weapon and allows the installation of one of many varied attachments. Grants a choice of 3. Increased item power grants a small chance of getting a second attachment. |
| |||
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. | ||||
Plants a remotely detonatable explosive on the ground which can be detonated by clicking the explosive icon. |
| |||
Spawns a mind-controlled Champion, who annihilates nearby targets. The Champion can only be targeted by enemies when reloading. |
| |||
Fires a spread of knives, causing direct damage and bleeding. Increases weapon heat when used. | ||||
Fires a bouncing 40mm high explosive grenade. | ||||
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. | ||||
Deploys a stationary long range sentry turret, attacking enemies with high-powered shots. |
| |||
Allows selecting one of three different class modules. |
| |||
Fires two bursts of penetrating flechette rounds, causing direct damage and bleeding. Increases weapon heat when used. | ||||
Grants maximum health based on kills within 12 seconds. |
| |||
Resets heat to minimum and removes ammo cost for a duration. |
| |||
Adds nightvision, lifesteal, and damage bonus when activated. | ||||
Fully absorbs any incoming damage and reflects it in a large area. |
| |||
Grants one of multiple powerful passive stat boosts. |
| |||
Slows down time for a duration. |
| |||
Creates a temporary slowing field that damages and lowers movement speed. No friendly fire. | ||||
When ready, switching weapons grants a temporary fire rate and damage buff. Prevents weapon switching for a duration. |
| |||
Grants a short duration shield, activates instantly in combat. Increases luck passively. |
| |||
Charged by obtaining 50 eliminations, destroying the ring when fully charged grants a special reward from Zir. | ||||
Discharges a stunning lightning strike which also strips all shields of one close enemy - can obtain one or two charges on kills. |
| |||
Accumulates bonus experience, can be redeemed by destroying the ring. Dying with the ring intact loses all. Slightly increases damage taken. | ||||
Spawns a controlled drone, seeking targets near the current position with strong sustained damage. |
| |||
Charged by obtaining 1000 experience, destroying the ring when fully charged grants a new item. Taking health damage shatters the ring. |
| |||
Calls in an airstrike, releasing cluster bombs over a large area. | ||||
Mind control an enemy unit for a brief time. |
| |||
Trade health to equally damage all enemies visible, and temporary damage absorption. |
| |||
Unleashes a slowly moving devastating orbital beam, following the target reticle and dealing heavy area damage. | ||||
Unleashes a mysterious drilling projectile, dealing up to 10 damage instances at extreme speed before vanishing |
|
Passive items
Image | Name | Rarity | Description | Note | |
---|---|---|---|---|---|
Shows chests, pickups and enemy locations the map.
Passively increases scavenging. |
| ||||
Shots can unleash the orb, damaging and disorienting enemies. Bullets also gain higher velocity. |
| ||||
Triggers a slowly moving beam, seeking a near target and dealing continuous damage, fired from a drone above. | |||||
Attacks cause splash damage around targets. Attacking shielded enemies drains 25% of their maximum capacity and amplifies the splash effect. |
| ||||
Discharges a devastating heavy lightning strike on a nearby enemy when not on cooldown. |
| ||||
Shots have a chance to release the orb, stunning enemies and ricocheting |
| ||||
Chance to fire an additional shot with each weapon shot fired. |
| ||||
Shoots down bullets mid-flight, can overdrive for increased effect. |
| ||||
Resets recoil, heals for a portion of max health, and briefly grants firerate and recoil control on firing. |
| ||||
Deals explosive damage in an area. |
| ||||
Destroys 1 additional plating per hit, with a chance to absorb the plating. |
| ||||
Charges a strong immaterial beam which is released on weapon shots at 100 charges - kills also add charges. |
| ||||
Dashing through enemies consumes charges and deals damage. Increases movement speed. |
| ||||
Weapon hits have a chance to unleash a custom hyper blade at high speed. Causes bleeding and bounces many times. |
| ||||
Losing shields triggers a 360 degree retaliation of sharp damaging knives. | |||||
Grants a health regeneration aura with strength based on the crystal weilder's proximity to enemies. |
| ||||
Increases fire duration and grants a chance to unleash a fire wave on weapon shots, dealing damage and increasing heat. |
| ||||
Every 6th shot deals increased damage. |
| ||||
Kills have a chance of spawning a gun drone in proximity, providing light fire support. |
| ||||
Weapon shots have a magazine-size-adjusted chance to fire a dumbfire missile. |
| ||||
Has a chance of triggering a strong laser array on weapon shots. | |||||
Dropping below 35% health releases a strong heal after a delay. |
| ||||
Kills have a chance of releasing two target homing seeker needles |
| ||||
Chance to unleash a frantic bloodbolt on weapon shots, seeking a near target. | |||||
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. | |||||
Takes a bite out of an enemy on hit, replenishing a random amount of health, increasing maximum health, and causing bleeding |
| ||||
Kills roll the dice and increase or decrease critical strike chance. If the maximum stack is reached, all curses are cleansed. |
| ||||
Grants lifesteal and constantly drains life from all units in the level. |
| ||||
Headshots deal increased damage and have a chance to cause an Annihilator explosion. |
| ||||
Prevents death and grants brief invulnerability. |
| ||||
Attacks have a chance to briefly stun the target and strike with chaining lightning - can proc off itself. |
| ||||
Removes shields and grants increased fire rate, health regeneration, and damage absorption. Stronger effect at lower health. |
| ||||
Bullets apply permanent stacking radioactive radiation. Radiation also affects the wielder. |
| ||||
Rips through reality and damages multiple targets while rapidly jumping between them. |
| ||||
Feeds on damage dealt to discharge a barrage of heavy energy explosions at the target location. |
|
Unobtainable items
Image | Name | Rarity | Description | Note |
---|---|---|---|---|
Deploys a stationary high range sentry turret, attacking near enemies | Only obtained via save editing, general description similar to the two existing turrets. Likely an early prototype. | |||
Destroying a boss enemy charges the chip with energy. Use to permanently unlock a new microchip. | Only obtained via save editing. Planned future mechanic. |