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- Pick Descendant modules based on your character’s role in combat. For example, Ajax would benefit from Increased HP and Tech Specialist.
- Weapon modules depend on the type of ammo your guns use. For instance, High-Power rounds benefit greatly from the Strengthen First Shot mod.
Unlike most looter shooters, modules can make a drastic difference in The First Descendant. Brand-new passive buffs and tweaks to powers are evident while controlling your characters and landing attacks. Your weapons can also use modules to enhance their firepower against certain foes. But scrolling through pages of modules can be a chore so we’ve highlighted our top picks for each Descendant and weapon type. Read on to understand how these choices influence the resource grind in-game.
Recommended modules for every Descendant and weapon
The First Descendant splits its modules into Descendant modules and weapon modules. While all characters can use many modules, some Descendant-specific modules are worth hunting for. That’s because they make a noticeable difference in combat, from altering specific skills to even granting brand-new passives and attacks. If you’re looking for the best modules for each Descendant, here’s what you should focus on:
- Ajax: Increased HP, Tech Specialist
- Blair: Classic Chef, Incendiary Bomb
- Bunny: Electric Transition, Electric Specialist
- Enzo: Reinforce Front Line, Dual Claw
- Esiemo: Cluster Bomb, Focus on Fire
- Freyna: Toxic Specialist, Toxic Master
- Gley: Predator Instinct, HP Concentration
- Jayber: Turret Engineering, Dual Claw
- Kyle: Self-Directed Eruption, Increased Shield
- Lepic: Nerve Infiltration, Increased HP
- Sharen: Release Cutting Force, Electric Specialist
- Valby: Nimble Finger, Water Play
- Viessa: Chill Specialist, Skill Range Mastery
- Yujin: Duty and Sacrifice, Proliferating Allergy
And here are the best weapon modules based on their ammo types:
- General Rounds: Electric Conductor, Mental Focus
- Special Rounds: Battlesuit Crusher, Sharp Precision Shot
- Impact Rounds: Real-Life Fighter, Heat Incinerator
- High-Power Rounds: Strengthen First Shot, Real-Life Fighter
These can be found in combat or by completing specific challenges across the game’s many regions. Upgrade them with Kuiper Shards to enhance their powers. Sub module buffs will increase your total module capacity so focus on those first. You can also dismantle duplicates or modules that don’t suit your build to upgrade your existing kit. Remember to increase your Mastery Rank for this.
How to equip modules on characters and weapons
Here’s how you can add or remove modules in The First Descendant:
- Go to your Inventory by pressing “I” on PC or the start button on a controller.
- Here, go into the “Descendent Module” to equip modules for your character.
- Instead, go to “Weapons List” and then “Module Settings” to add modules to your guns.
List of all Descendant modules
Our detailed tables cover all the modules you need to keep track of to master your Descendant’s capabilities. Let’s start off with Ajax, a tanky Descendant who has a couple of unique modules to work towards.
Ajax and Ultimate Ajax
Ajax’s tanky nature will benefit the most from Increased HP and Tech Specialist. Here are all of his exclusive modules:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Body Enhancement | 17 | Almandine | Void Energy is no longer available through the Event Horizon. Instead, increase DEF and Energy Shield proportionally to Max HP. | Devourer Intercept Battles (Hard) |
Matrix Recomputation | 16 | Cerulean | Modifies Expulsion now grants a buff that helps allies survive. | Kingston Grand Square, Agna Desert Ossuary, Kingston and Agna Desert Mission Monster (Normal and Hard) |
Void Explosion | 14 | Cerulean | Modifies Void Expulsion to a stackable skill that reduces Charged Sub Attack Cooldown and increases its Damage upon using Expulsion. | Vespers and Echo Swamp Mission Monster, Vespers Lost Supply Depot and Echo Swamp (Normal and Hard) |
Void Charge | 15 | Almandine | Modifies Void Walk and Expulsion damage to increase proportionally based on DEF. When used as an Enhanced Skill, the Cooldown resets. | Hagios, The Heaven and Mission Monster (Normal and Hard) |
Life Barrier (Ultimate Ajax) | 15 | Malachite | Modifies the Orbit Barrier and Hyper Cube barrier to be affected by the caster’s HP alone. | Swamp Walker Intercept Battle (Hard) |
Void Barrier (Ultimate Ajax) | 15 | Malachite | Modifies Orbit Barrier to be a portable ability. It also changes the barrier to be affected only by the caster’s Skill Power. | Molten Fortress Intercept Battle (Hard) |
Blair
Blair mains can spice up their Deadly Cuisine with the Classic Chef mod. Here are some more modules that they can use:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Backdraft | 14 | Malachite | Flame Zone absorption significantly increases Weak Point DMG and Firearm ATK instead of your Skill Power. | Mission Monster, Fortress and White-night Glutch (Normal) |
Classic Chef | 16 | Xantic | Modifies the increase to Skill Critical Hit Rate to 5 based on the total Flame Zone count. Also, using Deadly Cuisine increases the number of Flame Zones created to 4. | Frost Walker Intercept Battle (Hard) |
Incendiary Bomb | 16 | Almandine | Throws a projectile forward that spawns a Flame Zone where it lands on the ground. | Swamp Walker Intercept Battle (Hard) |
Truly Deadly Cuisine | 15 | Almandine | Significantly increases the damage of the Giant Fireball move. When Giant Fireball explodes, Small fireballs and flame zones do not spawn on the ground. | Mission Monster Hagios (Normal and Hard) |
Bunny and Ultimate Bunny
If you’re worried about Bunny’s durability, consider Electric Transition. After unlocking Bunny, here’s what you can earn to improve their capabilities in combat:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Bionic Fuel | 16 | Rutile | Decreases speed of the Speed of Light ability, but consumes HP instead of MP. | Frost Walker Intercept Battles (Hard) |
Electric Condense | 14 | Xantic | Changes Maximum Power into a form that causes damage around Bunny as she moves. | Sepulcher and Mission Monster in Vespers (Normal and Hard) |
Electric Transition | 14 | Cerulean | Decreases Electricity Charge amount during Speed of Light, but recovers Shield continuously in proportion to the distance you travel. | Abandoned Magister Lab in Kingston, Void Fusion Reactor and Mission Monster in Sterile Lands and White-night Gulch (Normal and Hard) |
Superconductor | 16 | Xantic | Adds an effect that reduces the enemy’s ATK to the Electrocution effect that Bunny inflicts on foes. | Grave Walker Devourer Battles (Hard) |
Electric Charge (Ultimate Bunny) | 13 | Malachite | Increases the landing damage after Rabbit Foot’s Double Jump move. Double Jump deals significantly increased damage after hitting enemies when the skill is used a certain number of times. | Pyromaniac Intercept Battles (Hard) |
High Voltage (Ultimate Bunny) | 15 | Malachite | Reduces the number of enemies that Thrill Bomb and Lighting Emission can strike. Increases range and damage for these moves instead. | Executioner Intercept Battles (Hard) |
Enzo
If you’re taking on Void Intercept missions, Reinforce Front Line will let you finish them quicker by buffing your allies’ attacks. Here’s what Enzo mains can use to refine his build in the game:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Focus Fire | 16 | Xantic | Enzo attaches a Combat Drone to himself. On a Firearm Critical Hit attack, increases the drone’s duration. Increases the Max Stack of Explosive Drone as well. | Fortress Ultraprecise Encrypted Vault as Enzo (Normal and Hard) |
Reinforce Front Line | 14 | Malachite | Spawns a Front Line Reinforcement Device that grants a Firearm ATK Up effect to all allies in range. | Echo Swamp and Hagios Ultraprecise Encrypted Vault as Enzo (Normal and Hard) |
Supply Firearm Enhancer | 14 | Malachite | Summons a Firearm Enhancement Device for Enzo. Touching the device grants Weak Point DMG and Firearm Critical Hit Rate Up to your character. | Vespers and White-night Gulch Ultraprecise Encrypted Vault as Enzo (Normal and Hard) |
Supply Tactical Armor | 14 | Malachite | Whenever Enzo buffs an ally, he grants himself and all allies Incoming DMG down and Movement Speed up effects. | Sterile Land and Agna Desert Ultraprecise Encrypted Vault as Enzo (Normal and Hard) |
Esiemo
Cluster Bomb adds even more power to Esiemo’s bomb detonations. Here are all the modules he can choose from:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Cluster Bomb | 14 | Malachite | Detonating an attached bomb creates additional explosives at the detonated location that damage foes. | Executioner Intercept Battles (Hard) |
Creative Explosion | 16 | Xantic | After dash, use up all available bombs to inflict great damage on nearby enemies. The more bombs available, the greater the damage inflicted on foes. | Obstructer Intercept Battles (Hard) |
Explosive Evade | 14 | Malachite | Spawns a Guided landmine when rolling as Esiemo. | Echo Swamp Seed Vault and Mission Monster (Normal and Hard) |
Explosive Propaganda | 14 | Malachite | Generates Explosive Propaganda which taunts nearby monsters until destroyed, upon which it explodes and causes damage to nearby enemies. | Pyromaniac Intercept Battle (Hard) |
Freyna
Toxic Specialist and Toxic Master buffs Freyna’s toxic powers. Here are all her modules:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Contagion | 17 | Rutile | Whenever an enemy inflicted with Room 0 Trauma is killed, there is a contagion of Poison surrounding the body. | Dead Bride Intercept Battles (Hard) |
Neurotoxin Synthesis | 16 | Xantic | Room 0 Trauma no longer spreads Poison, but adds ATK reduction & Weaken Regeneration. | Swamp Walker Intercept Battle (Hard) |
Toxic Stimulation | 15 | Cerulean | Defense Mechanism Skill Conversion for Freyna. This grants Plague Body armour to all surrounding allies. | Fortress and White-night Gulch Mission Monster (Normal), Mountaintops at White-night Gulch, Defense Line at Fortress (Normal and Hard) |
Venom Synthesis | 14 | Rutile | This Putrid Venom Skill Conversion leaves behind a Toxic Footprint after every step. Inflicts Poison on any foes that come in contact with Toxic Footprint. | Laboratory and Mission Monster in Sterile Land (Normal and Hard) |
Gley and Ultimate Gley
Predator Instinct amps up your weapon damage during your frenzied state. Gley can use a variety of additional modules from the following list:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Blood and Iron | 15 | Xantic | Life Orbs can no longer be acquired with the Thirst effect of Gley. Instead, Power of Life can be obtained when attacks land Firearm or Skill Critical Hits on opponents. | Obstructer Intercept Battles (Hard) |
Massive Sanguification | 16 | Almandine | Modifies Life Siphon to allow the absorption of Life Orbs during your Non-Frenzied state. | Dead Bride Intercept Battles (Hard) |
Predator Instinct | 16 | Malachite | When using a Firearm, while Frenzied, Firearm ATK gradually increases with time. | Pyromaniac Intercept Battle (Hard) |
Super Senses | 13 | Malachite | Modifies the effects of Frenzied state’s Maximize Lethality during Increased Sensory time. Fire Rate becomes fixed, but the Duration increases significantly. | The Forgottense in Sterile Land, Abandoned Magiste Lab in Kingston, Mystery’s End Mission Monster in White-night Gulch (Normal and Hard) |
Demonic Modification (Ultimate Gley) | 13 | Malachite | Unique Weapons have fixed Fire Rates and consume HP based on the duration of True Aim. Bullets deal additional damage proportional to HP consumed. Attacking Weak Points increases the chance of HP Recovery. | Molten Fortress Intercept Battle (Hard) |
Explosive Life (Ultimate Gley) | 16 | Malachite | The chance to create a Life Sphere is slightly buffed. Detonates all nearby Life Spheres to deal damage instead of absorbing HP for Gley. Recovers Power of Life based on the number of Life Spheres exploded nearby. | Frost Walker Intercept Battle (Hard) |
Jayber
We recommend Turret Engineering for Jayber’s turrets. And here are the other options you have for your Jayber build:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Attacking Compulsion | 19 | Almandine | When using skills, you summon an Assault Turret. The summoned turret operates in the same way as the existing Assault Turrets. | Target Vulgus in Kingston, Heart of Fortress in Fortress, Bio-Lab in White-night Gulch, Mission Monster in Fortress and White-night Gulch (Normal and Hard) |
Immediate Purge Code | 16 | Almandine | Once you use a skill, this instantly explodes all turrets and inflicts damage on nearby enemies. Creates Lightning AoE that deals continuous damage where the turrets had exploded. | Dead Bride Intercept Battle (Hard) |
Medical Compulsion | 16 | Xantic | When using skill, summons a Healing turret that operates in the same way as existing Healing Turrets. | Molten Fortress Intercept Battles (Hard) |
Turret Engineering | 14 | Malachite | When using skills, recover the HP of all summoned turrets and extend their duration. Turrets do not switch to the Enhanced mode. | Pyromaniac Intercept Battle (Hard) |
Kyle
Self-Directed Eruption lets you take down mobs easily with Kyle’s Spurt skill. And here are the other modules that are exclusive to this Descendant:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Collision Instinct | 16 | Almandine | After a dash, inflict Stun at the end of a knockback. However, the DEF effect is not applied in this case. | Devourer Intercept Battles (Hard) |
Diamagnetic Bulwark | 14 | Malachite | Instead of Magnetic Bulwark’s usual projectile defense, knock back enemies on contact. Recover Magnetic Force based on the number of knockbacks. | Quarantine Zone and Mission Monster in Fortress (Normal and Hard) |
Self-Directed Eruption | 15 | Almandine | Consumes Magnetic Force every second when used to pull enemies in front of Kyle. Deals great damage to nearby enemies once the skill ends. | Swamp Walker Intercept Battles (Hard) |
Superconductive Bombing | 16 | Xantic | While you are airborne, continuously consume Magenetic Force to drop bombs. The bombing stops when Magnetic Force is completely depleted and additional damage from Magnetic Force is not triggered on collision. | Devourer Intercept Battles (Hard) |
Lepic and Ultimate Lepic
Lepic’s Nerve Infiltration is a great way to alter how Overwill works. Deck out your Lepic build with the following modules:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Increased Efficiency | 17 | Rutile | MP is no longer consumed while your Unique Weapon is active. It consumes MP only when attacking with a Unique Weapon. It recovers MP when Unique Weapon lands a Critical Hit. | Executioner Intercept Battles (Hard) |
Nerve Infiltration | 14 | Xantic | Overclock no longer inflicts Burn and inflicts Weaken Regeneration instead. | Vespers Moonlight Lake and Hagios Fractured Monolith, Vespers and Hagios Mission Monster (Normal and Hard) |
Power Unit Change | 15 | Malachite | Overclock no longer increases the Skill Power and boosts Firearm ATK instead. | Agna Desert Miragestone Deposit and Kingston Magister Lab, Agna Desert and Kingston Mission Monster (Normal and Hard) |
Regenerative Breaking | 15 | Almandine | Chance to recover MP when using any skill. | Sterile Land Restricted Zone and Mission Monster (Normal and Hard) |
Explosive Stacks (Ultimate Lepic) | 16 | Rutile | Modifies Grenade to be charged up to 3 times. Grenade charges up whenever a certain amount of ammo is consumed by the player. | Dead Bride Intercept Battles (Hard) |
Firearm Master (Ultimate Lepic) | 15 | Malachite | Reloading your weapon increases your Skill Range. Changing your weapon increases your Skill Power. | Obstructer Intercept Battles (Hard) |
Release Cutting Force is easily the best mod here to convert your Cutoff Beam into an AoE attack. Sharen can use the following modules to improve her lethal skills in-game:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Battlesuit Melting Rounds | 13 | Cerulean | Modifies to a stackable skill. This decreases the enemy’s Electric Resistance instead of stunning them. | Abyssal Void Fusion Reactor and Mission Monster at Agna Desert and Hagion (Normal and Hard) |
Overcharged Edge | 14 | Cerulean | Modifies Active Camouflage to consume Energy Shields instead of your MP. Ambush damage increases by the amount of your Energy Shields that have been consumed. | Molten Fortress Intercept Battle (Hard) |
Release Cutting Force | 16 | Xantic | Modifies Cutoff Beam so that it can be unleashed as a Sword Aura. | Swamp Walker Intercept Battles (Hard) |
Void Domination | 14 | Xantic | Increases the targeting range of Flash Shortsword and increases enemy targeting speed. | The Chapel and Mission Monster in Echo Swamp (Normal and Hard) |
Valby
Valby builds should focus on Nimble Finger for short cooldowns and Water Play to buff her Bubble Bullet. Increase Valby’s skill durations to keep enemies stuck in her water-focused moves:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Singing Water | 15 | Rutile | Spawns a Seduction of Water where the unique Weapon’s bullet explodes. Until it is destroyed, the spawned Seduction of Water taunts surrounding monsters and inflicts the Laundry effect on these foes. | Obstructer Intercept Battles (Hard) |
Supply Moisture | 14 | Malachite | While on water, increases Skill Critical Hit Rate, Skill Duration, and Firearm Attribute Trigger Rate. Reduction of MP consumption does not apply in this case. | Mission Monster, Void Fusion Reactor, and Abyssal Void Fusion in Fortress and Hagios (Normal and Hard) |
Tidal Wave | 14 | Cerulean | Does not leave watery trails when moving. When moving through any monster, inflicts skill damage on them. When the skill ends, deals Burst damage to nearby foes. | Executioner Intercept Battles (Hard) |
Water Play | 14 | Malachite | Creates a regular pool of water in the front of Velby. | The Shelter, Frontline Base, and Mission Monster in Vespers (Normal and Hard) |
Viessa and Ultimate Viessa
As Viessa, consider Chill Specialist to buff her skills and Skill Range Mastery to cover more ground. Freeze foes with Viessa’s modules that grant her perks like Cold skill buffs and new passives:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Cold-Bloodedness | 15 | Rutile | When using any skill, increase Skill Power Modifier and decrease Skill Cost and Skill Cooldown. Frost Roads are no longer created when moving. | Vespers and Echo Swamp Mission Monster (Normal and Hard) |
Cold Snap Watch | 15 | Cerulean | Creates a Cold Snap zone in front that remains for some time. Enemies entering the Cold Snap zone are inflicted with Ice Shackle and suffer continuous Cold damage. | Repository and Mission Monster in Repository (Normal and Hard) |
Glacial Cloud | 14 | Cerulean | Throws a projectile forward that spawns a blizzard where it lands. | Mission Monster and Agna Dessert Vermilion Waste in Agna Desert, Slumber Valley in Kingston (Normal and Hard) |
Hypothermia | 16 | Cerulean | When using skill, inflicts Ice Needle instead of Ice Shackle. These deal continuous damage to the target. Damage increases as it stacks. | Executioner Intercept Battles (Hard) |
Absolute Zero (Ultimate Viessa) | 14 | Xantic | When using skill, Ice Shackle is not inflicted. When the skill lands a Critical Hit, inflicts Frostbite instead. Successfully inflicting Frostbite triggers Ice Sphere on the target. | Frost Walker Intercept Battle (Hard) |
Cold Cohesion (Ultimate Viessa) | 14 | Cerulean | The number of Ice Spheres increases by 5 and the base cooldown of the passive is reduced by 5 seconds. | Devourer Intercept Battle (Hard) |
Yujin
Yujin builds should consider Duty and Sacrifice and Proliferating Allergy to optimise their heals and damage output. Rely on these modules if you choose to play as Yujin:
Module | Capacity cost | Socket type | Description | How to get |
---|---|---|---|---|
Duty and Sacrifice | 14 | Malachite | Grants HP Recovery to allies in the squad and party. | Pyromaniac Intercept Battles (Hard) |
Efficient Treatment | 16 | Xantic | Recover after using a skill to help allies after a certain number of times. | Obstructer Intercept Battles (Hard) |
First Aid Kit | 14 | Malachite | Sets up a first aid kit and also grants First Aid to allies. | Agna Desert Mission Monster (Normal) and The Asylum Mission Monster (Hard) |
Proliferating Allergy | 14 | Malachite | Inflicts the Explosive Reaction effect. Deals damage to nearby enemies when the effect ends or the enemy dies. Inflicts the same effect on nearby enemies after the foe dies. | Dead Bride Intercept Battles (Hard) |
Ultimate modules for all Descendants
The following modules can be used by all the Descendants in the game:
Module | Capacity cost | Socket type | Description | How to Get |
---|---|---|---|---|
Overwhelming Shield | 16 | Cerulean | Increases Max Shield by a certain % of Max HP. Max HP is fixed at 1. Added Shield can also be increased by other beneficial effects. | Vespers missions, Commanders, and Elites that appear in the Calling of the Descendant |
Overwhelming DEF | 16 | Rutile | Increases DEF by a certain % of Max HP. Max HP is now fixed to 1. Added DEF can also be increased by other beneficial effects. | Elites, Commanders, and Intercept Battles |
Overwhelming HP | 16 | Cerulean | Max HP Increase by a set % of Max Shield. Max Shield is now fixed to 1. | Devourer Intercept Battle |
Preemptive Strike | 11 | Xantic | On Skill Attack, upon enemies with max HP, deal a portion of the Skill damage as additional damage. | Commanders in Kingston’s Resource Defense and Mine Blocking |
Conditional Recharge | 6 | Cerulean | When using a skill, consume a portion of Max HP to recover a % of Max Shield. | Pyromaniac Intercept Battle |
Decimator | 6 | Xantic | When defeating enemies inflicted with debuffs, Skill Power Modifier +% per defeated enemy for 15s (up to 10 stacks) | Commanders in Vespers’ Mine Blocking |
Technique Manual | 6 | Xantic | Landing a skill attack deals a potion of own Max HP to the target as additional damage. (Cooldown for the same target is 8s) | Elites, Commanders, and Intercept Battles |
Gladiator | 4 | Malachite | When defeating enemies with Sub Attack, decrease MP Cost and Skill Cooldown. | Executioner Intercept Battles |
Passionate Sponsor | 6 | Cerulean | When buffing or recovering an ally, Firearm ATK and the Skill Power Modifier increase each time for 5s. | Dead Bride Intercept Battles |
Multitalented | 6 | Malachite | When using a Dimension Active Skill, Skill Cooldown decreases for 5s. When using a Fusion Active Skill, Skill MP Cost decreases and Duration increases for 5s. When using a Tech Active Skill, Skill Range and the Power Modifier increase for 5s. When using a Singular Active Skill, All Attribute Damage increases for 5s. Only one of the effects is applied | Combining Modules |
Insulate Conductor | 6 | Almandine | Electrocution immunity and your Electric resistance increases. | Elites, Commanders, and Intercept Battles |
Antifreeze Solution | 6 | Almandine | Frostbite immunity and your Chill resistance increases. | Elites, Commanders, and Intercept Battles |
Perfect Antivenom | 6 | Almandine | Poison immunity and your Toxin resistance increases. | All Elites, Commanders, and Intercept Battles |
Heat Release | 6 | Almandine | Burn immunity and Fire resistance increases. | Elites, Commanders, and Intercept Battles |
An Iron Will | 6 | Rutile | When Shield is at 0%, your DEF increases. | Obstructer Intercept Battles |
Mass Purification | 14 | Almandine | Upon Colossus Part destruction, grants Purification to nearby players. | Pyromaniac Intercept Battle |
Absolute Curse | 14 | Almandine | Upon Colossus Part removal, inflicts Dispel, which removes buffs on Colossi. | Grave Walker Intercept Battles |
Weaken Recovery | 4 | Malachite | On a Sub Attack, reduce outgoing heals by 50% for a set amount of time. | Elites, Commanders, and Intercept Battles |
List of all modules for every weapon in the game
We’ve sorted the game’s modules based on which weapons they can be paired with. While the general weapons might not pack as much damage output as guns that use other types of ammo, they tend to run out of ammo the last. Read on for lists of all the weapon modules you can get your hands on. The ultimate modules can take a while to earn but you’ll constantly earn rare and normal modules from clearing missions and objectives.
General rounds
When it comes to General round weapons, pick elemental attack buffs like Electric Conductor based on which Descendant you main. Use these ultimate modules to step up their firepower:
Module | Description | How to get |
---|---|---|
Fire Conductor | When attacking enemies inflicted with Burn, your Firearm ATK increases. | Dead Bride Intercept Battles |
Electric Conductor | When attacking enemies inflicted with Electrocution, your Firearm ATK increases. | Elites, Commanders, and Intercept Battles |
Heat Incinerator | When defeating an enemy inflicted with Burn, spread Burn to other enemies near the target foe. | Commanders in the Sterile Land’s Mine Blocking |
Remote Generator | When defeating an enemy inflicted with Electrocution, spread Electrocution to other enemies near the target foe. | Devourer Intercept Battle |
Chamber Load | When changing weapons, rounds are not consumed for a short amount of time for the player. | Commanders in the Kingston region’s Mine Blocking |
Defense Master | When defeating an enemy, DEF increases by a small amount. | Elites, Commanders, and Intercept Battles |
Mental Focus | Default Fire Rate decreases and firing a Firearm increases Firearm ATK for 2s(up to 150 stacks). This effect is removed when Firearm is reloaded or replaced. | Elites, Commanders, and Intercept Battles |
Lethal Finish | When firing a firearm, use ammo with higher a Critical Hit Rate. When defeating an enemy with these rounds, the effect’s cooldown decreases. However, the firearm’s Default Weak Point Damage will be fixed at 100%. | Elites, Commanders, and Intercept Battles |
Sharp Precision Shot | Default Fire Rate decreases but Fire Rate and Firearm ATK will increase and Recoil will decrease every time the trigger is pulled. | Pyromaniac Intercept Battle |
Special rounds
Battlesuit Crusher is a great choice against bosses as it reduces their DEF stat. Here are the modules that Special round guns can use in-game:
Module | Description | How to get |
---|---|---|
Heat Incinerator | Once you defeat an enemy inflicted with Burn, you spread Burn to other enemies near the target foe. | Elites, Commanders, and Intercept Battles |
Quick Freezer | Defeating an enemy inflicted with Frostbite spreads Frostbite to other enemies near the target foe. | Dead Bride Intercept Battles |
Toxic Conductor | When attacking enemies inflicted with Poison, your Firearm ATK increases. | Commanders in Vespers’ Resource Defense |
Electric Conductor | When attacking enemies inflicted with Electrocution, your Firearm ATK increases. | Grave Walker Intercept Battles |
Snowflake Conductor | When attacking enemies inflicted with Frostbite, your Firearm ATK increases. | Executioner Intercept Battles |
Battlesuit Crusher | Reduces the enemy’s DEF on hit. | Elites, Commanders, and Intercept Battles |
Chamber Load | When changing weapons, rounds are not consumed for a short amount of time. | Obstructer Intercept Battles |
Real-Life Fighter | Base Accuracy decreases. When dealing Weak Point DMG, increase your Firearm ATK (up to 10 stacks). 2 stacks are lost failed Weak Point Attack | Elites, Commanders, and Intercept Battles |
Lethal Finish | When firing a firearm, use ammo with a higher Critical Hit Rate. When defeating an enemy with these rounds, the effect’s cooldown decreases. However, the firearm’s Default Weak Point Damage is fixed at 100%. | Commanders in Sterile Land Resource Defense and Mine Blocking |
Sharp Precision Shot | Default Fire Rate decreases, but Fire Rate and Firearm ATK will increase. Recoil will decrease every time the trigger is pulled. | Sterile Land missions, Commanders, and Elites in the Calling of the Descendant |
Frigid Burn | Hitting an enemy 3 times in a row with a firearm attack from a distance of 25m or more deals a portion of Ice ATK as additional damage. | Elites, Commanders, and Intercept Battles |
Impact rounds
Consider using the Real-Life Fighter mod to improve Weak Point damage. Impact round gear can take advantage of the following ultimate modules:
Module | Description | How to get |
---|---|---|
Heat Incinerator | When defeating an enemy inflicted with Burn, you spread Burn to other enemies near the target foe. | Sterile Land missions, Commanders, and Elites in the Calling of the Descendant |
Remote Generator | When defeating an enemy inflicted with Electrocution, you spread Electrocution to other enemies near the target foe. | Commanders in Vespers’ Resource Defense and Mine Blocking |
Fire Conductor | When attacking enemies inflicted with Burn, your Firearm ATK increases. | Pyromaniac Intercept Battle |
Snowflake Conductor | When attacking enemies inflicted with Frostbite, your Firearm ATK increases. | Devourer Intercept Battle |
Better Weapon Weight | Weapon Change Speed increases. When changing between weapons, grants DEF Up for a short amount of time. | Elites, Commanders, and Intercept Battles |
Real-Life Fighter | Base Accuracy decreases. When dealing Weak Point DMG, increase Firearm ATK (up to 10 stacks). Lose 2 stacks per failed Weak Point Attack | Commanders in Kingston’s Resource Defense |
Mental Focus | Default Fire Rate decreases, and firing a Firearm increases Firearm ATK for 2s (up to 150 stacks). This effect is removed when Firearm is reloaded or replaced. | Elites, Commanders, and Intercept Battles |
Lethal Finish | When firing a firearm, use ammo with higher a Critical Hit Rate. When defeating an enemy with these rounds, the effect’s cooldown decreases. However, the firearm’s Default Weak Point Damage will be fixed at a maximum of 100%. | Elites, Commanders, and Intercept Battles |
Sharp Precision Shot | Default Fire Rate decreases, but Fire Rate and Firearm ATK will increase and Recoil will decrease every time the trigger is pulled. | Elites, Commanders, and Intercept Battles |
High-Power rounds
High-Power weapons are great against bosses, especially with the Strengthen First Shot mod. Use these modules for your high-power weapons:
Module | Description | How to get |
---|---|---|
Remote Generator | When defeating an enemy inflicted with Electrocution, you spread Electrocution to other enemies near the target foe. | Commanders in Vespers’ Resource Defense and Mine Blocking |
Venom Injector | When defeating an enemy inflicted with Poison, you spread Poison to other enemies near the target foe. | Dead Bride Intercept Battles |
Snowflake Conductor | When attacking enemies inflicted with Frostbite, your Firearm ATK increases. | Grave Walker Intercept Battles |
Toxic Conductor | When attacking enemies inflicted with Poison, your Firearm ATK increases. | Vespers’ missions, Commanders and Elites in the Calling of the Descendant |
Descendant Roll | When rolling as the character, there is a chance to auto-reload the equipped weapon. | Obstructer Intercept Battles |
Chamber Load | When changing weapons, rounds are not consumed in combat for a short amount of time. | Elites, Commanders, and Intercept Battles |
Strengthen First Shot | After reload, the first shot’s Firearm ATK increases greatly. | Elites, Commanders, and Intercept Battles |
Real-Life Fighter | Base Accuracy decreases. When dealing Weak Point DMG, increase Firearm ATK (up to 10 stacks). Lose 2 stacks per failed Weak Point Attack. | Elites, Commanders, and Intercept Battles |
Lethal Finish | When firing a firearm, use ammo with a higher Critical Hit Rate. When defeating an enemy with these rounds, the effect’s cooldown decreases. However, the firearm’s Default Weak Point Damage will be fixed at a maximum of 100%. | Elites, Commanders, and Intercept Battles |
Rare modules
While rare modules are harder to find than normal ones, they aren’t as potent as the ultimate modules for your gear. Here are all the rare modules in the game:
Module | Description |
---|---|
Non-Attribute Syncytium | Critical Hit Resistance +4%, Non-Attribute Skill Power +3%. |
Electronic Syncytium | Critical Hit Resistance +4%, Electric Skill Power +3%. |
Venom Syncytium | Critical Hit Resistance +4%, Toxic Skill Power +3%. |
Glacial Syncytium | Critical Hit Resistance +4%, Chill Skill Power +3%. |
Fire Syncytium | Critical Hit Resistance +4%, Fire Skill Power +3%. |
Safe Recovery | Outgoing Heal +4%, Incoming Final DMG -4.5%. |
Amplification Control | Skill Effect Range +13%, Max Shield +9%. |
Autoimmunity | Incoming DMG Modifier -3%, HP Recovery +7.4%. |
Psychological Victory | Incoming DMG Modifier -2%, MP Recovery +3%. |
Weighing the Scales | Max Shield +21%, Skill Cost -3.7%. |
Battle of Stamina | Max HP +12%, Skill Duration +8.8%. |
Iron Defense | DEF +22%, Skill Power Modifier +3%. |
Spear and Shield | DEF +22%, Skill Power +8.1%. |
Agony | Max MP +2%, DEF +10%. |
Second Wind | HP Heal +5%, Skill Power -5%. |
Front Lines | Skill Critical Hit Damage +16%, Skill Critical Hit Rate +7%. |
Emergency Measures | Skill Critical Hit Rate +16%, Skill Critical Hit Damage +7%. |
Frugal Mindset | Skill Cost -2%, Skill Effect Range +6%. |
An Outstanding Investment | Skill Duration +5%, HP Heal +7.4%. |
MP Accelerant | Skill Duration +5%, Max MP +3.7%. |
Time Distribution | Skill Cooldown -4%, Max HP +13%. |
Focus on Non-Attribute | Skill Non-Attribute Power +19%, Skill Cooldown -6.1% |
Focus on Toxic | Skill Toxic Power +19%, Skill Cooldown -6.1% |
Focus on Electric | Skill Electric Power +19%, Skill Cooldown -6.1% |
Focus on Chill | Skill Chill Power +19%, Skill Cooldown -6.1% |
Focus on Fire | Skill Fire Power +19%, Skill Cooldown -6.1% |
Focus on Tech | Skill Tech Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Dimension | Skill Dimension Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Singular | Skill Singular Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Fusion | Skill Fusion Power Modifier +17%, Skill Cooldown -6.1% |
Non-Attribute Master | Skill Power +11%, Skill Non-Attribute Power +5% |
Toxic Master | Skill Power +11%, Skill Toxic Power +5% |
Electric Master | Skill Power +11%, Skill Electric Power +5% |
Chill Master | Skill Power +11%, Skill Chill Power +5% |
Fire Master | Skill Power +11%, Skill Fire Power +5% |
Tech Master | Skill Power +12%, Skill Tech Power Modifier +6% |
Dimension Master | Skill Power +12%, Skill Dimension Power Modifier +6% |
Singular Master | Skill Power +12%, Skill Singular Power Modifier +6% |
Fusion Master | Skill Power +12%, Skill Fusion Power Modifier +6% |
Strengthen Recovery | HP Recovery Modifier +6%, Outgoing DMG Modifier -1.8% |
Pain Reliever | Incoming DMG Modifier -3%, Outgoing DMG Modifier -2.5% |
Defense Stance | DEF +16%, Outgoing DMG Modifier -1.8% |
Shoot Focus | Firearm ATK +4%, Skill Power Modifier -4% |
Selective Recovery (HP) | HP Recovery Modifier +6%, MP Recovery Modifier -3.5% |
Selective Recovery (MP) | MP Recovery Modifier +15%, HP Recovery Modifier -1.4% |
Maximise Skill | Skill Power +22%, Skill Cooldown +13% |
Maximise Power | Skill Power Modifier +24%, Skill Cooldown 13% |
Maximise Range | Skill Range +24%, Skill Power Modifier -5% |
Maximise Duration | Skill Duration +10%, Skill Power Modifier -5% |
Maximise Conservation | Skill Cost -9%, Skill Power Modifier -5% |
Sensory Dep (MP) | Incoming DMG Modifier -3%, Max MP -1.5% |
Sensory Dep (HP) | Incoming DMG Modifier -3%, Max HP -1.3% |
Maximise Toxic Resist | Toxin Resistance +18%, Max HP -1.3% |
Maximise Electric Resist | Electric Resistance +18%, Max HP -1.3% |
Maximise Chill Resist | Chill Resistance +18%, Max HP -1.3% |
Maximise Fire Resist | Fire Resistance +18%, Max HP -1.3% |
Stim Accelerant | Max HP +23%, Max MP -4% |
Maximise Efficiency | Skill Cost -4%, Max MP -0.9% |
MP Conversion | Skill Cooldown -9%, Max MP -4% |
Skill Simplification | Skill Power Modifier +21%, Max MP -6% |
Shield Conversion (MP) | Max MP +3%, Max Shield -23% |
Shield Conversion (DEF) | DEF +17%, Max Shield -9% |
HP Conversion (MP) | Max MP +3%, Max HP -19% |
HP Conversion (DEF) | DEF +17%, Max HP -13% |
HP Conversion (Shield) | Max Shield +16%, Max HP -13% |
HP Amplification | Max HP +23%, Max Shield -9% |
Toxic Gunbarrel | Toxic ATK +23%, Fire Rate -6% |
Electric Gunbarrel | Electric ATK +23%, Fire Rate -6% |
Refrigerate Gunbarrel | Chill ATK +23%, Fire Rate -6% |
Superheat Gunbarrel | Fire ATK +23%. Fire Rate -6% |
Poison Priority | Toxic ATK +13%, Reload Time Modifier -8% |
Electric Priority | Electric ATK +13%, Reload Time Modifier -8% |
Chill Priority | Chill ATK +13%, Reload Time Modifier -8% |
Fire Priority | Fire ATK +13%, Reload Time Modifier -8% |
Hi Rate Insight | Accuracy +8%, Firearm Critical Hit Rate +3% |
Hit Rate Focus | Accuracy +8%, Firearm Critical Hit Damage +3% |
Weak Point Aiming | Accuracy +8%, Weak Point Damage +2% |
Deadeye | Accuracy +8%, Firearm ATK +1% |
Reload insight | Reload Time Modifier +6%, Firearm Critical Hit Rate +1% |
Reload Concentration | Reload Time Modifier +6%, Firearm Critical Hit Damage +3.5% |
Consume Magazines | Reload Time Modifier +6%, Weak Point Damage +2% |
Reload Expert | Reload Time Modifier +6%, Firearm ATK +1% |
Insight Stabilizer | Recoil -8%, Firearm Critical Hit Rate +1% |
Concentration Stabilizer | Recoil -8%, Firearm Critical Hit Damage +3.5% |
Fixed Shot | Recoil -8%, Weak Point Damage +2% |
Stance Stabilizer | Recoil -8%, Firearm ATK +1% |
Fire Rate Insight | Fire Rate +8%, Firearm Critical Hit Rate +1% |
Fire Rate Concentration | Fire Rate +8%, Firearm Critical Hit Damage +3.5% |
Weak Point Quick Fire | Fire Rate +8%, Weak Point Damage +2% |
Bullet Rain | Fire Rate +8%, Firearm ATK +1% |
Magazine Compulsive | Rounds per Magazine +10%, Weak Point Damage -3% |
Insight Support Ammo | Rounds per Magazine +8%, Firearm Critical Hit Rate +1% |
Concentrate Support Ammo | Rounds Per Magazine +8%, Firearm Critical Hit Damage +3.5% |
Maximise Weight Balance | Rounds Per Magazine +8%, Weak Point Damage +2% |
Weapon Tuning | Rounds Per Magazine +8%, Firearm ATK +1% |
Edging Shot | Firearm Critical Hit Rate +9%, Firearm ATK -4% |
Insight Concentration | Firearm Critical Hit Rate +9%, Firearm Critical Hit Damage 3.5% |
Adventurer | Firearm Critical Hit Rate +5%, Weak Point Damage +2% |
Marksman | Firearm Critical Hit Rate +5%, Firearm ATK +1% |
Concentration Priority | Firearm Critical Hit Damage +8%, Reload Time Modifier -8% |
Target Detection | Firearm Critical Hit Damage +5%, Weak Point Damage +2% |
Commando Marksmanship | Firearm Critical Hit Damage +5%, Firearm ATK +1% |
Fatal Critical | Firearm Critical Hit Damage +5%, Firearm Critical Hit Rate +1% |
Weak Point Sight | Unknown— Devs have not completed this one |
Weak Point Detection | Weak Point Damage +5%, Firearm ATK +1% |
Concentrated Fire | Weak Point Damage +5%, Firearm Critical Hit Damage +3.5% |
Weak Point Insight | Weak Pont Damage +5%, Firearm Critical Hit Rate +1% |
Action and Reaction | Explosive ATK +15%, Recoil +5% |
Slow Art | Explosive ATK +15%, Fire Rate -6% |
Anti-Matter Round | Explosive ATK +8%, Firearm Critical Hit Damage +3.5% |
Pinpoint Shot | Explosive ATK +8%, Weak Point Damage +2% |
Sharp Shooter | Explosive ATK +8%, Firearm Critical Hit Rate +1% |
Sharpshooter | Firearm ATK +8%, Firearm Critical Hit Rate +3% |
High-Power Rounds Compulsive | Max High-Power Rounds +15%, Movement Speed -5% |
Hit Rate Insight | Accuracy +8%, Firearm Critical Hit Rate +1.5% |
Aiming Compensation | Accuracy +8%, Firearm Critical Hit Damage +4% |
Have Aiming | Unknown— Devs have not completed this one |
Impact Rounds Compulsive | Max Impact Rounds +15%, Movement Speed -5% |
Insight Concentration | Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +5% |
Special Rounds Compulsive | Max Special Rounds +15%, Movement Speed -5% |
General Rounds Compulsive | Max General Rounds +15%, Movement Speed -5% |
Normal modules
Here are all the basic modules you can find for your weapons in the game:
Module | Description |
---|---|
Dual Claw | Sub Weapon |
Tonfa | Sub Weapon |
Kicking | Sub Weapon |
Shock Punch | Sub Weapon |
Shortsword | Sub Weapon |
Polygenic Antibody | All Attribute Resistances +60 |
Power Increase | Skill Power +13% |
Arche Acceleration | Skill Speed & Range Increase Modifier +3% |
Enlightenment | Max MP +4% |
Medical Support | HP Heal +8% |
Energy Collection | MP Recovery +14% |
Skill Concentration | Skill Critical Hit Damage +14% |
Skill Insight | Skill Critical Hit Rate +14% |
Tech Specialist | Tech Skill Power Modifier +19% |
Dimension Specialist | Dimension Skill Power Modifier +19% |
Singular Specialist | Singular Skill Power Modifier +19% |
Fusion Specialist | Fusion Skill Power Modifier +19% |
Toxic Specialist | Toxic Skill Power Modifier +20% |
Electric Specialist | Electric Skill Power Modifier +20% |
Chill Specialist | Chill Skill Power Modifier +20% |
Fire Specialist | Fire Skill Power Modifier +20% |
Non-Attribute Specialist | Non-Attribute Skill Power Modifier +20% |
Toxic Antibody | Toxin Resistance +154 |
Skill Extension | Skill Duration +9%, applies only to certain skills for each Descendant |
Skill Expansion | Skill Effect Range + 12%, applies only to certain skills for each Descendant |
Increased DEF | DEF +16% |
Increased Shield | Max Shield +15% |
Increased HP | Max HP +22% |
Regeneration Boost | HP Recovery Modifier +6% |
Electric Antibody | Electric Resistance +154 |
Cold Antibody | Chill Resistance +154 |
Heat Antibody | Fire Resistance +154 |
Technician | Skill Power Modifier +13% |
Strong Mentality | Skill Cost -4% |
Nimble Fingers | Skill Cooldown -6% |
Ironclad Defense | Critical Hit Resistance +7% |
Impact Round Charge Improvement | When acquiring dropped Impact Rounds, change to 1 High-Power Round for every 25 Rounds. |
Special Round Charge Improvement | When acquiring dropped Special Rounds, change to 1 High-Power Round for every 120 Rounds. |
General Round Charge Improvement | When acquiring dropped General Rounds, change to 1 High-Power Round for every 200 Rounds. |
Weak Point Sight | Weak Point Damage +9% |
Colon Special Forces | 5% Movement Speed When Aiming |
Better Concentration | Firearm Critical Hit Damage +9% |
Expand Weapon Charge | Rounds per Magazine +12% |
Shell UP | Shell Capacity +33% |
Recycling Genius | Reload Time Modifier +8% |
Better Weapon Weight | Weapon Change Speed +6% |
Chill Enhancement | Adds Chill ATK equal to 8% of Firearm ATK |
Hawk-Eye | Accuracy +11% |
Better Insight | Firearm Critical Hit Rate +8% |
Expand High-Power Magazine | Max High-Power Rounds +13% |
Electric Enhancement | Adds Electric ATK equal to 8% of Firearm ATK |
Toxic Enhancement | Adds Toxic ATK equal to 8% of Firearm ATK |
Fire Enhancement | Adds Fire ATK equal to 8% of Firearm ATK |
Vibration Absorption | Recoil -11% |
Fire Rate UP | Fire Rate +6% |
Rifling Reinforcement | Explosive ATK +12% |
Special Round Projectile Modification | When acquiring dropped Special Rounds, change to 1 Impact Round for every 60 Rounds. |
General Round Projectile Modification | When acquiring dropped General Rounds, change to 1 Impact Round for every 100 Rounds. |
Expand Impact Magazine | Max Impact Rounds +13% |
Superconductivity Charge | Beam Rifle Charging Speed 10% |
Impact Round Magazine Replacement | When acquiring dropped Impact Rounds, change to 1 Special Round for every 2.1 Rounds |
General Round Magazine Replacement | When acquiring dropped General Rounds, change to 1 Special Round for every 17 Rounds |
Special Rounds Storage | Max Special Rounds +13% |
Normal Impact Rounds Refining | When acquiring dropped Impact Rounds, change to 1 General Round for every 1.3 Rounds |
Normal Special Rounds Refining | When acquiring dropped Special Rounds, change to 1 General Round for every 6 Rounds |
Expand General Magazine | Max General Rounds +13% |
The First Descendant
- Platform(s): PC, PlayStation 4, PlayStation 5, Xbox Series S, Xbox Series X
- Genre(s): Action, Adventure, RPG