Property Name | Effect |
---|---|
High Power +X% Poor Power -X% |
Increases attack power beyond normal parts. Poor Power will decrease attack power instead. |
Low Energy Consump -X% Poor Energy Consump +X% |
Changes the amount of the Weapon Gauge consumed. |
Fast Recharge +X% Poor Recharge -X% |
Changes the rate of recovery of the Weapon Gauge. |
High Accuracy +X% Poor Accuracy -X% |
Increases the Accuracy stat of parts beyond normal. The Accuracy stat affects the hit chance of attacks, reducing misses. |
High Critical Hit +X% Poor Critical Hit -X% |
Increases the Critical stat beyond normal parts. Higher Critical increases the chances of scoring high damage critical hits. |
Direct Hit X% | Has a chance to reduce the defense value of the target. |
Heavy Hit X% | Has a chance to double damage. |
Combination +X | A property unique to "Blades." Increases the number of consecutive Blade attacks beyond the normal 2, to a maximum of 5. |
Electric Attack Lv.X | A property of "Blades" and "Chainsaws." Runs high voltage electricity through the weapon, having a chance to inflict Shock status to the target. |
Impact Attack Lv.X | A property unique to "Pile Bunkers." Causes an impact along with the piercing spike, knocking back the target. Higher level increases the distance knocked back. |
Fatal Attack Lv.X | A property unique to "Pile Bunkers." Injects a control program that disrupts mechanisms essential to RAGE functions, causing immediate shutdown. As there is no information on the mechanisms of certain special RAGE, Fatal Attack will not activate on them. |
Quick Turn Lv.X | A property unique to "Chainsaws." Increases the damage frequency per second, to a maximum of 8. |
Piercing Rounds Lv.X | A property of "Rifles," "Machine Guns," and "Shotguns." Shots can pierce through targets, also dealing damage to enemies behind them. |
Impact Rounds Lv.X | A property of "Shotguns." Knocks back any targets hit. A higher level increases the distance the target is knocked back. |
Charge Shot Lv.X | A property of "Rifles." Allows the charging of shells/lasers, increasing their power. |
Cont. Irradiation Lv.X | A property unique to "Laser Cannons" and "Satellite Cannons." Increases the time the laser remains active. |
Enhanced Range Lv.X | A property of "Grenade Launchers" and "Land Mines." Increases the damage radius of explosives. |
Increased Missiles Lv.X | A property unique to "Missile Pods." Increases the number of missiles launched at once. Missile count can be increased to a maximum of 8. |
Increased Flames Lv.X | A property unique to "Flamethrowers." Increases the distance flames are emitted. |
Adhesive Mines Lv.X | A property unique to "Land Mines." Has a chance to inflict the Adhesion status. This effect temporarily reduces movement speed considerably. |
Acid Mines Lv.X | A property unique to "Land Mines." Has a chance to inflict the Acid status. This effect continuously drains armor for a set period of time. |
Electric Mines Lv.X | A property unique to "Land Mines." Has a chance to inflict the Shock status. This effect temporarily incapacitates the target. |
Prolonged Effect Lv.X | A property unique to "Overdrives." Increases the time the Overdrive effect can boost stats. |
Property Name | Effect |
---|---|
High Defense +X% Poor Defense -X% |
Increases defense of parts beyond normal. Poor Defense will decrease defense instead. |
High Endurance +X% Poor Endurance -X% |
Increases endurance of parts beyond normal. Poor Endurance will reduce endurance instead. |
High Evasion +X% Poor Evasion -X% |
Increases Evasion stat of parts beyond normal. Higher Evasion increases the chances of enemy attacks missing. |
High Crit Evasion +X% Poor Crit Evasion -X% |
Increases the Critical Guard of parts beyond normal. Higher Critical Guard will reduce the chances of enemies scoring critical hits. |
Fast Boost Charge +X% Poor Boost Charge -X% |
Changes the rate at which the Boost Gauge recharges. |
Boost Optimization -X% Poor Boost Consump +X% |
Changes the amount of Boost Gauge consumed. |
E. Evasion Optim -X% Poor E. Evasion +X% |
Changes the amount of Boost Gauge consumed by Emergency Evasion. |
Physical Resistance +X% Physical Vuln -X% |
Changes the amount of Physical damage received. |
Laser Resistance +X% Laser Vulnerability -X% |
Changes the amount of Laser damage received. |
Flame Resistance +X% Flame Vulnerability -X% |
Changes the amount of Flame damage received. |
High Energy Output +X% Poor Energy Output -X% |
Changes the maximum energy output of the GEAR. |
Adhesive Resistance +X% Adhesive Vuln -X% |
Changes the chance of being afflicted by the Adhesion status, and duration of status. |
Acid Resistance +X% Acid Vulnerability -X% |
Changes the chance of being afflicted by the Acid status, and duration of status. |
Electrical Insulation +X% Electrical Vuln -X% |
Changes the chance of being afflicted by the Shock status, and duration of status. |
Precise Aim Control +X% Poor Aim Control -X% |
Changes the Hit chance of parts beyond normal. This stat affects attacks. |
High Maneuverability +X% Poor Maneuverability -X% |
Changes the Speed stat of parts. |
Poor Shock Resistance X% | Has a chance to negate damage. The chance is shown as the percentage in the name. |
Shock Absorption X% | Has a chance to absorb damage, recovering armor instead. The chance is shown as the percentage in the name. |
Self Repair X% | Restores a set amount of armor at fixed intervals. Higher level increases the amount of recovery. |
Property Name | Effect |
---|---|
Rare Serial +X% Bad Serial -X% |
Parts with Rare Serial can be sold for a higher price than normal. Bad Serial will reduce the price instead. |
Low Fuel Consumption -X% Poor Fuel Consumption +X% |
Parts with Low Fuel Consumption will require less output to equip than normal. Those with Poor Fuel Consumption will require more output. |