“More Elemental Attacks!” New Weapon Modules Coming to The First Descendant in Season 2

The First Descendant image of Keelan and Ines with Void Chaser Season 2 written and Modules shown

While everyone is waiting for the scheduled maintenance to end and for Season 2 to go live, Nexon shared a bunch of details on what is being added to the game. We all know about Keelan, Fellows, Ultimate Sharen, new Skins, a roadmap, and much much more. There are even some discounts announced, for the first time. What almost flew under the radar was a bunch of new Weapon Modules about to be added to Season 2 of The First Descendant.

New Ultimate Weapon Modules Added in Season 2 of The First Descendant

Arriving with Season 2, new Ultimate Modules for Weapons will be joining us in TFD. Nexon said that these will be a whole new “group” of Modules, called “Battle Proficiency” (to differentiate them from the existing, “Special Mod” group). Furthermore, they can be equipped along with the regular Modules without issue.

These new Modules can only be found in the new dungeons and boss fights: in Void Vessels and Abyssal Intercept Battles. You can also get them by combining.

  • Tenacious Hunter (General Round/Handgun Exclusive)
    • Upon reloading, increases Weak Point Damage by +5% for 3s
    • Each successful Weak Point hit during the effect: Weak Point DMG +5% (up to 20 stacks, Cooldown 15s)
  • Heat Circulation (General Rounds, Special Rounds, Impact Rounds, High-Power Rounds)
    • Burn effect: Player Fire ATK +89.6% for 5s (cooldown 20s)
  • Chill Circulation (General Rounds, Special Rounds, Impact Rounds, High-Power Rounds)
    • Frostbite effect: Player Chill ATK +89.6% for 5s (cooldown 20s)
  • Electric Circulation (General Rounds, Special Rounds, Impact Rounds, High-Power Rounds)
    • Electrocution effect: Player Electric ATK +89.6% for 5s (cooldown 20s)
  • Toxic Circulation (General Rounds, Special Rounds, Impact Rounds, High-Power Rounds)
    • Poison effect: Player Toxic ATK +89.6% for 5s (cooldown 20s)
  • Overwhelm (General Rounds, Special Rounds, Impact Rounds, High-Power Rounds)
    • Upon a successful Advantage Affinity, Weak Point Damage +4% and Advantage Affinity DMG Modifier +5.81% for 5s
    • (Up to 10 stacks, -2 stacks with a failed Advantage Affinity Attack, Cooldown 20s)
  • Ultra-Precision Strike (General Rounds, Special Rounds, Impact Rounds)
    • Successful Advantage Affinity: Weak Point Damage +4.5% for 5s (up to 20 stacks, cooldown 15s)
    • Failed Weak Point Attack during the effect: Firearm ATK -1.95% (up to 20 stacks)
  • Superheated Plasma (Special Round/Beam Rifle exclusive)
    • Consecutive hits on the same target: player’s Fire ATK +1.6%, Hit Target DEF -1.5%
    • (up to 20 stacks, stack reset when consecutive hits on the same target fails)
  • Supercooled Plasma (Special Round/Beam Rifle exclusive)
    • Consecutive hits on the same target: player’s Chill ATK +1.6%, Hit Target DEF -1.5%
    • (up to 20 stacks, stack reset when consecutive hits on the same target fails)
  • High Voltage Plasma (Special Round/Beam Rifle exclusive)
    • Consecutive hits on the same target: player’s Electric ATK +1.6%, Hit Target DEF -1.5%
    • (up to 20 stacks, stack reset when consecutive hits on the same target fails)
  • Corrosive Plasma (Special Round/Beam Rifle exclusive)
    • Consecutive hits on the same target: player’s Toxic ATK +1.6%, Hit Target DEF -1.5%
    • (up to 20 stacks, stack reset when consecutive hits on the same target fails)

Note that these numbers are based on the maximum efficiency of the Module, ie, fully upgraded Modules.

You can notice that the majority of these are all about adding elemental damage. As far as we know, “successful Advantage Affinity” means that your damage type (Burst, Crush, or Pierce) corresponds with the target’s weakness (which you can see using your Ecieve). In any case, more options to tailor our builds are always welcome. 

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