GFL2 Weapon Accessories: Difference between revisions
Cleanup and add lots of attachment info |
Added [X] for MG. Machine Guns: Multi-Purpose Bipod. |
||
(9 intermediate revisions by 3 users not shown) | |||
Line 3: | Line 3: | ||
Weapon Attachments in Exilium are used to further boost the stats of weapons, bringing bonuses to Attack, Health, Defense, Crit Rate, Crit DMG, Attack Boost, Health Boost or Defense Boost. The boosts are randomly generated when receiving the Attachment. They become available at Commander Level 23 and are obtained by running Targeted Study in Supply Missions, in the [[GFL2_Main_Screen#Combat Simulations|Boss Fight]] shop, or by dismantling enough Attachments in the [[GFL2 Main Screen#Storeroom|Storeroom]] to earn a Precise Grade Attachment. Attachments are equipped in the Refitting Room. All owned Weapon Attachments can be viewed in the Storage Room. | Weapon Attachments in Exilium are used to further boost the stats of weapons, bringing bonuses to Attack, Health, Defense, Crit Rate, Crit DMG, Attack Boost, Health Boost or Defense Boost. The boosts are randomly generated when receiving the Attachment. They become available at Commander Level 23 and are obtained by running Targeted Study in Supply Missions, in the [[GFL2_Main_Screen#Combat Simulations|Boss Fight]] shop, or by dismantling enough Attachments in the [[GFL2 Main Screen#Storeroom|Storeroom]] to earn a Precise Grade Attachment. Attachments are equipped in the Refitting Room. All owned Weapon Attachments can be viewed in the Storage Room. | ||
Attachments come in four grades: Civilian | Attachments come in four grades of rarity: {{Color|GF2Green|Civilian}}, {{Color|GF2Blue|Industrial}}, {{Color|GF2Purple|Military}}, and {{Color|GF2Yellow|Precision}}. {{Color|GF2Green|Civilian}} and {{Color|GF2Blue|Industrial}} Attachments are distinguished visually by their rusted appearance, while {{Color|GF2Purple|Military}} and {{Color|GF2Yellow|Precision}} Attachments have a clean appearance. They also come in Upgraded, Assembled and Specialized variants: [[File:GFL2 Weapon Accessories Upgraded.png|25px]] Upgraded only provide basic stat increases; [[File:GFL2 Weapon Accessories Assembled.png|25px]] Assembled will activate a set skill when three Attachments with the same Set Effect are equipped; and [[File:GFL2 Weapon Accessories Specialized.png|25px]] Specialized increase both basic stats and extra stats. | ||
Attachments come in 9 general categories, further segmented by weapon types. For example, an AR Sight dropped from the AR+SG Targeted Study cannot be equipped on an MG. | |||
{| class=gf-table | {| class=gf-table | ||
Line 95: | Line 97: | ||
|} | |} | ||
Attachments of Military Grade and Precision Grade can be be calibrated, in order to gain new randomized stat boosts. This can be done by consuming other Attachments of the same Targeted Study category (AR & SG, SMG & MG, RF & BLD, or HG), plus an amount of {{Icon|Sardis Gold}} Sardis Gold. | Attachments of Military Grade and Precision Grade can be be calibrated, in order to gain new randomized stat boosts. This can be done by consuming other Attachments of the same Targeted Study category (AR & SG, SMG & MG, RF & BLD, or HG), plus an amount of {{Icon|Sardis Gold}} Sardis Gold. The amount of Sardis Gold required depends on the rarity of the Attachment that you are calibrating. | ||
* Calibrating a Military grade attachment consumes 1500 points of material fodder and 3000 Sardis Gold | |||
* Calibrating a Precision grade attachment consumes 5000 points of material fodder and 20000 Sardis Gold | |||
Each attachment that you consume for calibration provides points of material fodder dependent on its rarity: | |||
* Civilian attachments provide 200 points | |||
* Industrial attachments provide 400 points | |||
* Military attachments provide 600 points | |||
* Precision attachments provide 1000 points | |||
The first calibration will always produce a large increase to the stat boosts. Subsequent calibrations may produce higher or lower stat boosts, leaving you with the decision to accept the new stat boosts or retain the exists boost values. | The first calibration will always produce a large increase to the initial stat boosts. Subsequent calibrations may produce higher or lower stat boosts, leaving you with the decision to accept the new stat boosts or retain the exists boost values. It is more effective to calibrate attachments with higher initial stat boosts. | ||
Line 103: | Line 114: | ||
Attachments from a specific set effect can be selected to drop from Targeted Study. | Attachments from a specific set effect can be selected to drop from Targeted Study. | ||
* Ultimate Pursuit - Increases the damage, healing, and shield effects of Ultimate skills by 5%. Gains 1 stack after each use of an Ultimate skill, up to a maximum of 4 stacks | * Ultimate Pursuit - Increases the damage, healing, and shield effects of Ultimate skills by {{Color|GF2Orange|5%}}. Gains {{Color|GF2Orange|1 stack}} after each use of an Ultimate skill, up to a maximum of {{Color|GF2Orange|4 stacks}}. | ||
* Double Strategy - When enemy target is not near Cover, increases targeted damage by 10%. When enemy target is near Cover, increases AoE damage by 10% | * Double Strategy - When enemy target is not near Cover, increases targeted damage by {{Color|GF2Orange|10%}}. When enemy target is near Cover, increases AoE damage by {{Color|GF2Orange|10%}}. | ||
* Phase Strike - Deals 15% increased damage to targets with Phase Element debuffs | * Phase Strike - Deals {{Color|GF2Orange|15%}} increased damage to targets with Phase Element debuffs. | ||
* Phase Resonance - If the active skill exploits a phase weakness, gains Phase Boost I for 1 turn before the attack. If it exploits two phase weaknesses, increases damage dealt by 10% | * Phase Resonance - If the active skill exploits a phase weakness, gains {{Color|GF2Blue|Phase Boost I}} for {{Color|GF2Orange|1 turn}} before the attack. If it exploits two phase weaknesses, increases damage dealt by {{Color|GF2Orange|10%}}. | ||
* Emergency Repair - If the allied unit's HP is fully healed by an active skill, restores 2 points of their stability index. Triggers up to once per turn | * Emergency Repair - If the allied unit's HP is fully healed by an active skill, restores {{Color|GF2Orange|2 points}} of their stability index. Triggers up to {{Color|GF2Orange|once}} per turn. | ||
* | * Allay Support - When using defense skills, additionally applied {{Color|GF2Blue|Area Defense II}} to allied units for {{Color|GF2Orange|2 turns}}. | ||
* Ballistic Boost - When dealing Physical damage, the damage is increased by 20% | * Ballistic Boost - When dealing Physical damage, the damage is increased by {{Color|GF2Orange|20%}}. | ||
* | * Fire Boost - When dealing {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} damage, the damage is increased by {{Color|GF2Orange|20%}}. | ||
* Ice Boost - When dealing Freeze damage, the damage is increased by 20% | * Ice Boost - When dealing {{GFL2WeakIcon|freeze}}{{Color|GF2LightBlue|Freeze}} damage, the damage is increased by {{Color|GF2Orange|20%}}. | ||
* Acid Boost - When dealing Corrosion damage, the damage is increased by 20% | * Acid Boost - When dealing {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} damage, the damage is increased by {{Color|GF2Orange|20%}}. | ||
* Electric Boost - When dealing Electric damage, the damage is increased by 20% | * Electric Boost - When dealing {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} damage, the damage is increased by {{Color|GF2Orange|20%}}. | ||
* Riptide Boost - When dealing Hydro damage, the damage is increased by 20% | * Riptide Boost - When dealing {{GFL2WeakIcon|hydro}}{{Color|GF2Blue|Hydro}} damage, the damage is increased by {{Color|GF2Orange|20%}}. | ||
==List of Attachments== | ==List of Attachments== | ||
===Muzzle=== | ===Muzzle=== | ||
* Basic Flash Hider | * [AR] [SMG] Basic Flash Hider | ||
* Basic Muzzle Brake | * [AR] Basic Muzzle Brake | ||
* Basic Suppressor | * [AR] [SMG] Basic Suppressor | ||
* Compact Suppressor | * [AR] [SMG] Compact Suppressor | ||
* Door Breacher | * [AR] [SG] [SMG] Door Breacher | ||
* Extended Muzzle | * [SG] Duckbill Choke | ||
* Heavy Muzzle Brake | * [SG] Extended Muzzle | ||
* Lightweight Muzzle Brake | * [RF] [MG] Heavy Flash Hider | ||
* QD Flash Hider | * [RF] [MG] Heavy Muzzle Brake | ||
* QD Muzzle Brake | * [RF] [MG] Heavy Suppressor | ||
* Specialized Flash Hider | * [RF] Lightweight Muzzle Brake | ||
* Specialized Suppressor | * [HG] Muzzle Compensator | ||
* [RF] [MG] QD Flash Hider | |||
* [RF] [MG] QD Muzzle Brake | |||
* [AR] [SMG] QD Suppressor | |||
* [HG] Rail Mounted Suppressor | |||
* [HG] Short Range Suppressor | |||
* [SG] [HG] Specialized Flash Hider | |||
* [SG] [HG] Specialized Muzzle Brake | |||
* [SG] [HG] Specialized Suppressor | |||
===Underbarrel=== | ===Underbarrel=== | ||
* Compact Tactical Flashlight | * [AR] [SMG] [RF] Compact Tactical Flashlight | ||
* Flashlight | * [AR] [SMG] [RF] Flashlight | ||
* Laser | * [AR] [SMG] [MG] Laser | ||
* Red Dot Device | * [AR] [SMG] [RF] QD Tactical Flashlight | ||
* Tactical Range Finder | * [AR] [SMG] Red Dot Device | ||
* [AR] [RF] [MG] Tactical Range Finder | |||
===Sight=== | ===Sight=== | ||
* Flip-up Red Dot Sight | * [RF] Close Range QM Scope | ||
* High Magnification Scope | * [SG] [HG] Flip-up Red Dot Sight | ||
* High-Precision Scope | * [AR] [SMG] [MG] High Magnification Scope | ||
* Mini Holo Sight | * [RF] High-Precision Scope | ||
* Mini Red Dot Sight | * [AR] [SMG] [RF] Holo Sight | ||
* Mini Reflex Sight | * [SG] [HG] Mini Holo Sight | ||
* [AR] [SMG] [MG] [MG] Internal Red Dot | |||
* [SG] [HG] Micro Red Dot Sight | |||
* [SG] [HG] Mini Red Dot Sight | |||
* [SG] [HG] Mini Reflex Sight | |||
* Quick-Magnification Scope | * Quick-Magnification Scope | ||
* Red Dot Sight | * [AR] [SMG] [MG] Red Dot Sight | ||
* [SG] Round Red Dot Sight | |||
* Scope | * Scope | ||
* Tube Red Dot | * [AR] [SMG] [MG] Tube Red Dot | ||
* [AR] [SMG] [MG] Variable Red Dot | |||
===Foregrip=== | ===Foregrip=== | ||
* Tactical Handstop | * [AR] Angled Foregrip | ||
* Vertical Foregrip | * [AR] [SMG] Tactical Foregrip | ||
* Vertical Foregrip Mk.I | * [AR] Tactical Handstop | ||
* [AR] [SMG] Vertical Foregrip | |||
* [AR] [SMG] Vertical Foregrip Mk.I | |||
* [AR] [SMG] Vertical Foregrip Mk.II | |||
===Bipod=== | ===Bipod=== | ||
* Adjustable Bipod | * [RF] [MG] Foldable Bipod | ||
* Heavy Bipod | * [RF] Adjustable Bipod | ||
* Retractable Bipod | * [RF] [MG] Heavy Bipod | ||
* Tactical QD Bipod | * [MG] Multi-Purpose Bipod | ||
* [RF] Retractable Bipod | |||
* [RF] Tactical QD Bipod | |||
===Latch=== | ===Latch=== | ||
* Dovetail Latch | * [SG] [BLD] [HG] Dovetail Latch | ||
* Half-Opened Stealth Latch | * [SG] [BLD] [HG] Half-Opened Stealth Latch | ||
* [SG] [BLD] [HG] Single-Sided Latch | |||
===Link=== | ===Link=== | ||
* Alloy Ejector Rivet | * [SG] [BLD] [HG] Alloy Ejector Rivet | ||
* Carbon | * [SG] [BLD] [HG] Carbon Fiber Ejector Rivet | ||
* Steel Ejector Rivet | * [SG] [BLD] [HG] Steel Ejector Rivet | ||
===Edge=== | ===Edge=== | ||
* Cold Rolled Edge | Edge attachments are exclusive to BLD weapons. | ||
* Hot Forged Edge | * [BLD] Cold Rolled Edge | ||
* Ngombe Edge | * [BLD] Hot Forged Edge | ||
* Power Edge | * [BLD] Hypersonic Rotating Edge | ||
* Serrated Edge | * [BLD] Ngombe Edge | ||
* [BLD] Power Edge | |||
* [BLD] Serrated Edge | |||
===Adjuster=== | ===Adjuster=== | ||
* Polymeride Armor | Adjuster attachments are exclusive to BLD weapons. | ||
* Polymeride Balancer | * [BLD] Polymeride Armor | ||
* [BLD] Polymeride Balancer | |||
* [BLD] Polymeride Paw |
Latest revision as of 08:01, 15 December 2024
Weapon Attachments in Exilium are used to further boost the stats of weapons, bringing bonuses to Attack, Health, Defense, Crit Rate, Crit DMG, Attack Boost, Health Boost or Defense Boost. The boosts are randomly generated when receiving the Attachment. They become available at Commander Level 23 and are obtained by running Targeted Study in Supply Missions, in the Boss Fight shop, or by dismantling enough Attachments in the Storeroom to earn a Precise Grade Attachment. Attachments are equipped in the Refitting Room. All owned Weapon Attachments can be viewed in the Storage Room.
Attachments come in four grades of rarity: Civilian, Industrial, Military, and Precision. Civilian and Industrial Attachments are distinguished visually by their rusted appearance, while Military and Precision Attachments have a clean appearance. They also come in Upgraded, Assembled and Specialized variants: Upgraded only provide basic stat increases; Assembled will activate a set skill when three Attachments with the same Set Effect are equipped; and Specialized increase both basic stats and extra stats.
Attachments come in 9 general categories, further segmented by weapon types. For example, an AR Sight dropped from the AR+SG Targeted Study cannot be equipped on an MG.
Weapon Type | Muzzle | Underbarrel | Sight | Foregrip | Bipod | Latch | Link | Edge | Adjuster |
---|---|---|---|---|---|---|---|---|---|
HG | ✓ | ✓ | ✓ | ✓ | |||||
SMG | ✓ | ✓ | ✓ | ✓ | |||||
AR | ✓ | ✓ | ✓ | ✓ | |||||
RF | ✓ | ✓ | ✓ | ✓ | |||||
MG | ✓ | ✓ | ✓ | ✓ | |||||
SG | ✓ | ✓ | ✓ | ✓ | |||||
BLD | ✓ | ✓ | ✓ | ✓ |
Attachments of Military Grade and Precision Grade can be be calibrated, in order to gain new randomized stat boosts. This can be done by consuming other Attachments of the same Targeted Study category (AR & SG, SMG & MG, RF & BLD, or HG), plus an amount of Sardis Gold. The amount of Sardis Gold required depends on the rarity of the Attachment that you are calibrating.
- Calibrating a Military grade attachment consumes 1500 points of material fodder and 3000 Sardis Gold
- Calibrating a Precision grade attachment consumes 5000 points of material fodder and 20000 Sardis Gold
Each attachment that you consume for calibration provides points of material fodder dependent on its rarity:
- Civilian attachments provide 200 points
- Industrial attachments provide 400 points
- Military attachments provide 600 points
- Precision attachments provide 1000 points
The first calibration will always produce a large increase to the initial stat boosts. Subsequent calibrations may produce higher or lower stat boosts, leaving you with the decision to accept the new stat boosts or retain the exists boost values. It is more effective to calibrate attachments with higher initial stat boosts.
Set Effects List[edit]
Attachments from a specific set effect can be selected to drop from Targeted Study.
- Ultimate Pursuit - Increases the damage, healing, and shield effects of Ultimate skills by 5%. Gains 1 stack after each use of an Ultimate skill, up to a maximum of 4 stacks.
- Double Strategy - When enemy target is not near Cover, increases targeted damage by 10%. When enemy target is near Cover, increases AoE damage by 10%.
- Phase Strike - Deals 15% increased damage to targets with Phase Element debuffs.
- Phase Resonance - If the active skill exploits a phase weakness, gains Phase Boost I for 1 turn before the attack. If it exploits two phase weaknesses, increases damage dealt by 10%.
- Emergency Repair - If the allied unit's HP is fully healed by an active skill, restores 2 points of their stability index. Triggers up to once per turn.
- Allay Support - When using defense skills, additionally applied Area Defense II to allied units for 2 turns.
- Ballistic Boost - When dealing Physical damage, the damage is increased by 20%.
- Fire Boost - When dealing Burn damage, the damage is increased by 20%.
- Ice Boost - When dealing Freeze damage, the damage is increased by 20%.
- Acid Boost - When dealing Corrosion damage, the damage is increased by 20%.
- Electric Boost - When dealing Electric damage, the damage is increased by 20%.
- Riptide Boost - When dealing Hydro damage, the damage is increased by 20%.
List of Attachments[edit]
Muzzle[edit]
- [AR] [SMG] Basic Flash Hider
- [AR] Basic Muzzle Brake
- [AR] [SMG] Basic Suppressor
- [AR] [SMG] Compact Suppressor
- [AR] [SG] [SMG] Door Breacher
- [SG] Duckbill Choke
- [SG] Extended Muzzle
- [RF] [MG] Heavy Flash Hider
- [RF] [MG] Heavy Muzzle Brake
- [RF] [MG] Heavy Suppressor
- [RF] Lightweight Muzzle Brake
- [HG] Muzzle Compensator
- [RF] [MG] QD Flash Hider
- [RF] [MG] QD Muzzle Brake
- [AR] [SMG] QD Suppressor
- [HG] Rail Mounted Suppressor
- [HG] Short Range Suppressor
- [SG] [HG] Specialized Flash Hider
- [SG] [HG] Specialized Muzzle Brake
- [SG] [HG] Specialized Suppressor
Underbarrel[edit]
- [AR] [SMG] [RF] Compact Tactical Flashlight
- [AR] [SMG] [RF] Flashlight
- [AR] [SMG] [MG] Laser
- [AR] [SMG] [RF] QD Tactical Flashlight
- [AR] [SMG] Red Dot Device
- [AR] [RF] [MG] Tactical Range Finder
Sight[edit]
- [RF] Close Range QM Scope
- [SG] [HG] Flip-up Red Dot Sight
- [AR] [SMG] [MG] High Magnification Scope
- [RF] High-Precision Scope
- [AR] [SMG] [RF] Holo Sight
- [SG] [HG] Mini Holo Sight
- [AR] [SMG] [MG] [MG] Internal Red Dot
- [SG] [HG] Micro Red Dot Sight
- [SG] [HG] Mini Red Dot Sight
- [SG] [HG] Mini Reflex Sight
- Quick-Magnification Scope
- [AR] [SMG] [MG] Red Dot Sight
- [SG] Round Red Dot Sight
- Scope
- [AR] [SMG] [MG] Tube Red Dot
- [AR] [SMG] [MG] Variable Red Dot
Foregrip[edit]
- [AR] Angled Foregrip
- [AR] [SMG] Tactical Foregrip
- [AR] Tactical Handstop
- [AR] [SMG] Vertical Foregrip
- [AR] [SMG] Vertical Foregrip Mk.I
- [AR] [SMG] Vertical Foregrip Mk.II
Bipod[edit]
- [RF] [MG] Foldable Bipod
- [RF] Adjustable Bipod
- [RF] [MG] Heavy Bipod
- [MG] Multi-Purpose Bipod
- [RF] Retractable Bipod
- [RF] Tactical QD Bipod
Latch[edit]
- [SG] [BLD] [HG] Dovetail Latch
- [SG] [BLD] [HG] Half-Opened Stealth Latch
- [SG] [BLD] [HG] Single-Sided Latch
Link[edit]
- [SG] [BLD] [HG] Alloy Ejector Rivet
- [SG] [BLD] [HG] Carbon Fiber Ejector Rivet
- [SG] [BLD] [HG] Steel Ejector Rivet
Edge[edit]
Edge attachments are exclusive to BLD weapons.
- [BLD] Cold Rolled Edge
- [BLD] Hot Forged Edge
- [BLD] Hypersonic Rotating Edge
- [BLD] Ngombe Edge
- [BLD] Power Edge
- [BLD] Serrated Edge
Adjuster[edit]
Adjuster attachments are exclusive to BLD weapons.
- [BLD] Polymeride Armor
- [BLD] Polymeride Balancer
- [BLD] Polymeride Paw