Memory Module Reference

Memory Module transclusion reference.

**NOTE:** These are the base Memory Module stats. Power can increase with the Daily Module boosts provided they are already unlocked with via Research.

# Guardian

I-Frame

Taking health damage over 100 grants **[2]** seconds of total damage immunity and has a **[10%]** chance of granting one plating, absorbing one full hit. 12 seconds cooldown.

Warmup

All newly found items start with **[3%]** more item power for each conquered level.
Increases base heat value by **[5]**.

Recovery

Kills increase healing gained by **[15%]** lasts **[5]** seconds, can stack.

Into Battle

Deal **[15%]** more damage, take equally less damage and grants **[35%]** stronger shield regeneration if within 175 range of an enemy.

Aegis MK5 Platinum

Grants **[60%]** reduced shield regeneration delay and **[40]** increased movement speed if heat is over 30.

Shielded

Kills refresh **[100]** of maximum Shield strength - Passively increases maximum shield by **[70]**.

Fortify Position

Barricades and destroyable objects have **[75%]** more durability.

Increases maximum ammo and starting ammo for all weapons by **[40%]**.

Enrage

Active reload grants **[15%]** chance to critically strike with any weapon for 3 seconds, doubled if over 60 heat.

Passively increases weapon heat generation by **[10%]**.

Weapon Mastery

Shotguns and SMGs have a **[20%]** chance adding one shell to spare ammo when fired, chance halved for other weapons.

Stunning effects last **[25%]** longer.

Shield Overclock

Grants **[125]** increased shield regeneration per second. In addition, found shield powerups last **[10]** seconds longer.

Stimulants

Get **[5]** weapon lifesteal when below 30% of maximum health.
Decreases damage output by 10%.

Scrap Plating

Chance to find Scrap scattered around, granting 1 plating on pickup.

Plating deflects all damage for one hit. Power increases chances.

Bits and Pieces

Each obtained plating instance grants a stacking **[10%]** bonus in damage and critical damage, refreshes on new pickup and lasts 10 seconds. The first application grants the bonus for twice the duration.

Berserk

Taking health or shield damage grants Berserk stacks, increasing firerate and decreasing firing slowdown by **[1%]**.

Stacks up to 40 times and is lost after not taking damage for 12 seconds.

Wicked

Taking health damage briefly slows the attacker with a chance to stun depending on damage amount and reflects up to **[150]** damage.

Push Forward

Active reload grants a brief surge of **[30%]** bonus movement speed and recoil control.

Increases pistol damage by **[10%]**.

# Rogue

Head Hunter

Headshots have a **[50%]** chance of refunding 1 bullets to spare ammo and refresh **[10%]** of missing shields.

Damage over 300 doubles the effect, Shotguns excluded.

Switch Position

Ejecting a weapon grants a **[60%]** damage reduction and movement speed for **[2]** seconds.

5 seconds cooldown.

Evasive Maneuvers

Increases dodge chance by **[5%]**.

Dodging triggers a minor dash and replenishes one bullet in the current magazine.

Backstab

Attacking out of combat deals additional **[5%]** damage for each second being out of combat.

Exiting a teleporter or beginning a wave grants stealth for **[7]** seconds.

Shadow Dance

Grants **[3]** dodge chance and **[7%]** increased healing for each 3 seconds of being infight, stacks 3 times - resets on taking damage.

Discipline

Standing still quickly diminishes shield regeneration delay and heat. Increases maximum health by 100.

Keeping Distance

When no enemy is within 600 range, gain **[30%]** increased firerate and **[15]** increased armor damage absorbtion.

Perfection

Every 5 inflicted Headshots passively increase critical strike chance and critical damage by 1% and heals for **[20%]** missing health.

Crit bonuses stack up to **[10]** times.

DMR Conversion

Found weapons with magazine sizes from **[10]-[20]** are modified to semi-automatic, with increased damage and reduced firerate.

Power Tuning

Increases Headshot damage and running ammo regeneration by **[35%]** if weapon heat is below 10.

Passively Increases weapon heat generation by **[10%]**.

Freeze

Standing still while in combat grants **[2]** seconds of **[60%]** total damage absorbtion, 10 seconds cooldown.

Keeping Cool

Hitting active reload refreshes **[75%]** of shields, grants a **[250]** shield buff that lasts 3 seconds and reduces current weapon heat by 10.

Blood Borne

Grants a **[2]** second time window after taking damage over 300 to gain the lost health back or even more with weapon lifesteal.

15 seconds cooldown.

Die Hard

While at full health, never take more than 75 health damage - Damage dealt to Rank 1 or 2 Elite enemies is increased by **[30%]**.

Against the Odds

Grants **[25%]** increased maximum Health and heal an additional **[7%]** of maximum health each healing instance over 100 HP but take an additional 10% damage.

# Commando

Weapon Drop

A random common class weapon and upgrade kit is sent to the proceeding teleporter after obtaining 35 kills. Higher module power decreases the requirement.

Routine

Active reload grants Routine, increasing armor penetration by **[1]** and movement speed by **[1%]**. Stacks 15 times - Failing loses all.
Perfect active reloads grant 2 stacks.

Charge

Dashing grants **[15%]** increased critical chance for 2 seconds and damage immunity while dashing.

Specialized Ammo

Grants **[1]** selections of custom ammo types at first teleporter usage and passively increases critical damage by **[40%]**.

Drone Mod

Allows your companion drone to fire. The drone has a range of **[750]** and a firerate of **[50]** shots per minute.

(Companion drone is only available when solo.)

Field Rations

Health crates grant **[75%]** increased health and permanently increase healing by **[5%]**.

Ammo crates grant double ammo.

Press the Attack

Active reload grants a brief surge of speed with **[20%]** dodge chance and **[35%]** increased accuracy while moving for 2 seconds.

On the Edge

Grants **[15%]** increased critical strike chance below 35% health and **[50]** health regeneration over 85% health.
(Hidden) Increases shield max by 50.

Pack a Punch

The first found weapon is upgraded **[3]** times and also gains **[15%]** more weapon damage.

Hold Breath

Standing still continuously stabilizes the stance, reducing weapon deviation and recoil by up to **[135%]** and increasing critical strike chance by up to **[40%]** - resets on shots fired.

Madness

Increases credits gain by **[15%]** for each consecutive kill - combo diminishes after 5 seconds.

Decreases accuracy by **[15%]**.

Scarred

Increases existing life steal and health regeneration by **[35%]** as well as armor by **[10]** when shields are below 50 or down.

Take Cover

Standing near intact destructible cover grants **[40%]** increased shield regen and **[20%]** increased accuracy.

Increases maximum shields by 50.

Killer

Headshots deal **[15%]** more damage and increases the chance of finding damage powerups by **[75%]**.

Drill

Each consecutive hit grants one stack of Drill with **[3%]** increased firerate and **[5%]** reduced weapon deviation.

Stacks 10 times.
Misses halve the stacks.

# Specialist

Status Extender

All user affecting positive and negative status effects last **[35%]** longer and status effects don't deal damage below 25% health.

Forged by Fire

Grants up to **[10%]** critical strike chance and **[30%]** higher firerate the higher the weapon Heat.

Grenadier

Getting hit by an explosion refreshes shields and grants a strong damage and firerate buff for **[3]** seconds.

All Grenades, placable mines & traps have **[20%]** reduced cooldowns.

Chromatic Alloy

Taking health damage over 50 has a **[25%]** chance of granting 50 armor for 5 seconds, 20 seconds cooldown.

Weapons Deal

Starting Pistols and weapons come in a non standard variant and weapon upgrade shops cost **[25%]** less.

Multiply

All ammo regeneration effects are amplified by **[35%]**.

Picking up ammo grants slight ammo regeneration for **[20]** seconds.

Inner Fire

Grants **[20]** health regeneration while in combat for a maximum of 10 seconds.

Instantly increases weapon heat by 25 and sets shields to half strength after the maximum duration.

Focus

Active reload grants **[30%]** improved recoil control and increases item cooldown speed by **[100%]** for 2 seconds.

Well Oiled

All items grant **[4]** maximum health and heal for the same on activation - stacks 50 times.

Item activations have a **[2%]** chance of resetting running cooldowns of all items.

Overdrive

Items cool down **[35%]** faster and weapons eject up to **[35%]** faster if heat is over 40.

Increases movement speed by 30.

Elemental Power

All inflicted slow, poison, fire, or bleed effects last **[30%]** longer (radiation deals more damage).

All effects applied by shots have a **[15%]** chance to have triple strength.

Calculated

Take **[15%]** increased damage under 50 Heat and deal **[30%]** more damage when over 50 heat.

Overheating no longer removes shields and grants a strong shield buff for 6 seconds.

Transmutate

The first recycled item grants a replacement of the same rarity and **[2]** Plating.

Passively increases recycling gain by **[35%]**.

Unceasing

Increases heat generation by [25%]. Dash now resets current heat, refreshes shields and reduces Dash cooldown all by [25%].

Increases dodge chance by 5%.

Sun Rising

Every 300 Heat produced passively increase burn and crit damage by 1%.

Stacks **[40]** times and reaching the max heals to full HP once.

Force Unleashed

Picking up Powerups heals for **[10%]** missing health and all powerups last **[4]** seconds longer (Powerups always last longer depending on how fast they were picked up).