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The First Descendantis a free-to-play shooter that allows players to take on the role of a Descendant (which can be Ultimate or Standard), a human that has inhuman abilities.
While playing, players will come across modules that they can add to their gear to do specific things like increasing health or the number of rounds their gun holds (here are some of the best early-game Weapon Modules). Here’s a breakdown of all the modules in the game.

All Descendant-Exclusive Modules
Some modules are only available to specific Descendants and not to everyone (and some are even available early on). Here’s a breakdown of all the modules available for each character.
Ultimate Ajax or Ajax

Body Enhancement
Void Energy can no longer be obtained through Event Horizon, and Defense and Shields are increased to max HP.
Modifies Expulsion to create a buff on allies.
Void Burst
Expulsion will decrease the Sub Attack Cooldown and increase its Damage.
Void Walk and Expulsion damage is increased proportionally to DEF.
Blair
Backdraft
Flame Zone absorption will increase Weak Point ATK instead of Skill ATK.
Classic Chef
Changes any increases to Firearm and Skill Critical Hit Rate to 5 based on the Flame Zone count.
Incendiary Bomb
A projectile is thrown forward that spawns a Flame Zone where it lands.
Ultimate Bunny or Bunny
Makes Speed of Light consume HP instead of MP.
Electric Condense
Changes Maximum Power into a form that deals damage around Bunny.
Electric Transition
Changes Speed of Light to recover Energy Shield in proportion to the distance traveled.
Superconductor
Adds a debuff that reduces the enemy’s ATK to the Electrocution effect that Bunny inflicts.
Freyna
Contagion
When an enemy inflicted with Room 0 Trauma is killed, There is a contagion of Poison surrounding it.
Neurotoxin Synthesis
Modifies the effects of Room 0 Trauma as follows: -Does not spread Poison. -Adds ATK reduction & Weaken Regeneration effects.
Toxic Stimulation
Defense Mechanism skill conversion. Grants Plague Body Armor to surrounding allies.
Venom Synthesis
Putrid Venom skill conversion. Leaves behind a Toxic Footprint after every step. Inflicts Poison on enemies coming in contact with Toxic Footprint.
Ultimate Gley or Gley
Blood and Iron
Life Orbs can no longer be acquired with the Thirst effect. Instead, Power of Life can be obtained when attacks land Firearm or Skill Critical Hits.
Massive Sanguification
Modifies Life Siphon to allow the absorption of Life Orbs during Non-Frenzied state.
Predator Instinct
Modifies Firearm ATK to increase when firing a Firearm during Frenzied state.
Supersense
Modifies the effects of Frenzied state’s Maximize lethalness during Increased Sensory. Fire Rate becomes fixed, but Weak Point ATK and Duration both increase.
Jayber
Attacking Compulsion
When using a skill, summons an Assault Turret. The summoned turret operates in the same way as the existing Assault Turrets.
Immediate Purge Code
When using the skill, it instantly explodes all turrets and inflicts damage on nearby enemies. Creates Lightning AoE that deals continuous damage where the turrets explode.
Medical Compulsion
When using the skill, it summons a Healing Turret. The summoned turret operates in the same way as the existing Healing Turrets.
Turret Engineering
When using a skill, it recovers the HP of all summoned turrets and extends their duration. It does not switch turrets to Enhanced mode.
Kyle
Collision Instinct
After a dash, inflicts Stun at the end of a knockback. However, stacks are removed, and the DEF Up effect is not applied.
Diamagnetic Bulwark
Instead of Magnetic Bulwark’s projectile defense, it knocks back enemies on contact. Recovers Magnetic Force based on the number of knockbacks.
Self-Directed Eruption
It consumes Magnetic Force every second when used to pull enemies in front of Kyle. Deals great damage to nearby enemies when the skill ends.
Superconductive Bombing
While airborne, it continuously consumes Magnetic Force to drop bombs. The bombing stops when Magnetic Force is completely depleted, and additional damage from Magnetic Force is not triggered on collision.
Sharen
Battlesuit Melting Nuts
Modifies Impact Rounds to be stackable. Modifies to reduce the enemy’s DEF instead of stunning them.
Overcharged Edge
Modifies Active Camouflage to consume Energy Shields instead of MP. Ambush damage increases by the amount of Energy Shields consumed.
Release Cutting Force
Modifies the Cutoff Beam so that it can be unleashed as Sword Aura.
Void Domination
Increases the targeting range of Flash Shortsword. Increases enemy targeting speed.
Ultimate Lepic
Explosive Stacks
This modifies the Grenade Throw to be charged up to three times. The grenade charges once whenever a certain amount of ammo is consumed.
Firearm Master
Removes Close Call’s effect. Reloading the weapon increases the Skill Power Modifier.
Ultimate Lepic or Lepic
Increased Efficiency
MP is no longer consumed while Overkill is active. It consumes MP when attacking with Overkill. It recovers MP when Overkill lands a Critical Hit.
Overclock no longer inflicts Burn. Inflicts Weaken Regeneration instead.
Power unit Change
Overclock no longer increases the Skill Power Modifier. Increases Firearm ATK instead.
Regenerative Braking
Removes Close Call’s effect. When using a skill, there is a chance to recover MP instead.
Ultimate Viessa
Absolute-Zero
When using a skill, the Ice Shackle is not inflicted. When the skill lands a Critical Hit, it inflicts Frostbite on the target. Successfully inflicting Frostbite triggers the Ice Sphere.
Cold Cohesion
The number of Ice Spheres increases by 5, and the base cooldown is reduced by 5 seconds.
Ultimate Viessa or Viessa
Cold Snap Watch
Creates a Cold Snap zone in front that remains for a certain period of time. Enemies entering the Cold Snap zone are inflicted with Ice Shackle and suffer continuous damage.
Cold-Bloodedness
When using the skill, it increases the Skill Power Modifier and decreases MP Cost and Skill Cooldown. Frost Roads are not created when moving.
Glacial Cloud
Throws a projectile forward that spawns a blizzard where it lands.
Hypothermy
When using skill, it inflicts Ice Needle instead of Ice Shackle. When Ice Needle reaches a certain number of stacks, passive skills are triggered. Ice Needle: Continuous damage to the target. Damage increases as it stacks.
Valby
Singing Water
Spawns a Seduction of Water where the Launcher’s bullet explodes. Until it is destroyed, the spawned Seduction of Water taunts surrounding monsters and inflicts the Laundry effect on them.
Supply Moisture
While on water, the Skill Critical Hit rate increases, Skull Duration, and Firearm Attribute Status Effect Trigger Rate. Reduction of MP consumption does not apply.
Tidal Wave
Does not leave watery trails when moving. When moving through a monster, it inflicts skill damage on them. When the skill ends, it deals AoE damage nearby.
It creates a rectangular-shaped pool of water in front.
All Ultimate Modules
Here’s a breakdown of the many Ultimate Modules. These Modules add more impressive effects to gear.
Effect
Absolute Curse
Upon Colossus Part removal, inflicts Dispel which removes buffs on Colossi.
Accelerated Driveshaft
When Rolling, the Fire Rate is +8% for 5s at a 15% chance.
When the shield is at 0%, DEF +32%.
Analysis Master
On hit, enemy’s Firearm Critical Hit Resistance -25% for 10s. This effect stacks up to 3 times (Cooldown 15s).
When changing weapons, auto-reloads stored weapons (Cooldown 15s)
On hit, the enemy’s DEF -30% for 10s (Cooldown 25s).
Better Weapon Weight
Weapon Change Speed +25% When changing weapons, DEF +32% for 5s (cooldown 15s)
On hit, Movement Speed +10% for 5s (Cooldown 25s).
Burst Absorption
On Sub Attack, it acquires a DEF +32% buff for 5s.
Chill Infusion
On hit, the enemy’s Chill Resistance -8% for .5s at a 3% chance
Conditional Recharge
When using skills, it consumes 4% of Max HP and recovers 3% of Max Shield (However, neither happens when HP is 1 or lower).
Continuous Exaltation
On Charging Melee Attack, grants the Exalt effect for 20s. At 5 stacks of the Exalt effect, changes to the Passion effect. Active Skill Cooldown -90% and Skill Power -6% once for 10s.
Dangerous Ambush
When landing a Skill Attack while the enemy is not targeting you, Skill Power +6%. On Skill Attack, while the enemy is Groggy (Parts Removal, Boss Stress Gauge), Skill Power +6%.
Decimator
When defeating enemies inflicted with debuffs, the Skill Power Modifier +2% per defeated enemy for 15s (up to 10 stacks).
When defeating an enemy, DEF +120% for 10s (Cooldown 25s)
Descendant Roll
When rolling, auto-reloads the active weapon at a 50% chance (Cooldown 20s)
Dopaminergic Activate
On Weak Point hit, Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +10% (Cooldown 20s)
When attacking enemies inflicted with Electrocution, Firearm ATK +8%
Electric Infusion
On hit, the enemy’s Electric Resistance -8% for .5s at a 3% chance
Final Wish
When attacking enemies with an Ultimate Skill, Skill Cost -9%, Skill Power -10% for 10s (cooldown 0s)
When attacking enemies inflicted with Burn, Firearm ATK +8%
When Reloading, rounds are not consumed for 3s (Cooldown 25s)
Frigid Burn
Hitting an enemy 3 times in a row with a firearm attack from a distance of 25m or more deals 24% Chill ATK as additional damage.
On Weak Point hit, 18% Chance to Knockdown target
Heat Incinerator
When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3 m of the target for 5s (Cooldown 20s)
Heat Infusion
On hit, enemy’s Fire Resistance -8% for .5s at a 3% chance
Burn Immunity. Fire Resistance +7%.
HP Collector
When defeating an enemy, instantly recovers 9% of Max HP (Cooldown 11s).
HP Plunder
When defeating an enemy with Sub Attack, it recovers 9% HP at an 8% chance.
Improve Driveshaft
When Rolling, Firearm ATK is +8% for 5s at a 15% chance.
On Sub Attack, Knockdown enemies (Cooldown 8.9s).
Lethal Finish
When firing a firearm, ammo with an additional 20% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with an additional attack, the module cooldown is -10s. However, the firearm’s base Weak Point Damage is fixed at 100%
Lethal Infection
When landing a Firearm Critical Hit on an enemy inflicted with a debuff, Skill Power Modifier +1% for 5s (up to 10 stacks, Cooldown 0s).
Long-Distance Maneuvering
Modifies the Grappling Hook range to 25m, but the Base Charge Time changes to 6s, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%).
Mass Purification
Upon Colossus Part destruction, grants Purification, which removes debuffs to players within a 50m radius.
Mental Focus
Base Fire Rate -10%. When firing a firearm, Firearm ATK +0.8% for 2s (up to 30 stacks) removes the effect when reloading or changing the firearm.
While Jumping, Accuracy +8%, DEF -8%.
Mid-Air Maneuvering
Modifies the Grappling Hook to be cast midair. However, it can only be used once, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%).
MP Collector
When defeating an enemy, it instantly recovers 12.2% of Max MP at a 4% chance.
MP Plunder
When defeating an enemy with Sub Attack, it recovers 12.2% MP at an 8% chance.
Multi-Maneuvering
Modifies the Max Stack of the Grappling Hook to 3, but the Base Range decreases to 18m, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%).
Multitalented
When using the Dimension Active Skill, Skill Cooldown -5% for 5s. When using the Fusion Active Skill, Skill Cost -4% and Duration 4% for 5s. When using the Tech Active Skill, Skill Range and Power Modifier + 9% for 5s. When using the Singular Active Skill, All Attribute Damage +8% for 5s. Only one of the effects is applied.
Narcissism
While Sprinting, Skill Cost -2%/Skill Cooldown +1% every second (up to 10 stacks).
Overwhelming DEF
Increases DEF by 50% of Max HP. Max HP is fixed to 1.
Overwhelming HP
Increases Max HP by 50% Max Shield. Max Shield is fixed to 1.
Overwhelming Shield
Increases Max Shield by 50% of Max HP. Max HP is fixed to 1.
Passionate Sponsor
When buffing or recovering an ally, Firearm ATK and Skil Power Modifier +2% each time for 5s (up to 10 stacks).
Payout
When landing a Firearm Weak Point Attack rounds are not consumed for 3s (Cooldown 25s)
Poison Immunity. Toxin Resistance +7%.
Potent Collector
When defeating an enemy, instantly recovers 12.2% of Custom Resources at a 4% chance. Characters with Custom Resources: -Ajax -Bunny -Gley -Kyle
Preemptive Strike
Skill Attacks against enemies with max HP deal 8.5% of the skill damage incurred as additional damage on the target.
Quick Freezer
When defeating an enemy inflicted with Frostbite, it inflicts Frostbite on other enemies within 3 m of the target for 0.8s (Cooldown 5s)
Real-Life Fighter
Base Accuracy -20%. On dealing Weak Point DMG, Firearm ATK +3% for 5s (up to 10 stacks) but loses 2 stacks per failed Weak Point Attack.
Remote Generator
When defeating an enemy inflicted with Electrocution, inflict Electrocution on other enemies within 3 m of the target for 3s (Cooldown 20s)
Sharp Precision Shot
Base Fire Rate -20%. While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK
When attacking enemies inflicted with Frostbite, Firearm ATK +8%
Special Sight
Movement Speed When Aiming -8%, Weak Point Damage When Aiming 8%
Spray and Pray
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 25s).
After Reload, the first shot’s Firearm ATK +100% (Cooldown 20s)
Sweeping Squad
When defeating an enemy, Firearm ATK +10.6% for 5s at a 33% chance. This effect stacks up to 3 times.
Technique Manual
Landing a skill attack deals 12% of own Max HP as additional damage to the target (Cooldown 8s against the same target).
When attacking enemies inflicted with Poison, Firearm ATK +8%
Toxic Infusion
On hit, the enemy’s Toxin Resistance -8% for .5s at a 3% chance
Unstoppable Smasher
When defeating an enemy, Shell Capacity +30% for 5s at an 8% chance.
Venom Injector
When defeating an enemy inflicted with Poison, it inflicts Poison on other enemies within 3 m of the target for 5s (Cooldown 20s)
Veteran’s Tactics
When defeating an enemy, resets the cooldown of a random skill at a 2.1% chance.
Walk a Tightrope
When HP is 50% or lower, Skill Power Modifier +8%, Firearm ATK +8%.
On Weak Point hit, Weak Point Damage +35% (Cooldown 20s)
Weaken Recovery
On Sub Attack, Outgoing Heal -50% for 10s at a 100% chance (Cooldown 25s).
All Rare Modules
Here’s a breakdown of all the Rare Modules available in the game.
Action and Reaction
Unknown— Devs have not completed this one
Skill Power Modifier +24%, Skill Cooldown 13%
Maximize Range
Skill Range +24%, Skill Power Modifier -5%. Range increase applies only to certain skills for each Descendant.
Spear and Shield
Max Shield +21%, Skill Cost -3.7%.
All Normal Modules
Here’s a list of all the Normal Modules in the game. These are the most common type.
Dimension Skill Power Modifier +19%
Dual Claw
Modifies the Charged Sub Attack. Use a Dual Claw to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X)
Rounds per Magazine +12%
Fusion Skill Power Modifier +19%
General Round Charge Improvement
When acquiring dropped General Rounds, change to 1 High-Power Round for every 200 Rounds.
General Round Magazine Replacement
When acquiring dropped General Rounds, change to 1 Special Round for every 17 Rounds
General Round Projectile Modification
When acquiring dropped General Rounds, change to 1 Impact Round for every 100 Rounds.
Fire Resistance +154
Impact Round Charge Improvement
When acquiring dropped Impact Rounds, change to 1 High-Power Round for every 25 Rounds.
Impact Round Magazine Replacement
When acquiring dropped Impact Rounds, change to 1 Special Round for every 2.1 Rounds
DEF +16%
Critical Hit Resistance +7%
Kicking
Modifies the Charged Sub Attack. Use a Kick to attack when performing a Charged Sub Attack. As the Enhancement Level Increases, the Max Module Capacity increases. (Currently +X)
Non-Attribute Skill Power Modifier +20%
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
Shell Capacity +33%
Shock Punch
Modifies the Charged Sub Attack. Use a Shock Punch to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X)
Shortsword
Modifies the Charged Sub Attack. Use a Shortsword to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X)
Skill Critical Hit Damage +14%
Skill Expansion
Skill Effect Range + 12%, applies only to certain skills for each Descendant
Skill Extension
Skill Duration +9% applies only to certain skills for each Descendant
Skill Critical Hit Rate +14%
Special Round Charge Improvement
When acquiring dropped Special Rounds, change to 1 High-Power Round for every 120 Rounds.
Special Round Projectile Modification
When acquiring dropped Special Rounds, change to 1 Impact Round for every 60 Rounds.
Skill Power Modifier +13%
Tonfa
Modifies the Charged Sub Attack. Use a Tonfa to attack when performing a Charged Sub Attack. As the Enhancement Level increases, the Max Module Capacity increases. (Currently +X)