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Augments are modifiers that allow a player to alter gameplay features of turrets and hulls while keeping them within the overall game's balance. For example, an augment can weaken one characteristic in favor of strengthening another one.

Important Information

  • A total of one hundred seventeen augments are currently in the game, sixty-seven of which are for turrets and sixty-four for hulls.
  • Augments can only be purchased from the garage or obtained from containers.
  • Augments have a separate setting under the Pro Pass battle creation system, instead of being bunched under Micro-upgrades. Now they can be turned on or off independently.
  • You can see augments of other players equipped in battle by pressing Tab.


General Information

  • Already bought/unlocked augments won't disappear at any time.
  • You can equip an augment or un-equip an augment and get back to standard settings at any time.
  • Changing an augment during a battle will cause self-destructing and a three-minute pause for changing other augments (just like changing hulls, turrets, and other items).
  • Only one augment can be equipped at any given time.


Obtaining Augments

Augments can be purchased from the garage or obtained from containers.

  1. Go to the Garage.
  2. Click on the turret or hull you want to obtain the augment of.
  3. The menu of the turret or hull will be displayed. Click on the center green box to the right of the screen.
  4. All augments available to be purchased/equipped will show up.


Augments

The following tables contain all the current augments. Some of these augments modify specific turret's parameters to alter the turret's or hull's performances during a battle, leading to an increase or a decrease on a specific parameter's value for a turret or hull, thus modifying that turret's or hull's performances, but always remaining in between the overall game balance's boundaries.

In the following tables you will find specific color-codes, as follow:

  • GREEN TEXT — green text indicates an improvement of a specific parameter's value
  • RED TEXT — red text is indicates a weakening of a specific parameter's value

In addition to the color-codes, you will also find specific effects' markers, as follow:

  • Plus.png — this marker is associated with a positive effect on a turret's or hull's performances produced by an augment
  • Minus.png — this marker is associated with a negative effect on a turret's or hull's performances produced by an augment


Augments for Turrets

Augments for Firebird

Name Description Effects Price
High-pressure pump
 
Improved hit distance for mid-range targets: the stream of fire will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming.

Minimum damage range: +10%  
Maximum damage range: +100%  
Cone angle: -75%  

149 000  
Compact fuel tanks
 
Especially for the fans of the "put it on fire and roll away" tactic: fast increase in temperature and burning time due to the increased rate of fuel consumption.

Maximum temperature limit: +100%  
Heating rate: +100%  
Energy consumption: +50%  

245 000  
Incendiary mix
 
Thermite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect.

Damage per tick:   +50%  
Energy consumption: -50%  
Afterburning effect disabled  

245 000  

Augments for Freeze

Name Description Effects Price
High-pressure pump
 
Improved hit distance for mid-range targets: the stream of freon will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming.

Minimum damage range: +10%  
Maximum damage range: +100%  
Cone angle: -75%  

149 000  
Corrosive mix
 
Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. No freezing effect.

Damage per second: +10%  
Freezing effect disabled  

245 000  
Shock freeze
 
Quickly and effectively turn tanks into solid and immobile pieces of ice. In conditions of a limited space in the turret, several battle mechanisms had to be removed, which lowered damage and energy consumption.

Freezing rate: +200%  
Energy consumption: -50%  
Damage: -30%  

245 000  
Toxic Mix
 
Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time. AP duration: 1s  
Damage: -45%  
Freezing rate: -50%  
-

Augments for Isida

Name Description Effects Price
Broadband radiators
 
Broadband radiators with a shortened range for easier aiming.

Cone angle: +200%  
Range: -25%  

149 000  
Support nanobots
 
Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage.

Health healed per second: +100%  
Damage per second: -50%  

245 000  
Nanomass reactor
 
After receiving a signal that the target was destroyed, reactor converts the collected nanomass and recharges energy levels of the turret. Operational converter noticeably increases radiators' energy consumption.

Destroying an enemy reloads the energy tank  
Energy consumption when attacking: +50%  

245 000  

Augments for Hammer

Name Description Effects Price
Slugger
 
Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better.

Vertical scatter angle: -50%  
Horizontal spread angle: -50%  
Rotation speed: -30%  

149 000  
Dragon's Breath
 
Pellets with the striking name "Dragon's Breath" ignite enemy tanks, increasing overall damage from the shot. Effective only on a short distance due to the increased pellet spread.

Hitting an enemy ignites it (3% of max temp. per pellet)  
Clip reload: +10%  

245 000  
High-capacity ammo clip
 
Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer.

Ammunition per clip: +2  

245 000  
Duplet
 
Replacement of the internal construction of the turret with an adaptive mechanism from a classic double-barreled rifle. Allows to rapidly fire 2 shots, with almost no delay, and to quickly reload. Ideal for busting tanks into concrete.

Shot reload: -85%  
Ammunition per clip: -1  
Vertical scatter angle: +100%  
Horizontal spread angle: +50%  

245 000  
Adaptive reload
 
Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with factory efficiency. Otherwise, you'll have to contend with an empty ammo clip for a long time.

Destroying an enemy adds 3 shots to clip  
Clip reload: +10%  

245 000  
Armor-Piercing Shot
 
A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit. Clip reload accelerated: +20%  
AP duration: 7s  
Last shot only  
-

Augments for Twins

Name Description Effects Price
Stable plasma
 
Shots of stabilized plasma keep their form better and do not explode upon hitting a tank or an obstacle. Such shots can't deal splash- and self-damage.

Self-damage removed  
Impact force: +10%  
Splash damage removed  
Projectile speed: -15%  

149 000  
Plasma accelerators
 
Changing settings of plasma accelerators allows to be at a safer distance from the enemy in battle. Projectiles fly further and faster, but the fire rate is reduced.

Projectile speed: +100%  
Minimum range: +100%  
Reload: +20%  

245 000  
Heavy plasmagun
 
Turret modification in the tradition of the famous BFG. Fires big balls of plasma, which travel slowly, but deal more damage. Be cautious of the self-damage from splash!

Minimum damage: +35%  
Maximum damage: +35%  
Projectile speed: -35%  

245 000  

Augments for Ricochet

Name Description Effects Price
Destabilized plasma
 
Balls of unstable plasma disperse into clots after the slightest touch from any obstacle, hitting all enemies and the shooter themselves in a small radius.

Splash damage added  
Bouncing/ricochet effect disabled  

149 000  
Minus-field stabilization
 
Additional stabilization of the minus-field before each shot allows to fire effectively at a longer range. Projectiles travel further and faster, but the fire rate is reduced.

Projectile speed: +100%  
Minimum range: +100%  
Shot reload: +15%  

245 000  
Plasma-torch
 
Modification that turns the turret into a short range plasmagun. Noticeably increases the rate of fire due to the radically reduced flying speed and damage of the rounds. Also, unstable plasma can't richochet more than once.

Shot reload: -50%  
Minimum damage: -25%  
Maximum damage: -25%  
Projectile speed: -35%  
Maximum number of ricochets: =1  

245 000  
Berserk
 
In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will re-fill the energy tank.

Destroying an enemy adds 100% to energy  
Energy used per shot: +20%  

245 000  
Super-smart Minus-Field
 
It is not certain how this super-smart minus-field is smarter with this augment, but after ricocheting, rounds pierce the enemy's armor, leaving no chance of survival. AP duration: 2s  
After shot ricochet only  
-

Augments for Smoky

Name Description Effects Price
Assault rounds
 
Rounds with increased impact strength will make it easier to throw off the enemy's aim. Such rounds can't deal critical damage.

Impact force: +35%  
Critical hit disabled  

96 000  
High-precision aiming system
 
High-quality barrel and aiming correction mechanism noticeably increase damage. The use of the highly accurate equipment led to increase in reloading time.

Maximum damage: +20%  
Minimum damage: +50%  
Critical damage: +20%  
Reloading: +40%  

149 000  
Supercumulative rounds
 
Supercumulative shots appear in the ammo clip even more rare than the "regular" cumulative rounds, but the damage from such rounds is also much greater. The damage from critical shots is increased because of the reduced critical rate.

Critical damage: +50%  
Critical chance: -60%  

245 000  
Incendiary rounds
 
Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target.

Critical hits ignite the target  
Critical hit excess damage disabled    

245 000  
Cryo rounds
 
Replacement for the standard cumulative shots with freon rounds. Critical hits will deal normal damage, but fully freeze the target.

Critical hits freeze the target  
Critical hit excess damage disabled    

245 000  
Autocannon
 
Automated charging conveyor belt highly increases the firing rate. Regular shots lose most of their effectiveness, but critical hits happen much more often.

Reload: =0.5s  
Recoil: -33%  
Minimum damage: -75%  
Maximum damage: -75%  
Impact force: -66%  

245 000  
Armor-Piercing Rounds
 
Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots. AP duration: 5s  
Critical damage: -15%  
-

Augments for Striker

Name Description Effects Price
Remote rocket explosives
 
Rockets are provided with a contactless trigger and radio emitter. Double-press on the fire button, while the rocket is still in the air, will immediately explode it. Be cautious while firing single shots!

Rockets will explode upon double-pressing fire button  
Maximum projectile speed: =400m/s  

149 000  
Missile launcher "Hunter"
 
Modification for the fans of a high accuracy shooting. Provides an almost instant target aquisition while aiming, but has only one rocket per launch.

Maximum projectile speed: +100%  
Aiming time: -80%  
Projectile angular velocity: +100%  
Reloading after salvo: -40%  
Rockets in salvo: -3  

245 000  
Missile launcher "Cyclone"
 
Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target aquisition time is also increased.

Total rockets in salvo: +4    
Pause between rockets in salvo: =0.15s  
Aiming time: +25%  

245 000  
Missile launcher "Uranium"
 
An augment for tankers who love big explosions. Your rockets will deal more damage, but they will travel more slowly, and you will only fire 2 rockets per salvo.

Total rockets in salvo: -2    
Minimum damage: +50%  
Maximum damage: +50%  
Reload after salvo: -40%  
Maximum projectile speed: =125m/s  
Reload: +15%  

245 000  
Armor-Piercing Missiles
 
The perfect augment for bounty hunters who want to destroy one very powerful target. Only one fast-targeting armor piercing rocket per launch. Any tank hit by this rocket will not be able to use armor for some time. AP duration: 5s  
Aiming time: -50%  
1 AP missile in salvo only  
-

Augments for Vulcan

Name Description Effects Price
Shooting speed regulator
 
Decreased firing speed allows for the barrels to cool down better, but it also decreases damage. The barrels wind up and wind down faster. This configuration increases tactical flexibility of the weapon and allows for longer uninterrupted fire.

Barrel startup: -85%  
Barrel slowdown: -85%  
Firing speed/Damage: -15%  

149 000  
Reinforced aiming transmission
 
Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective. Turret slowdown rate: -100%  
Vertical autoaim: -15%  
245 000  
Incendiary band
 
Modification for the fans of showering enemies with bullet fire, non-stop. While overheating from continuous fire, these rounds will ignite and put the target on fire.

Shots ignite the target    
Maximum heating per projectile: +0.07%  
Ignites only when self-heating  
Projectile speed: -50%  

245 000  
Rubberized rounds
 
These rubber-encased shells significantly increase bounce probability and number of ricochets when firing. This enables you to attack your enemies from unexpected positions and easily mislead them. However, the increased drag from air resistance has a negative impact on the speed of such rounds. Maximum number of projectile bounces: +400%  
Minimum ricochet angle: 10°  
Projectile speed: -25%  
99.99 USD

Augments for Thunder

Name Description Effects Price
Small caliber charging machine
 
Using small caliber rounds in combination with the charging machine allows to reduce the reload time. Small caliber rounds deal less damage.

Reload: -20%  
Minimum damage: -20%  
Maximum damage: -20%  

149 000  
Subcaliber rounds
 
Replacement for the frag round with a penetrating ammo type and huge kinetic energy. Such rounds don't explode upon hitting a tank or an obstacle and cannot damage the shooter themselves.

Reload: -9%  
Self damage removed  
Impact force: +25%  
Projectile speed: +50%  
Splash damage removed  

245 000  
"Sledgehammer" rounds
 
Rounds with a thick lead casting lose piercing ability very quickly, but the automated charging machine allows for a noticeable increase in the firing rate.

Reload: -25%  
Maximum damage range: -95%  
Projectile speed: -50%  

245 000  

Augments for Railgun

Name Description Effects Price
Round stabilization
 
Aiming system chooses a more predictable flying path for rounds. Each shot will deal a constant damage and retain the power after piercing the target.

Penetration: =100%  
Minimum damage: +50%  
Maximum damage: -25%  

96 000  
Reinforced aiming transmission
 
Optimization of the aiming transmission for fast horizontal aim. Due to optimization, vertical aiming transmission is less effective.

Turret rotation speed: +40%  
Turret rotatory acceleration: +35%  
Vertical autoaim: -20%  

149 000  
Round destabilization
 
A handful of bolts and copper coils, inserted into the accelerator, adds even more chaos into the distribution of the final power of the shot. The range of the maximum and the minimal damage are greatly expanded, and the damage scatter is increased.

Impact force: +20%  
Maximum damage: +70%  
Minimum damage: =1hp  

245 000  
Electromagnetic accelerator "Scout"
 
This modification will help you in dynamic one-on-one battles. Accelerated preparation for shots and quick reload will become an unpleasant surprise for the enemy, but the average damage is reduced.

Shot reload: -50%  
Shot delay: -20%  
Maximum damage: -30%  

245 000  
Large caliber rounds
 
The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload takes longer.

Minimum damage: +40%  
Maximum damage: +40%  
Shot reload: +50%  

245 000  
"Death Herald" compulsator
 
Bounty hunters will greatly appreciate this modification, which when equipped enables the turret to instantly reload after destroying an enemy. Base reload speed is reduced.

Destroying an enemy fully reloads the turret  
Shot delay: +10%  

245 000  
Hyperspace rounds
 
No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target. However, base damage and the strength of impact are reduced.

Penetration: +100%  
Maximum damage: -10%  
Impact force: -25%  

245 000  
Super Armor-Piercing Rounds
 
It is not enough to just pierce an enemy tank's armor — the enemy should remember this forever. Special rounds destroy armor for some time, long enough for one more fatal shot. Piercing the armor of multiple tanks in a row applies the AP effect to all of them. AP duration: 7s  
Maximum and minimum damage: -33%  
-

Augments for Magnum

Name Description Effects Price
Reinforced gun carriage
 
Converts the turret rotation mechanism to the mechanism of changing the elevation angle. It becomes possible to lower or raise the gun barrel but the only way to rotate your turret horizontally is by rotating your hull.

Ability to elevate turret vertically  
Inability to rotate turret horizontally  
Projectile gravitation: -50%

149 000  
Automated gunpowder loading mechanism
 
Converts the turret rotation mechanism to the mechanism of changing the elevation angle and makes power accumulation faster. At the same time it becomes harder to avoid overshooting or undershooting due to not having the required level of power

Amplification time: -33%
Reload time +10%  

245 000  
Mortar
 
Converts the turret rotation mechanism to the mechanism of changing the elevation angle and fires mines instead of shells. When hitting a tank the mine explodes, and when it misses, the mine remains at the spot where it landed meaning somebody can drive onto it. Damage from mine-rounds is less than from regular shells.

Lay mines    
Maximum damage: -15%  

245 000  
Harpoon
 
Changes shot angle to 3%, changing Magnum from artillery launcher to be like any other turret. Splash damage is decreased. Ability to rotate turret horizontally  
Inability to elevate turret vertically  
Projectile gravitation: -11%
Fixed shot angle 3 deg  
Splash damage at a distance of 5 meters -10%  
245 000  
Armor-Piercing Core
 
Fougasse projectiles have an ultra-dense armor-piercing core. A direct hit destroys the target's armor. Doesn't affect other targets in splash damage radius. AP duration: 7s  
AP doesn't work for splash damage  
-

Augments for Gauss

Name Description Effects Price
Electromagnetic salvo
 
Replaces the standard explosive projectile with an EMP projectile that deactivates any active supplies of enemy tanks hit by the electromagnetic salvo. The projectile loses its splash damage effect in normal shooting mode, and damage is reduced while using the electromagnetic accelerator. However, the projectile travels at a higher speed and recharges much faster.

Sniped shots deactivate enemies' supplies for 5 seconds  
Sniping reload -50%  
Arcade projectile shot speed +50%  
Min sniping damage -25%  
Max sniping damage -25%  
Arcade shot splash damage removed  

46.99 USD
Armor-Piercing Salvo
 
The special projectile's polarization destroys the target's armor. Doesn't affect other targets in splash damage radius. AP duration: 5s  
AP doesn't work for splash damage  
-

Augments for Shaft

Name Description Effects Price
Short-band emitter
 
Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode.

Minimum arcade damage: +20%  
Maximum arcade damage: +20%  
Minimum aiming damage: +20%  
Arcade reload: +25%  
Energy consumed per arcade shot: +20%  

149 000  
Heavy capacitors
 
Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased.

Maximum aiming damage: +25%  
Energy consumption in aiming mode: -33%    

245 000  
Light capacitors
 
Replacement for standard capacitors with a light type. The shot is charged faster, but the final damage is noticeably reduced.

Energy consumption in aiming mode: +100%    
Horizontal aiming speed: +100%  
Maximum aiming damage: -25%  

245 000  
Rapid-fire mode
 
Assault modification that allows firing in Arcade mode with a quick series of shots, 3 in each. At the same time the energy tank capacity is enough for one series of shots.

Arcade shot reload: =0.375s  
Energy per arcade shot: =375  
Rate of energy recovered: -50%    

245 000  
Armor-Piercing Sight
 
Special sight which lets you destroy a target's armor with any sniper mode shot. Makes the next shot at the target very sensitive or maybe even fatal. AP duration: 5s  
Sniper shot only  
-

Universal Turret Augments

Name Description Effects Price
Adrenaline
 
This augment increases your turret’s damage in proportion to the decrease in your tank’s health points. The less health points you have, the higher amount of damage your turret inflicts. Melee turret's damage: +0-39%  
Close-range turret's damage: +0-36%  
Medium-range turret's damage: +0-33%  
Long-range turret's damage: +0-30%  
Low HP % required in order to activate  
245 000  


Augments for Hulls

Universal Hull Augments

Name Description Effects Price
Heat Resistance
 
Partially protects your tank from the damage and effect of heat, making it harder to burn. Does not affect direct damage from Firebird. Overheat effect resistance: -50%   245 000  
Cold Resistance
 
Partially protects your tank from the effect of cold, making it harder to slow down. Does not affect direct damage from Freeze. Freeze effect resistance: -50%   245 000  
Heat Immunity
 
Makes your tank immune to heat damage, such as that inflicted by Vulcan's overheating, or the persistent burn after-effect from Firebird. However, Firebird will still be able to deal direct damage to your tank. Overheat effect resistance: -100%   4 990  
Cold Immunity
 
Makes your tank immune to the slow-down effects of cold, such as that inflicted by the Freeze turret. However, Freeze will still be able to deal direct damage to your tank. Freeze effect resistance: -100%   4 990  
EMP Immunity
 
Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies. Supplies are not removed by EMP   4 990  
Stun Immunity
 
Makes your tank immune to stun effects, preventing your enemies from immobilizing you. While stuns are rare, protection from them could be decisive at a crucial moment. Player does not lose control of the tank  
Player does not drop the flag or ball  
Ability to still activate own overdrive  
4 990  
Lightweight Construction
 
Significantly decreases your hull's weight. While not particularly useful in a combat scenario, creative tankers might want to take advantage of this feature for "unconventional" tank stunts. Ideal for parkour  
Any hull's weight is 1000 units  
4 990  
Heavyweight Construction
 
Significantly increases your hull's weight, making it more resistant to pushback. Acceleration may be affected, but the added momentum has useful applications for ramming tanks. Light hull's weight: +200%  
Medium hull's weight: +150%  
Heavy hull's weight: +100%  
Hull acceleration: -33%  
4 990  
AP Immunity
 
This augment completely saves you from armor-piercing status effect. Any tank with this augment won't lose its armor received from modules, supplies, and other sources after the armor-piercing status effect is applied. AP effect resistance: -100%   4 990  
Special Protection
 
A special kind of protection that is to be exclusively used in special scenarios... hence the name.   Stun effect resistance: -100%  
EMP effect resistance: -100%  
AP effect resistance: -100%  
Overheat effect resistance: -50%  
Freeze effect resistance: -50%  
-