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m (((ME)) →‎Augments for Hammer: Blunderbuss critical damage)
(((AE)))
 
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**Purchased from the garage for [[Crystals|Crystals]][[File:crystal.png|14px|link=]] or [[Tankoins|Tankoins]][[File:MiniTankoin.png|link=]]
 
**Purchased from the garage for [[Crystals|Crystals]][[File:crystal.png|14px|link=]] or [[Tankoins|Tankoins]][[File:MiniTankoin.png|link=]]
 
**Obtained from [[Containers|Containers]] (<span style="color:RoyalBlue">'''Rare'''</span> and <span style="color:DarkViolet">'''Epic'''</span> augments)
 
**Obtained from [[Containers|Containers]] (<span style="color:RoyalBlue">'''Rare'''</span> and <span style="color:DarkViolet">'''Epic'''</span> augments)
**Obtained from Ultra Containers (<span style="color:RoyalBlue">'''Rare'''</span>, <span style="color:DarkViolet">'''Epic'''</span>, <span style="color:Gold">'''Legendary'''</span>, and <span style="color:Salmon">'''Exotic'''</span> augments).
+
**Obtained from [[Containers#Ultra_Containers|Ultra Containers]] (<span style="color:RoyalBlue">'''Rare'''</span>, <span style="color:DarkViolet">'''Epic'''</span>, <span style="color:Gold">'''Legendary'''</span>, and <span style="color:Salmon">'''Exotic'''</span> augments).
 
**Bought in special [[Showcase|Showcase]] offers.
 
**Bought in special [[Showcase|Showcase]] offers.
**Earned as a reward for completing [[Challenges|Challenges]], usually with a Battle Pass.
+
**Earned as a reward for completing [[Challenges|Challenges]], usually with a [[Challenges|Battle Pass]].
*Augments have a separate setting under the Pro Pass battle creation system, and can be turned on or off independently from other parameters such as [[Micro-upgrades]].
+
*Augments have a separate setting under the Pro battle creation system and can be turned on or off independently from other parameters such as [[Micro-upgrades]].
 
*You can see augments of other players equipped in battle by pressing {{keys|'''Tab'''}}.
 
*You can see augments of other players equipped in battle by pressing {{keys|'''Tab'''}}.
 
  
 
==General Information==
 
==General Information==
*A total of 178 augments are currently in the game, 87 of which are for turrets and 91 for hulls.
+
*A total of 178 augments are currently in the game, 88 of which are for turrets and 90 for hulls (without counting the special protection).
 
*You can equip an augment or un-equip an augment and get back to standard settings 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).
+
*Changing an augment during a battle will cause self-destructing and a two-minute pause for changing other augments (just like changing hulls, turrets, and other items).
*Changing a hull augment starts a three-minute pause for changing hulls, and likewise changing a turret augment starts a three-minute pause for changing turrets.
+
*Changing a hull augment starts a two-minute pause for changing hulls, and likewise changing a turret augment starts a two-minute pause for changing turrets.
*Only two augments can be equipped at any given time: one hull augment and one turret augment.
+
*Changing a hull starts a two-minute pause for changing hull augments, and likewise changing a turret starts a two-minute pause for changing turret augments.
 +
*Only two augments can be equipped at any given time: one hull augment and one turret augment. Each one ads 100 to your [[Gear Score]], no matter what the augment is.
  
 
<br>
 
<br>
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|description=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. Also boosts critical damage by the same amount.
 
|description=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. Also boosts critical damage by the same amount.
 
|advantages=
 
|advantages=
* Melee turret's damage: +0-39%
+
* {{hint|i|Isida, Freeze, Firebird}} Melee turret's damage: +0-39%
* Close-range turret's damage: +0-36%
+
* {{hint|i|Hammer, Twins, Ricochet}} Close-range turret's damage: +0-36%
* Medium-range turret's damage: +0-33%
+
* {{hint|i|Smoky, Thunder, Vulcan, Striker}} Medium-range turret's damage: +0-33%
* Long-range turret's damage: +0-30%
+
* {{hint|i|Railgun, Magnum, Gauss, Shaft}} Long-range turret's damage: +0-30%
 
|disadvantages=
 
|disadvantages=
* Low HP % required in order to activate {{hint|i|Damage increases linearly with decreasing HP. So, for example, a close-range turret will deal 12% extra damage at 2/3 HP, 18% extra damage at 1/2 HP, 27% extra damage at 1/4 HP.}}
+
* Most effective only at low HP {{hint|i|Damage increases linearly with decreasing HP. So, for example, a close-range turret will deal 12% extra damage at 2/3 HP, 18% extra damage at 1/2 HP, and 27% extra damage at 1/4 HP.}}
 
}}
 
}}
  
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|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Minimum damage range: +10%
+
* Outer Range (range of min damage): +10%
* Maximum damage range: +100%
+
* Range of Max Damage: +100%
 
|disadvantages=
 
|disadvantages=
 
* Cone angle: -75%
 
* Cone angle: -75%
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|advantages=
 
|advantages=
 
* Maximum temperature limit: +100% {{hint|i|Maximum temperature still cannot exceed 100%, which will give 10 seconds of burning}}
 
* Maximum temperature limit: +100% {{hint|i|Maximum temperature still cannot exceed 100%, which will give 10 seconds of burning}}
* Heating rate: +100%
+
* Heating rate: +100% {{hint|i|How quickly the enemy's temperature increases while being hit by your turret}}
 
|disadvantages=
 
|disadvantages=
* Energy consumption: +50%
+
* Energy consumption: +50% {{hint|i|You will run out of fuel for continuous shooting sooner}}
 
}}
 
}}
  
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|description=Thermite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect.
 
|description=Thermite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect.
 
|advantages=
 
|advantages=
* Damage: +50%
+
* Direct Damage: +50%
* Energy consumption: -50%
+
* Critical damage: +50%
 +
* Energy consumption: -50% {{hint|i|You will be able to shoot continuously for longer}}
 
|disadvantages=
 
|disadvantages=
* Overheat effect removed
+
* Burning effect removed
 
}}
 
}}
  
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|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Minimum damage range: +10%
+
* Outer Range (range of min damage): +10%
* Maximum damage range: +100%
+
* Range of Max Damage: +100%
 
|disadvantages=
 
|disadvantages=
 
* Cone angle: -75%
 
* Cone angle: -75%
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|description=Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. No freezing effect.
 
|description=Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. No freezing effect.
 
|advantages=
 
|advantages=
* Damage per second: +10%
+
* Damage: +10%
 +
* Critical damage: +10%
 
|disadvantages=
 
|disadvantages=
 
* Freeze effect removed
 
* Freeze effect removed
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|advantages=
 
|advantages=
 
* Freezing rate: +200%
 
* Freezing rate: +200%
* Energy consumption: -50%
+
* Energy consumption: -50% (70 eng/sec) {{hint|i|You will be able to shoot continuously for longer}}
 
|disadvantages=
 
|disadvantages=
 
* Regular Damage: -30%
 
* Regular Damage: -30%
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|description=Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time.
 
|description=Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time.
 
|advantages=
 
|advantages=
* AP duration: 1s
+
* Hitting an enemy will apply the {{Status Effect|ap}} status effect to them for 1 second. {{hint|i|AP is continuous when shooting, and lasts for 1 second after the last damage tick.}}
 
|disadvantages=
 
|disadvantages=
 
* Regular Damage: -45%
 
* Regular Damage: -45%
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|description=Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage.
 
|description=Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage.
 
|advantages=
 
|advantages=
* Healing per tick: +100%
+
* Regular healing rate: +100%
 
* Max critical healing chance: +100%
 
* Max critical healing chance: +100%
 
 
|disadvantages=
 
|disadvantages=
 
* Regular Damage per tick: -50%
 
* Regular Damage per tick: -50%
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* Destroying an enemy reloads the energy tank
 
* Destroying an enemy reloads the energy tank
 
|disadvantages=
 
|disadvantages=
* Energy consumption when attacking: +50%
+
* Energy consumption when attacking: +50% {{hint|i|You will run out of energy for shooting sooner}}
 +
}}
 +
 
 +
{{Augment
 +
|name=Vampire Nanobots
 +
|image=Alteration_isida_vampire_nanobots.png
 +
|rarity=exotic
 +
|price=
 +
|currency=
 +
|description=It will be impossible to effectively heal allies with this augment, but it becomes possible to heal yourself! Healing efficiency is low, but it will be possible to survive a moment longer in a close combat fight and win. Critical damage is removed.
 +
|advantages=
 +
* 50% of the damage you deal is added to your HP
 +
|disadvantages=
 +
* Critical damage removed
 +
* Critical heal removed
 +
* Allies will be healed at just 1hp / tick
 
}}
 
}}
  
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|advantages=
 
|advantages=
 
* Vertical scatter angle: -50%
 
* Vertical scatter angle: -50%
* Horizontal spread angle: -50%
+
* Horizontal scatter angle: -50%
 
|disadvantages=
 
|disadvantages=
* Rotation speed: -30%
+
* Turret Rotation speed: -30%
 
}}
 
}}
  
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|advantages=
 
|advantages=
 
* Critical hits ignite the target: +9% per pellet {{hint|i|Since there are 9 pellets in the shot, a maximum temperature of 81% can be reached - an 8-second burn.}}
 
* Critical hits ignite the target: +9% per pellet {{hint|i|Since there are 9 pellets in the shot, a maximum temperature of 81% can be reached - an 8-second burn.}}
* Critical chance: 33%
+
* Initial critical chance: 33%
 +
* Critical chance step: 10%
 +
* Maximum critical chance: 33%
 
|disadvantages=
 
|disadvantages=
 
* Clip reload: +10%
 
* Clip reload: +10%
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|price=245 000
 
|price=245 000
 
|currency=crystals
 
|currency=crystals
|description=Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks.
+
|description=Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks.<br><span style="font-size:70%">Note: In the garage, the description mentions a longer reload; however, this is outdated, and the reload is standard.</span>
 
|advantages=
 
|advantages=
* Ammunition per clip: +2
+
* Shots per clip: =5
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
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|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Shot reload: -85%
+
* Shot reload: -86%
 
|disadvantages=
 
|disadvantages=
* Ammunition per clip: -1
+
* Shots per clip: =2
 
* Clip reload: +50%
 
* Clip reload: +50%
* Vertical scatter angle: +100%
+
* Horizontal scatter angle: +100%
* Horizontal spread angle: +50%
 
 
}}
 
}}
  
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|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Destroying an enemy adds 3 shots to clip
+
* Destroying an enemy fully reloads the clip
 
|disadvantages=
 
|disadvantages=
 
* Clip reload: +10%
 
* Clip reload: +10%
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|description=A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit.
 
|description=A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit.
 
|advantages=
 
|advantages=
* AP duration after last shot: 7s
+
* Hitting an enemy with a pellet from the last shot in the clip will apply the {{Status Effect|ap}} status effect to them for 7 seconds.
 +
* Clip reload: -20%
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
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|name=Blunderbuss
 
|name=Blunderbuss
 
|image=Alteration_hammer_Blunderbuss.png
 
|image=Alteration_hammer_Blunderbuss.png
|rarity=exotic
+
|rarity=legendary
 
|price=
 
|price=
 
|currency=
 
|currency=
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|advantages=
 
|advantages=
 
* Pellets per shot: +6 {{hint|i|There will be 15 pellets in the shot instead of 9, dealing 67% more damage if they all hit the target}}
 
* Pellets per shot: +6 {{hint|i|There will be 15 pellets in the shot instead of 9, dealing 67% more damage if they all hit the target}}
 +
* Critical damage: +70% {{hint|i|Compared to Hammer's standard critical damage}}
 +
* Initial critical chance: 40%
 +
* Critical chance step: 0%
 
* Maximum critical chance: 40%
 
* Maximum critical chance: 40%
* Critical chance step: 40%
 
* Critical damage: +2%
 
 
|disadvantages=
 
|disadvantages=
* Ammunition per clip: -2 {{hint|i|Leaves just a single shot in the magazine (when fully loaded).}}
+
* Clip reload: +20%
* Horizontal spread angle: +50%
+
* Shots per clip: =1
 +
* Horizontal scatter angle: +200%
 +
|attention=
 +
{{note|red|Note|<sub>The way this augment works is by increasing pellet count, pellet dispersion, critical chance, and critical damage. When Hammer deals critical damage, the maximum damage (1836 with Mk7+) is applied to each pellet - irrespective of how far away the enemy tank is or how many pellets hit - a single hit is enough to one-shot an unprotected medium hull with boosted damage. The increased pellet dispersion makes it harder to hit all the pellets, but on critical shots heralds destruction for any enemies caught within the spread.</sub>}}
 
}}
 
}}
  
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|advantages=
 
|advantages=
 
* Projectile speed: +100%
 
* Projectile speed: +100%
* Minimum range: +100%
+
* Maximum range: +100%
 
|disadvantages=
 
|disadvantages=
 
* Reload: +20%
 
* Reload: +20%
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|advantages=
 
|advantages=
 
* Damage: +35%
 
* Damage: +35%
 +
* Critical damage: +35%
 
|disadvantages=
 
|disadvantages=
 
* Projectile speed: -35%
 
* Projectile speed: -35%
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|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Splash damage added
+
* Splash damage added: 7m radius
 +
** Max splash damage radius: 1m
 
|disadvantages=
 
|disadvantages=
* Self damage added
+
* Self damage possible at close range
* Bouncing/ricochet effect disabled
+
* Bouncing effect disabled
 
}}
 
}}
  
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|advantages=
 
|advantages=
 
* Projectile speed: +100%
 
* Projectile speed: +100%
* Minimum range: +100%
+
* Maximum range: +100%
 
|disadvantages=
 
|disadvantages=
* Shot reload: +15%
+
* Shot reload: +15% {{hint|i|This refers to the pause in between shots. The energy recharge rate is not affected.}}
 
}}
 
}}
  
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|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Shot reload: -50%
+
* Shot reload: -50% {{hint|i|This refers to the pause in between shots. The energy recharge rate is not affected.}}
 
|disadvantages=
 
|disadvantages=
* Damage: -25%
+
* Damage per shot: -25%
 +
* Critical damage: -25%
 
* Projectile speed: -35%
 
* Projectile speed: -35%
 
* Maximum number of ricochets: =1
 
* Maximum number of ricochets: =1
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* Impact force: +35%
 
* Impact force: +35%
 
|disadvantages=
 
|disadvantages=
* Critical chance: -100%
+
* Critical hit removed
 
}}
 
}}
  
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|advantages=
 
|advantages=
 
* Critical damage: +10%
 
* Critical damage: +10%
* Damage: +32%
+
* Regular Damage: +32%
 
|disadvantages=
 
|disadvantages=
 
* Reloading: +40%
 
* Reloading: +40%
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* Critical damage: +50%
 
* Critical damage: +50%
 
|disadvantages=
 
|disadvantages=
* Critical chance: -60%
+
* Critical chance step: -60% {{hint|i|The amount the critical chance increases after each regular hit, until the maximum is reached}}
 
}}
 
}}
  
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|description=Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target.
 
|description=Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target.
 
|advantages=
 
|advantages=
* Critical hits ignite the target: +50% {{hint|i|Since burning decays at 10% per second, the burn will last 5 seconds.}}
+
* Critical hits ignite the target: +50% {{hint|i|Burn duration is 5 seconds.}}
 
|disadvantages=
 
|disadvantages=
 
* Critical damage: -25%
 
* Critical damage: -25%
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|description=Replacement for the standard cumulative shots with freon rounds. Critical hits will deal less damage, but fully freeze the target.
 
|description=Replacement for the standard cumulative shots with freon rounds. Critical hits will deal less damage, but fully freeze the target.
 
|advantages=
 
|advantages=
* Target's temperature: -100% {{hint|i|Since frozen tanks thaw at 25% per second, the freeze will last 4 seconds.}}
+
* Target's temperature: -100% {{hint|i|Freeze duration is 4 seconds.}}
 
|disadvantages=
 
|disadvantages=
 
* Critical damage: -15%
 
* Critical damage: -15%
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|description=Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots.
 
|description=Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots.
 
|advantages=
 
|advantages=
* AP duration: 3s
+
* AP duration after critical hit: 3s
 
|disadvantages=
 
|disadvantages=
 
* Critical damage: -25%
 
* Critical damage: -25%
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|disadvantages=
 
|disadvantages=
 
* Critical damage: -50%
 
* Critical damage: -50%
* Critical chance: -50%
+
* Critical chance step: -50% {{hint|i|The amount the critical chance increases after each regular hit, until the maximum is reached}}
 
}}
 
}}
  
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|description=Replacement for the standard cumulative shots with EMP rounds. Critical hits will deal decreased damage but will disable the target's activated supplies.
 
|description=Replacement for the standard cumulative shots with EMP rounds. Critical hits will deal decreased damage but will disable the target's activated supplies.
 
|advantages=
 
|advantages=
* EMP duration: 5s
+
* EMP duration on critical: 5s
 
|disadvantages=
 
|disadvantages=
 
* Critical damage: -15%
 
* Critical damage: -15%
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|description=These rubber-encased shells may hit enemies and even deal critical damage after ricocheting. However, the maximum number of ricochets is limited and shell speed is decreased.
 
|description=These rubber-encased shells may hit enemies and even deal critical damage after ricocheting. However, the maximum number of ricochets is limited and shell speed is decreased.
 
|advantages=
 
|advantages=
* Maximum number of projectile bounces: +2
+
* Maximum number of projectile bounces: =3 {{hint|i|Standard is 1}}
 
* Minimum ricochet angle: 5°
 
* Minimum ricochet angle: 5°
 
|disadvantages=
 
|disadvantages=
* Projectile speed: -25%
 
 
}}
 
}}
  
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|description=Replacement for the standard Armor-Piercing shots with explosive rounds. Such rounds can hit multiple targets at once with splash damage, but the damage radius is not that large due to the turret's small caliber. Cumulative shots are not changed and deal critical damage only to one target.
 
|description=Replacement for the standard Armor-Piercing shots with explosive rounds. Such rounds can hit multiple targets at once with splash damage, but the damage radius is not that large due to the turret's small caliber. Cumulative shots are not changed and deal critical damage only to one target.
 
|advantages=
 
|advantages=
* Splash radius (max damage): 1m
+
* Damage at 1m: 100%
* Splash Radius (mid damage): 4m
+
* Damage at 4m: 90%
* Splash Radius (min damage): 7m
+
* Damage at 7m (outer radius): 10%
* Mid splash damage: 90%
 
* Min splash damage: 10%
 
 
|disadvantages=
 
|disadvantages=
 
* Self damage at close range
 
* Self damage at close range
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|description=An engineer named Schrödinger succeeded in perfecting a mechanism to load ammunition in a clever way. This augment guarantees that every fourth shot will deal critical damage. How it works and how the engineer envisaged all the misses of the shooter still remains a mystery.
 
|description=An engineer named Schrödinger succeeded in perfecting a mechanism to load ammunition in a clever way. This augment guarantees that every fourth shot will deal critical damage. How it works and how the engineer envisaged all the misses of the shooter still remains a mystery.
 
|advantages=
 
|advantages=
* Max critical chance: =100%
+
*Every fourth hit will be a critical
* Critical chance step: 100%
+
** Max critical chance: =100%
 +
** Critical chance step: = +100%
 
|disadvantages=
 
|disadvantages=
* Initial/Min critical chance: =200%
+
* Initial/Min critical chance: = -200%
 
}}
 
}}
  
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|description=Modification for the fans of a high accuracy shooting. Provides an almost instant target acquisition while aiming, but has only one rocket per launch.
 
|description=Modification for the fans of a high accuracy shooting. Provides an almost instant target acquisition while aiming, but has only one rocket per launch.
 
|advantages=
 
|advantages=
* Maximum projectile speed: +100%
+
* Minimum projectile speed: +100%
 
* Aiming time: -80%
 
* Aiming time: -80%
* Projectile angular velocity: +100%
+
* Rocket angular velocity: +25% {{hint|i|How quickly the rocket can turn to follow its target}}
 
* Reloading after salvo: -40%
 
* Reloading after salvo: -40%
 
|disadvantages=
 
|disadvantages=
* Rockets in salvo: -3 {{hint|i|Removes 3 rockets to the standard salvo. Total rockets launched: 1}}
+
* Rockets in salvo: =1
 
}}
 
}}
  
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|description=Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target acquisition time is also increased.
 
|description=Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target acquisition time is also increased.
 
|advantages=
 
|advantages=
* Rockets in salvo: +4 {{hint|i|Adds 4 rockets to the standard salvo. Total rockets launched: 8}}
+
* Rockets in salvo: =8
* Pause between rockets in salvo: =0.15s
+
* Pause between salvo's rockets: =0.15 seconds
 
|disadvantages=
 
|disadvantages=
 
* Aiming time: +25%
 
* Aiming time: +25%
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|price=245 000
 
|price=245 000
 
|currency=crystals
 
|currency=crystals
|description=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.
+
|description=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 3 rockets per salvo.
 
|advantages=
 
|advantages=
 
* Damage: +50%
 
* Damage: +50%
 
* Reload after salvo: -40%
 
* Reload after salvo: -40%
 
|disadvantages=
 
|disadvantages=
* Rockets in salvo: -2 {{hint|i|Removes 2 rockets from the standard salvo. Total rockets launched: 2}}
+
* Rockets in salvo: =3
 
* Maximum projectile speed: =125m/s
 
* Maximum projectile speed: =125m/s
 
* Reload: +15%
 
* Reload: +15%
 +
* Critical Hit Removed
 
}}
 
}}
  
Line 649: Line 673:
 
|price=
 
|price=
 
|currency=
 
|currency=
|description=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.
+
|description=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.
 +
|advantages=
 +
* Hitting an enemy in salvo mode will apply the {{Status Effect|ap}} status effect to them for 5 seconds.
 +
* Aiming time: -50%
 +
|disadvantages=
 +
* Rockets in salvo: =1
 +
}}
 +
 
 +
{{Augment
 +
|name=Stunning Missiles
 +
|image=Alteration_Striker_Stunning_Missiles.png
 +
|rarity=legendary
 +
|price=
 +
|currency=
 +
|description=A modification to immobilize a dangerous target. Fires one fast-targeting, stunning rocket per launch. Any tank hit by this rocket will not be able to move for a period of time.
 
|advantages=
 
|advantages=
* AP duration: 5s
+
* Hitting an enemy in salvo mode will apply the {{Status Effect|stun}} status effect to them for 2 seconds.
 
* Aiming time: -50%
 
* Aiming time: -50%
 
|disadvantages=
 
|disadvantages=
* Rockets in salvo: -3 {{hint|i|Removes 3 rockets from the standard salvo. Total rockets launched: 1}}
+
* Rockets in salvo: =1
 
}}
 
}}
  
Line 670: Line 708:
 
* Barrel slowdown: -85%
 
* Barrel slowdown: -85%
 
|disadvantages=
 
|disadvantages=
* Firing speed: -15%
+
* Reload: +15% {{hint|i|This has the effect of reducing damage per second by 15%.}}
 
}}
 
}}
  
Line 681: Line 719:
 
|description=Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective.
 
|description=Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective.
 
|advantages=
 
|advantages=
* Turret slowdown rate: -100%
+
* Turret turn slowdown removed
 
|disadvantages=
 
|disadvantages=
 
* Vertical autoaim: -15%
 
* Vertical autoaim: -15%
Line 694: Line 732:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Shots ignite the target {{hint|i|The target will reach maximum burning temperature at a rate of 20% max. temp per second. Thus it wil take 5 seconds of constant hits to reach the maximum burning temperature.|}}
+
* Shots ignite the target {{hint|i|The target will reach maximum burning temperature at a rate of 20% max. temp per second. Thus it will take 5 seconds of constant hits to reach the maximum burning temperature.}}
 
* Maximum heating per projectile: +0.07%
 
* Maximum heating per projectile: +0.07%
 
|disadvantages=
 
|disadvantages=
* Ignites only when self-heating
+
* Ignites enemies only when firing with a drained reload bar
 
* Projectile speed: -50%
 
* Projectile speed: -50%
 
}}
 
}}
Line 709: Line 747:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Maximum number of projectile bounces: +4
+
* Maximum number of projectile bounces: =5 {{hint|i|Standard is 1}}
 
* Minimum ricochet angle: 10°
 
* Minimum ricochet angle: 10°
 
|disadvantages=
 
|disadvantages=
Line 738: Line 776:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Reload: -9%
+
* Reload: -10%
 
* Self damage removed
 
* Self damage removed
 
* Impact force: +25%
 
* Impact force: +25%
Line 756: Line 794:
 
* Reload: -25%
 
* Reload: -25%
 
|disadvantages=
 
|disadvantages=
* Maximum damage range: -95%
+
* Range of Max Damage: -95%
 
* Projectile speed: -50%
 
* Projectile speed: -50%
 
}}
 
}}
Line 771: Line 809:
 
|advantages=
 
|advantages=
 
* Penetration: =100%
 
* Penetration: =100%
* Regular damage: +33%
+
* Regular damage: +33.34%
 
|disadvantages=
 
|disadvantages=
 
* Critical hit removed
 
* Critical hit removed
Line 800: Line 838:
 
* Impact force: +20%
 
* Impact force: +20%
 
* Critical damage: +30%
 
* Critical damage: +30%
* Critical Chance: =70%
+
* Maximum/Initial Critical Chance: =70%
 
|disadvantages=
 
|disadvantages=
 
* Regular damage: =100hp
 
* Regular damage: =100hp
Line 814: Line 852:
 
|advantages=
 
|advantages=
 
* Shot reload: -50%
 
* Shot reload: -50%
* Shot warmup time: -20%
+
* Shot warmup time: 0.85s (-23%)
 
|disadvantages=
 
|disadvantages=
* Critical hit damage: -40%
+
* Critical damage: -40%
 
}}
 
}}
  
Line 827: Line 865:
 
|description=The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload takes longer.
 
|description=The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload takes longer.
 
|advantages=
 
|advantages=
* Regular and Critical Damage: +20%
+
* Damage: +20%
 +
* Critical damage: +20%
 
|disadvantages=
 
|disadvantages=
 
* Shot reload: +60%
 
* Shot reload: +60%
Line 868: Line 907:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* AP duration: 7s
+
* Critically hitting an enemy will apply the {{Status Effect|ap}} status effect to them for 7 seconds.
 
* Regular Damage: +40%
 
* Regular Damage: +40%
 
|disadvantages=
 
|disadvantages=
 
* Critical Damage: -20%
 
* Critical Damage: -20%
 +
* Consecutive Critical Chance: 0% {{hint|i|Standard is 10%}}
 
}}
 
}}
  
Line 877: Line 917:
 
|name=Incendiary Rounds
 
|name=Incendiary Rounds
 
|image=Augment_Incendiary_Rounds_Railgun.png
 
|image=Augment_Incendiary_Rounds_Railgun.png
|rarity=exotic
+
|rarity=legendary
 
|price=
 
|price=
 
|currency=
 
|currency=
Line 892: Line 932:
 
|name=Stun Rounds
 
|name=Stun Rounds
 
|image=Augment_Stun_Rounds_Railgun.png
 
|image=Augment_Stun_Rounds_Railgun.png
|rarity=exotic
+
|rarity=legendary
 
|price=
 
|price=
 
|currency=
 
|currency=
 
|description=An improved process of concentrating energy before firing allows critical hits to stun targets shots for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting.
 
|description=An improved process of concentrating energy before firing allows critical hits to stun targets shots for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting.
 
|advantages=
 
|advantages=
* Stun Duration on critical: 5s
+
* Critically hitting an enemy will {{Status Effect|stun}} them for 5 seconds without making them drop the flag/ball.
 
|disadvantages=
 
|disadvantages=
* Critical Damage: -33%
+
* Critical Damage: -30%
 
* Shot warmup time: +20%
 
* Shot warmup time: +20%
 
}}
 
}}
Line 906: Line 946:
 
|name=Cryo Rounds
 
|name=Cryo Rounds
 
|image=Augment_Cryo_Rounds_Railgun.png
 
|image=Augment_Cryo_Rounds_Railgun.png
|rarity=exotic
+
|rarity=legendary
 
|price=
 
|price=
 
|currency=
 
|currency=
Line 921: Line 961:
 
|name=EMP Rounds
 
|name=EMP Rounds
 
|image=Augment_EMP_Rounds_Railgun.png
 
|image=Augment_EMP_Rounds_Railgun.png
|rarity=exotic
+
|rarity=legendary
 
|price=
 
|price=
 
|currency=
 
|currency=
Line 927: Line 967:
 
<span style="font-size:60%">*The duration of this EMP is by far the longest currently in the game, however.</span>
 
<span style="font-size:60%">*The duration of this EMP is by far the longest currently in the game, however.</span>
 
|advantages=
 
|advantages=
* EMP Duration: 10s
+
* Critically hitting an enemy will apply the {{Status Effect|emp}} status effect to them for 10 seconds.
 
|disadvantages=
 
|disadvantages=
 
* Critical damage: -30%
 
* Critical damage: -30%
Line 944: Line 984:
 
|advantages=
 
|advantages=
 
* Ability to elevate turret vertically
 
* Ability to elevate turret vertically
* Projectile gravitation: -50%
 
 
|disadvantages=
 
|disadvantages=
 
* Inability to rotate turret horizontally
 
* Inability to rotate turret horizontally
Line 958: Line 997:
 
|advantages=
 
|advantages=
 
* Ability to elevate turret vertically
 
* Ability to elevate turret vertically
 +
* Amplification rate: +33%
 
|disadvantages=
 
|disadvantages=
 
* Inability to rotate turret horizontally
 
* Inability to rotate turret horizontally
* Amplification time: -33%
 
 
* Reload time +10%
 
* Reload time +10%
 
}}
 
}}
Line 976: Line 1,015:
 
|disadvantages=
 
|disadvantages=
 
* Inability to rotate turret horizontally
 
* Inability to rotate turret horizontally
* Fixed damage: -10%
+
* Damage: -10%
* Critial damage: -10%
+
* Critical damage: -10%
 
}}
 
}}
  
Line 990: Line 1,029:
 
* Projectile gravitation: -11%
 
* Projectile gravitation: -11%
 
|disadvantages=
 
|disadvantages=
* Fixed shot angle: 3º
+
* Fixed turret elevation: 3º
* Splash damage at a distance of 5 meters -10%
+
* Splash damage at 5 meters: -10%
* Critical Damage can only be dealt on direct hits
+
* Critical Damage splash radius =2m
 
}}
 
}}
  
Line 1,003: Line 1,042:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* AP duration on direct hit: 7s
+
* Directly hitting an enemy will apply the {{Status Effect|ap}} status effect to them for 7 seconds.
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
Line 1,015: Line 1,054:
 
|price=
 
|price=
 
|currency=
 
|currency=
|description=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.
+
|description=Replaces the standard explosive projectile with an EMP projectile that deactivates any active supplies of enemy tanks hit by the electromagnetic salvo. Damage is reduced while using the electromagnetic accelerator, but the salvo recharges much faster.
 
|advantages=
 
|advantages=
* EMP duration after sniping shot: 5s
+
* Sniping an enemy will apply the {{Status Effect|emp}} status effect to them and all enemies within a 10m radius for 5 seconds.
* EMP radius: 14m
+
* Sniping reload: -50%
* Sniping reload -50%
 
* Arcade projectile shot speed +50%
 
* Arcade shot self damage removed
 
 
|disadvantages=
 
|disadvantages=
* Sniping damage -25%
+
* Sniping damage: -25%
* Arcade shot splash damage removed
 
 
}}
 
}}
  
Line 1,035: Line 1,070:
 
|description=The special projectile's polarization destroys the target's armor.
 
|description=The special projectile's polarization destroys the target's armor.
 
|advantages=
 
|advantages=
* AP duration: 5s
+
* Sniping an enemy will apply the {{Status Effect|ap}} status effect to them and all enemies within a 10m radius for 5 seconds.
* AP Radius: 6m
+
* Sniping reload: -50%
 
|disadvantages=
 
|disadvantages=
 +
* Sniping damage: -25%
 
}}
 
}}
  
Line 1,050: Line 1,086:
 
|description=Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode.
 
|description=Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode.
 
|advantages=
 
|advantages=
* Minimum arcade damage: +20%
+
* Minimum sniping damage: +20% {{hint|i|The amount of damage done when releasing a shot immediately after entering sniper mode}}
* Critical damage: +20%
+
* Arcade damage: +20%
* Regular arcade damage: +20%
+
* Arcade critical damage: +20%
 
|disadvantages=
 
|disadvantages=
* Arcade reload time: +25%
+
* Arcade reload time: +25% {{hint|i|Refers to the pause between arcade shots. The energy recharge rate is not affected.}}
 
* Energy consumed per arcade shot: +20%
 
* Energy consumed per arcade shot: +20%
 
}}
 
}}
Line 1,066: Line 1,102:
 
|description=Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased.
 
|description=Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased.
 
|advantages=
 
|advantages=
* Maximum aiming damage: +25%
+
* Maximum sniping damage: +25%
 
|disadvantages=
 
|disadvantages=
* Charge rate in aiming mode: -33% {{hint|i|Because of reduced charge rate, acquiring maximum charge in aiming mode will take 6 seconds instead of 4.}}
+
* Charge rate in aiming mode: -33% (~166.66 eng/sec) {{hint|i|Because of reduced charge rate, acquiring maximum charge in aiming mode will take 6 seconds instead of 4.}}
 
}}
 
}}
  
Line 1,082: Line 1,118:
 
* Horizontal aiming speed: +100%
 
* Horizontal aiming speed: +100%
 
|disadvantages=
 
|disadvantages=
* Maximum aiming damage: -25%
+
* Maximum sniping damage: -25%
 
}}
 
}}
  
Line 1,096: Line 1,132:
 
|disadvantages=
 
|disadvantages=
 
* Energy per arcade shot: =375
 
* Energy per arcade shot: =375
* Rate of energy recovered: -50% {{hint|i|That means that the tempo between shooting series is slower, and the recharge after a sniping shot will take longer.}}
+
* Rate of energy recovered: -50% {{hint|i|This means that the tempo between shooting series is slower, and the recharge after a sniping shot will take longer.}}
 
}}
 
}}
  
Line 1,107: Line 1,143:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* AP duration after sniper shot: 5s
+
* Sniping an enemy will apply the {{Status Effect|ap}} status effect to them for 5 seconds.
 +
|disadvantages=
 +
}}
 +
 
 +
{{Augment
 +
|name=Healing Emitters
 +
|image=Alteration_shaft_healing_emitters.png
 +
|rarity=exotic
 +
|price=
 +
|currency=
 +
|description=Radical enhancement of the Shaft's emitters. Arcade and sniper shots restore health to allies. This augment opens up unique opportunities for support because you no longer need to expose yourself to enemy fire to heal your teammates.
 +
|advantages=
 +
* Shooting a teammate heals them the same amount it would damage an unarmored enemy. {{hint|i|Critical healing shots, which don't decrease in strength with distance, only happen with arcade shots during a Supercharge effect.}}
 +
* Healing gives 1-10 battle points, depending on the percentage of health restored
 +
* Healing gives 1-20 experience points, also depending on the percentage restored
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
 +
  
 
== Augments for Hulls ==
 
== Augments for Hulls ==
Line 1,121: Line 1,172:
 
|description=Partially protects your tank from the damage and effect of heat, making it harder to burn. Does not affect direct damage from Firebird.
 
|description=Partially protects your tank from the damage and effect of heat, making it harder to burn. Does not affect direct damage from Firebird.
 
|advantages=
 
|advantages=
* Overheat effect resistance: 50%
+
* Provides 50% protection from the effects of {{Status Effect|fire}}.
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
Line 1,133: Line 1,184:
 
|description=Partially protects your tank from the effect of cold, making it harder to slow down. Does not affect direct damage from Freeze.
 
|description=Partially protects your tank from the effect of cold, making it harder to slow down. Does not affect direct damage from Freeze.
 
|advantages=
 
|advantages=
* Freeze effect resistance: 50%
+
* Provides 50% protection from the effects of {{Status Effect|freeze}}.
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
Line 1,145: Line 1,196:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Overheat effect resistance: 100%
+
* Provides complete immunity from {{Status Effect|fire}}.
 
|disadvantages=
 
|disadvantages=
 
* When frozen, tank cannot be quickly thawed by heat sources
 
* When frozen, tank cannot be quickly thawed by heat sources
Line 1,158: Line 1,209:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Freezing effect resistance: 100%
+
* Provides complete immunity from {{Status Effect|freeze}}.
 
|disadvantages=
 
|disadvantages=
 
* When on fire, the tank cannot be quickly put out by freezing sources
 
* When on fire, the tank cannot be quickly put out by freezing sources
Line 1,171: Line 1,222:
 
|description=Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies.
 
|description=Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies.
 
|advantages=
 
|advantages=
* Supplies are not removed by EMP
+
* Provides complete immunity from the {{Status Effect|emp}} status effect.
* Supplies are not placed into cooldown by EMP
 
 
|disadvantages=
 
|disadvantages=
 
* Supply cooldowns are not reset by EMP
 
* Supply cooldowns are not reset by EMP
Line 1,185: Line 1,235:
 
|description=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.
 
|description=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.
 
|advantages=
 
|advantages=
* Player does not lose control of the tank
+
* Provides complete immunity from the {{Status Effect|stun}} status effect.
* Player does not drop the flag or ball
 
* Supply and overdrive activation not blocked
 
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
Line 1,227: Line 1,275:
 
|description=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 an enemy tries to apply the armor-piercing status effect.
 
|description=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 an enemy tries to apply the armor-piercing status effect.
 
|advantages=
 
|advantages=
* AP effect resistance: 100%
+
* Provides complete immunity from the {{Status Effect|ap}} status effect.
 
|disadvantages=
 
|disadvantages=
 
}}
 
}}
Line 1,237: Line 1,285:
 
|price=
 
|price=
 
|currency=
 
|currency=
|description=A special kind of protection that is to be exclusively used in special scenarios... hence the name. {{hint|i|Unobtainable by players. Only used by Administrators, Helpers or Event Organizers during official events.}}
+
|description=A special kind of protection that is to be exclusively used in special scenarios... hence the name.  
 
|advantages=
 
|advantages=
* Stun effect resistance: 100%
 
* EMP effect resistance: 100%
 
* AP effect resistance: 100%
 
 
* Overheat effect resistance: 50%
 
* Overheat effect resistance: 50%
 
* Freeze effect resistance: 50%
 
* Freeze effect resistance: 50%
 +
* AP effect resistance: 100%
 
|disadvantages=
 
|disadvantages=
 +
|attention=
 +
{{note|red|Note|<sub>
 +
* This is a universal hull augment that can be equipped to any hull but is unobtainable by players. It is only used by Administrators, Helpers, or Event Organizers during official events.
 +
* For Juggernaut, it has no relation to the Juggernaut's status effect protections as those are part of the hull. If equipped with Juggernaut it will have no changes, because the Juggernaut's status effects override the special protection augment.
 +
* Currently, it is identified as the standard augment icon in battle. However, the augment is identified with a question mark icon in the HTML garage. In the old flash version, the question mark icon used to be shown both in battle and in the garage as you see in the individual [[Hulls|hull]] pages.</sub>}}
 
}}
 
}}

Latest revision as of 06:06, 16 May 2021

PopularPage icon.png


Augments banner.png


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

  • Already bought/unlocked augments won't disappear at any time, though parameters may change as needed for game balance.
    • Such changes will be announced and can be found on the Updates page.
  • Augments can be obtained in the following ways:
  • Augments have a separate setting under the Pro battle creation system and can be turned on or off independently from other parameters such as Micro-upgrades.
  • You can see augments of other players equipped in battle by pressing Tab.

General Information

  • A total of 178 augments are currently in the game, 88 of which are for turrets and 90 for hulls (without counting the special protection).
  • 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 two-minute pause for changing other augments (just like changing hulls, turrets, and other items).
  • Changing a hull augment starts a two-minute pause for changing hulls, and likewise changing a turret augment starts a two-minute pause for changing turrets.
  • Changing a hull starts a two-minute pause for changing hull augments, and likewise changing a turret starts a two-minute pause for changing turret augments.
  • Only two augments can be equipped at any given time: one hull augment and one turret augment. Each one ads 100 to your Gear Score, no matter what the augment is.


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:

  • 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

Universal Turret Augments

Adrenaline
Crystal.png 245 000
Adrenaline augment.png

Description
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. Also boosts critical damage by the same amount.

Advantages Plus.png

  • Icon info.png Melee turret's damage: +0-39%
  • Icon info.png Close-range turret's damage: +0-36%
  • Icon info.png Medium-range turret's damage: +0-33%
  • Icon info.png Long-range turret's damage: +0-30%

Disadvantages Minus.png

  • Most effective only at low HP Icon info.png

Augments for Firebird

High-pressure pump
Crystal.png 149 000
Alteration firebird high pressure pump.png

Description
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.

Advantages Plus.png

  • Outer Range (range of min damage): +10%
  • Range of Max Damage: +100%

Disadvantages Minus.png

  • Cone angle: -75%
Compact fuel tanks
Crystal.png 245 000
Alteration firebird compact fuel tanks.png

Description
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.

Advantages Plus.png

  • Maximum temperature limit: +100% Icon info.png
  • Heating rate: +100% Icon info.png

Disadvantages Minus.png

  • Energy consumption: +50% Icon info.png
Incendiary mix
Crystal.png 245 000
Alteration firebird incendiary mix.png

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

Advantages Plus.png

  • Direct Damage: +50%
  • Critical damage: +50%
  • Energy consumption: -50% Icon info.png

Disadvantages Minus.png

  • Burning effect removed

Augments for Freeze

High-pressure pump
Crystal.png 149 000
Alteration freeze high pressure pump.png

Description
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.

Advantages Plus.png

  • Outer Range (range of min damage): +10%
  • Range of Max Damage: +100%

Disadvantages Minus.png

  • Cone angle: -75%
Corrosive mix
Crystal.png 245 000
Alteration freeze corrosive mix.png

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

Advantages Plus.png

  • Damage: +10%
  • Critical damage: +10%

Disadvantages Minus.png

  • Freeze effect removed
Shock freeze
Crystal.png 245 000
Alteration freeze shock freeze.png

Description
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.

Advantages Plus.png

  • Freezing rate: +200%
  • Energy consumption: -50% (70 eng/sec) Icon info.png

Disadvantages Minus.png

  • Regular Damage: -30%
Toxic Mix
Alteration freeze Toxic Mix.png

Description
Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time.

Advantages Plus.png

  • Hitting an enemy will apply the AP Status.png Armor-Piercing status effect to them for 1 second. Icon info.png

Disadvantages Minus.png

  • Regular Damage: -45%
  • Freezing rate: -50%

Augments for Isida

Broadband radiators
Crystal.png 149 000
Alteration isida broadband radiators.png

Description
Broadband radiators with a shortened range for easier aiming.

Advantages Plus.png

  • Cone angle: +200%

Disadvantages Minus.png

  • Range: -25%
Support nanobots
Crystal.png 245 000
Alteration isida support nanobots.png

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

Advantages Plus.png

  • Regular healing rate: +100%
  • Max critical healing chance: +100%

Disadvantages Minus.png

  • Regular Damage per tick: -50%
Nanomass reactor
Crystal.png 245 000
Alteration isida nanomass reactor.png

Description
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.

Advantages Plus.png

  • Destroying an enemy reloads the energy tank

Disadvantages Minus.png

  • Energy consumption when attacking: +50% Icon info.png
Vampire Nanobots
Alteration isida vampire nanobots.png

Description
It will be impossible to effectively heal allies with this augment, but it becomes possible to heal yourself! Healing efficiency is low, but it will be possible to survive a moment longer in a close combat fight and win. Critical damage is removed.

Advantages Plus.png

  • 50% of the damage you deal is added to your HP

Disadvantages Minus.png

  • Critical damage removed
  • Critical heal removed
  • Allies will be healed at just 1hp / tick

Augments for Hammer

Slugger
Crystal.png 149 000
Alteration hammer slugger.png

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

Advantages Plus.png

  • Vertical scatter angle: -50%
  • Horizontal scatter angle: -50%

Disadvantages Minus.png

  • Turret Rotation speed: -30%
Dragon's Breath
Crystal.png 245 000
Alteration hammer dragon breath.png

Description
Features pellets by the striking name of «Dragon's Breath» that ignite enemy tanks on critical damage shots. Takes more time to reload in order to meet fire protection requirements.

Advantages Plus.png

  • Critical hits ignite the target: +9% per pellet Icon info.png
  • Initial critical chance: 33%
  • Critical chance step: 10%
  • Maximum critical chance: 33%

Disadvantages Minus.png

  • Clip reload: +10%
High-capacity ammo clip
Crystal.png 245 000
Alteration hammer high capacity ammo clip.png

Description
Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks.
Note: In the garage, the description mentions a longer reload; however, this is outdated, and the reload is standard.

Advantages Plus.png

  • Shots per clip: =5
Duplet
Crystal.png 245 000
Alteration hammer duplet.png

Description
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.

Advantages Plus.png

  • Shot reload: -86%

Disadvantages Minus.png

  • Shots per clip: =2
  • Clip reload: +50%
  • Horizontal scatter angle: +100%
Adaptive reload
Crystal.png 245 000
Alteration hammer adaptive reload.png

Description
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.

Advantages Plus.png

  • Destroying an enemy fully reloads the clip

Disadvantages Minus.png

  • Clip reload: +10%
Armor-Piercing Shot
Alteration hammer Armor-Piercing Shot.png

Description
A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit.

Advantages Plus.png

  • Hitting an enemy with a pellet from the last shot in the clip will apply the AP Status.png Armor-Piercing status effect to them for 7 seconds.
  • Clip reload: -20%
Blunderbuss
Alteration hammer Blunderbuss.png

Description
The number of shots in the magazine has been reduced to just one, but this single shot packs a powerful punch - the number of pellets and critical shot chances are increased. However, the bullet spread is increased, but with a lucky and skilled maneuver, you can blow away several enemies in one shot.

Advantages Plus.png

  • Pellets per shot: +6 Icon info.png
  • Critical damage: +70% Icon info.png
  • Initial critical chance: 40%
  • Critical chance step: 0%
  • Maximum critical chance: 40%

Disadvantages Minus.png

  • Clip reload: +20%
  • Shots per clip: =1
  • Horizontal scatter angle: +200%
Note
The way this augment works is by increasing pellet count, pellet dispersion, critical chance, and critical damage. When Hammer deals critical damage, the maximum damage (1836 with Mk7+) is applied to each pellet - irrespective of how far away the enemy tank is or how many pellets hit - a single hit is enough to one-shot an unprotected medium hull with boosted damage. The increased pellet dispersion makes it harder to hit all the pellets, but on critical shots heralds destruction for any enemies caught within the spread.

Augments for Twins

Stable plasma
Crystal.png 149 000
Alteration twins stabilized plasma.png

Description
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.

Advantages Plus.png

  • Self-damage removed
  • Impact force: +10%

Disadvantages Minus.png

  • Splash damage removed
  • Projectile speed: -15%
Plasma accelerators
Crystal.png 245 000
Alteration twins plasma accelerators.png

Description
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.

Advantages Plus.png

  • Projectile speed: +100%
  • Maximum range: +100%

Disadvantages Minus.png

  • Reload: +20%
Heavy plasmagun
Crystal.png 245 000
Alteration twins heavy plasmagun.png

Description
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!

Advantages Plus.png

  • Damage: +35%
  • Critical damage: +35%

Disadvantages Minus.png

  • Projectile speed: -35%

Augments for Ricochet

Destabilized plasma
Crystal.png 149 000
Alteration ricochet destabilized plasma.png

Description
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.

Advantages Plus.png

  • Splash damage added: 7m radius
    • Max splash damage radius: 1m

Disadvantages Minus.png

  • Self damage possible at close range
  • Bouncing effect disabled
Minus-field stabilization
Crystal.png 245 000
Alteration ricochet minus field stabilization.png

Description
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.

Advantages Plus.png

  • Projectile speed: +100%
  • Maximum range: +100%

Disadvantages Minus.png

  • Shot reload: +15% Icon info.png
Plasma-torch
Crystal.png 245 000
Alteration ricochet plasma torch.png

Description
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.

Advantages Plus.png

  • Shot reload: -50% Icon info.png

Disadvantages Minus.png

  • Damage per shot: -25%
  • Critical damage: -25%
  • Projectile speed: -35%
  • Maximum number of ricochets: =1
Berserk
Crystal.png 245 000
Alteration ricochet berserk.png

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

Advantages Plus.png

  • Destroying an enemy adds 100% to energy

Disadvantages Minus.png

  • Energy used per shot: +20%
Super-smart Minus-Field
Alteration Ricochet Super-smart Minus-Field.png

Description
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.

Advantages Plus.png

  • AP duration after ricochet shot: 2s

Augments for Smoky

Assault rounds
Crystal.png 96 000
Alteration smoky assault rounds.png

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

Advantages Plus.png

  • Projectile speed: +200%
  • Impact force: +35%

Disadvantages Minus.png

  • Critical hit removed
High-precision aiming system
Crystal.png 149 000
Alteration smoky high precision aiming system.png

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

Advantages Plus.png

  • Critical damage: +10%
  • Regular Damage: +32%

Disadvantages Minus.png

  • Reloading: +40%
  • Projectile speed: -25%
Supercumulative rounds
Crystal.png 245 000
Alteration smoky supercumulative rounds.png

Description
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.

Advantages Plus.png

  • Critical damage: +50%

Disadvantages Minus.png

  • Critical chance step: -60% Icon info.png
Incendiary rounds
Crystal.png 245 000
Alteration smoky incendiary rounds.png

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

Advantages Plus.png

  • Critical hits ignite the target: +50% Icon info.png

Disadvantages Minus.png

  • Critical damage: -25%
Cryo rounds
Crystal.png 245 000
Alteration smoky cryo rounds.png

Description
Replacement for the standard cumulative shots with freon rounds. Critical hits will deal less damage, but fully freeze the target.

Advantages Plus.png

  • Target's temperature: -100% Icon info.png

Disadvantages Minus.png

  • Critical damage: -15%
Autocannon
Crystal.png 245 000
Alteration smoky autocannon.png

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

Advantages Plus.png

  • Reload: =0.5s
  • Recoil: -33%

Disadvantages Minus.png

  • Regular shot damage: -75%
  • Impact force: -66%
Armor-Piercing Rounds
Alteration Smoky Armor-Piercing Rounds.png

Description
Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots.

Advantages Plus.png

  • AP duration after critical hit: 3s

Disadvantages Minus.png

  • Critical damage: -25%
Paralyzing Rounds
Smoky Paralyzing Rounds.png

Description
Replacement for the standard cumulative shots with paralyzing rounds. Critical hits will deal decreased damage but will immobilize the target.

Advantages Plus.png

  • Stun duration: 3s

Disadvantages Minus.png

  • Critical damage: -50%
  • Critical chance step: -50% Icon info.png
EMP Rounds
Smoky EMP Rounds.png

Description
Replacement for the standard cumulative shots with EMP rounds. Critical hits will deal decreased damage but will disable the target's activated supplies.

Advantages Plus.png

  • EMP duration on critical: 5s

Disadvantages Minus.png

  • Critical damage: -15%
Rubberized Rounds
Smoky Rubberized Rounds.png

Description
These rubber-encased shells may hit enemies and even deal critical damage after ricocheting. However, the maximum number of ricochets is limited and shell speed is decreased.

Advantages Plus.png

  • Maximum number of projectile bounces: =3 Icon info.png
  • Minimum ricochet angle: 5°
Explosive Rounds
Smoky Explosive Rounds.png

Description
Replacement for the standard Armor-Piercing shots with explosive rounds. Such rounds can hit multiple targets at once with splash damage, but the damage radius is not that large due to the turret's small caliber. Cumulative shots are not changed and deal critical damage only to one target.

Advantages Plus.png

  • Damage at 1m: 100%
  • Damage at 4m: 90%
  • Damage at 7m (outer radius): 10%

Disadvantages Minus.png

  • Self damage at close range
Sorted Ammunition
Smoky Sorted Ammunition.png

Description
An engineer named Schrödinger succeeded in perfecting a mechanism to load ammunition in a clever way. This augment guarantees that every fourth shot will deal critical damage. How it works and how the engineer envisaged all the misses of the shooter still remains a mystery.

Advantages Plus.png

  • Every fourth hit will be a critical
    • Max critical chance: =100%
    • Critical chance step: = +100%

Disadvantages Minus.png

  • Initial/Min critical chance: = -200%

Augments for Striker

Remote rocket explosives
Crystal.png 149 000
Alteration striker remote rocket explosives.png

Description
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!

Advantages Plus.png

  • Rockets will explode upon double-pressing fire button

Disadvantages Minus.png

  • Maximum projectile speed: =400m/s
Missile launcher "Hunter"
Crystal.png 245 000
Alteration striker missile launcher hunter.png

Description
Modification for the fans of a high accuracy shooting. Provides an almost instant target acquisition while aiming, but has only one rocket per launch.

Advantages Plus.png

  • Minimum projectile speed: +100%
  • Aiming time: -80%
  • Rocket angular velocity: +25% Icon info.png
  • Reloading after salvo: -40%

Disadvantages Minus.png

  • Rockets in salvo: =1
Missile launcher "Cyclone"
Crystal.png 245 000
Alteration striker missile launcher cyclone.png

Description
Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target acquisition time is also increased.

Advantages Plus.png

  • Rockets in salvo: =8
  • Pause between salvo's rockets: =0.15 seconds

Disadvantages Minus.png

  • Aiming time: +25%
Missile launcher "Uranium"
Crystal.png 245 000
Alteration striker missile launcher uranium.png

Description
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 3 rockets per salvo.

Advantages Plus.png

  • Damage: +50%
  • Reload after salvo: -40%

Disadvantages Minus.png

  • Rockets in salvo: =3
  • Maximum projectile speed: =125m/s
  • Reload: +15%
  • Critical Hit Removed
Armor-Piercing Missiles
Alteration Striker Armor-Piercing Missiles.png

Description
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.

Advantages Plus.png

  • Hitting an enemy in salvo mode will apply the AP Status.png Armor-Piercing status effect to them for 5 seconds.
  • Aiming time: -50%

Disadvantages Minus.png

  • Rockets in salvo: =1
Stunning Missiles
Alteration Striker Stunning Missiles.png

Description
A modification to immobilize a dangerous target. Fires one fast-targeting, stunning rocket per launch. Any tank hit by this rocket will not be able to move for a period of time.

Advantages Plus.png

  • Hitting an enemy in salvo mode will apply the Icon Stun.png Stun status effect to them for 2 seconds.
  • Aiming time: -50%

Disadvantages Minus.png

  • Rockets in salvo: =1

Augments for Vulcan

Shooting speed regulator
Crystal.png 149 000
Alteration vulcan shooting speed regulator.png

Description
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.

Advantages Plus.png

  • Barrel startup: -85%
  • Barrel slowdown: -85%

Disadvantages Minus.png

  • Reload: +15% Icon info.png
Reinforced aiming transmission
Crystal.png 245 000
Alteration vulcan reinforced aiming transmission.png

Description
Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective.

Advantages Plus.png

  • Turret turn slowdown removed

Disadvantages Minus.png

  • Vertical autoaim: -15%
Incendiary band
Crystal.png 245 000
Alteration vulcan incendiary band.png

Description
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.

Advantages Plus.png

  • Shots ignite the target Icon info.png
  • Maximum heating per projectile: +0.07%

Disadvantages Minus.png

  • Ignites enemies only when firing with a drained reload bar
  • Projectile speed: -50%
Rubberized rounds
Alteration vulcan rubberized rounds.png

Description
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.

Advantages Plus.png

  • Maximum number of projectile bounces: =5 Icon info.png
  • Minimum ricochet angle: 10°

Disadvantages Minus.png

  • Projectile speed: -25%

Augments for Thunder

Small caliber charging machine
Crystal.png 149 000
Alteration thunder small caliber charging machine.png

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

Advantages Plus.png

  • Reload: -20%

Disadvantages Minus.png

  • Regular Damage: -20%
Subcaliber rounds
Crystal.png 245 000
Alteration thunder subcaliber rounds.png

Description
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.

Advantages Plus.png

  • Reload: -10%
  • Self damage removed
  • Impact force: +25%
  • Projectile speed: +50%

Disadvantages Minus.png

  • Splash damage removed
"Sledgehammer" rounds
Crystal.png 245 000
Alteration thunder sledgehammer rounds.png

Description
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.

Advantages Plus.png

  • Reload: -25%

Disadvantages Minus.png

  • Range of Max Damage: -95%
  • Projectile speed: -50%

Augments for Railgun

Round stabilization
Crystal.png 96 000
Alteration railgun round stabilization.png

Description
The aiming system computes a more predictable trajectory for shots. These rounds will not deal critical damage but will retain power after piercing their target.

Advantages Plus.png

  • Penetration: =100%
  • Regular damage: +33.34%

Disadvantages Minus.png

  • Critical hit removed
Reinforced aiming transmission
Crystal.png 149 000
Alteration railgun reinforced aiming transmission.png

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

Advantages Plus.png

  • Turret rotation speed: +40%
  • Turret rotatory acceleration: +35%

Disadvantages Minus.png

  • Vertical autoaim: -20%
Round destabilization
Crystal.png 245 000
Alteration railgun round destabilization.png

Description
A handful of bolts and copper coils is inserted into the accelerator - with interesting results. This slight alteration adds even more chaos into the distribution of the final power of the shot. The critical damage is increased while the default damage is negligible.

Advantages Plus.png

  • Impact force: +20%
  • Critical damage: +30%
  • Maximum/Initial Critical Chance: =70%

Disadvantages Minus.png

  • Regular damage: =100hp
Electromagnetic accelerator "Scout"
Crystal.png 245 000
Alteration railgun electromagnetic accelerator scout.png

Description
This modification will help you in dynamic one-on-one battles. The accelerated preparation for shots and quick reload will become an unpleasant surprise for the enemy, but critical damage is reduced.

Advantages Plus.png

  • Shot reload: -50%
  • Shot warmup time: 0.85s (-23%)

Disadvantages Minus.png

  • Critical damage: -40%
Large caliber rounds
Crystal.png 245 000
Alteration railgun large caliber rounds.png

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

Advantages Plus.png

  • Damage: +20%
  • Critical damage: +20%

Disadvantages Minus.png

  • Shot reload: +60%
"Death Herald" compulsator
Crystal.png 245 000
Alteration railgun death herald compulsator.png

Description
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.

Advantages Plus.png

  • Destroying an enemy fully reloads the turret

Disadvantages Minus.png

  • Shot warmup time: +10%
Hyperspace rounds
Crystal.png 245 000
Alteration railgun hyperspace rounds.png

Description
No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds - it is simply another chance to accelerate. Damage from such shells increases each time they penetrate a tank.

Advantages Plus.png

  • Penetration: +100% Icon info.png
  • Regular damage: +40%

Disadvantages Minus.png

  • Impact force: -25%
  • Critical hit removed
Super Armor-Piercing Rounds
Alteration Railgun Super Armor-Piercing Rounds.png

Description
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.

Advantages Plus.png

  • Critically hitting an enemy will apply the AP Status.png Armor-Piercing status effect to them for 7 seconds.
  • Regular Damage: +40%

Disadvantages Minus.png

  • Critical Damage: -20%
  • Consecutive Critical Chance: 0% Icon info.png
Incendiary Rounds
Augment Incendiary Rounds Railgun.png

Description
Literally heats shells inside the barrel before shooting. Critical rounds set fire to the target.

Advantages Plus.png

  • Critical hits ignite the target: +100% Icon info.png
  • Max tanks set on fire: 2

Disadvantages Minus.png

  • Critical damage: -30%
  • Shot warmup time: +20%
Stun Rounds
Augment Stun Rounds Railgun.png

Description
An improved process of concentrating energy before firing allows critical hits to stun targets shots for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting.

Advantages Plus.png

  • Critically hitting an enemy will Icon Stun.png Stun them for 5 seconds without making them drop the flag/ball.

Disadvantages Minus.png

  • Critical Damage: -30%
  • Shot warmup time: +20%
Cryo Rounds
Augment Cryo Rounds Railgun.png

Description
A variant of the large caliber Railgun* but with cryo rounds. Critical hits decrease the temperature of targets that they hit. *Unlike LCR, this augment does not make reload longer or increase damage.

Advantages Plus.png

  • Target's temperature: -100% Icon info.png

Disadvantages Minus.png

  • Critical hit damage: -30%
  • Shot warmup time: +20%
EMP Rounds
Augment EMP Rounds Railgun.png

Description
When critical shots hit a tank, they apply the EMP status effect, disabling activated supplies. The effect doesn't last long.* *The duration of this EMP is by far the longest currently in the game, however.

Advantages Plus.png

Disadvantages Minus.png

  • Critical damage: -30%
  • Shot warmup time: +20%

Augments for Magnum

Reinforced gun carriage
Crystal.png 149 000
Alteration magnum reinforced gun carriage.png

Description
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.

Advantages Plus.png

  • Ability to elevate turret vertically

Disadvantages Minus.png

  • Inability to rotate turret horizontally
Automated gunpowder loading mechanism
Crystal.png 245 000
Alteration magnum automated gunpowder loading mechanism.png

Description
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

Advantages Plus.png

  • Ability to elevate turret vertically
  • Amplification rate: +33%

Disadvantages Minus.png

  • Inability to rotate turret horizontally
  • Reload time +10%
Mortar
Crystal.png 245 000
Alteration magnum mortar.png

Description
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.

Advantages Plus.png

  • Ability to elevate turret vertically
  • Lay mines (mine lifetime 30 seconds) Icon info.png

Disadvantages Minus.png

  • Inability to rotate turret horizontally
  • Damage: -10%
  • Critical damage: -10%
Harpoon
Crystal.png 245 000
Alteration Magnum Harpoon.png

Description
Changes shot angle to 3%, changing Magnum from artillery launcher to be like any other turret. Splash damage is decreased.

Advantages Plus.png

  • Projectile gravitation: -11%

Disadvantages Minus.png

  • Fixed turret elevation: 3º
  • Splash damage at 5 meters: -10%
  • Critical Damage splash radius =2m
Armor-Piercing Core
Alteration Magnum Armor-Piercing Core.png

Description
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.

Advantages Plus.png

  • Directly hitting an enemy will apply the AP Status.png Armor-Piercing status effect to them for 7 seconds.

Augments for Gauss

Electromagnetic salvo
Alteration gauss electromagnetic salvo.png

Description
Replaces the standard explosive projectile with an EMP projectile that deactivates any active supplies of enemy tanks hit by the electromagnetic salvo. Damage is reduced while using the electromagnetic accelerator, but the salvo recharges much faster.

Advantages Plus.png

  • Sniping an enemy will apply the Icon EMP.png Electromagnetic Pulse status effect to them and all enemies within a 10m radius for 5 seconds.
  • Sniping reload: -50%

Disadvantages Minus.png

  • Sniping damage: -25%
Armor-Piercing Salvo
Alteration Gauss Armor-Piercing Salvo.png

Description
The special projectile's polarization destroys the target's armor.

Advantages Plus.png

  • Sniping an enemy will apply the AP Status.png Armor-Piercing status effect to them and all enemies within a 10m radius for 5 seconds.
  • Sniping reload: -50%

Disadvantages Minus.png

  • Sniping damage: -25%

Augments for Shaft

Short-band emitter
Crystal.png 149 000
Alteration shaft short band emitter.png

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

Advantages Plus.png

  • Minimum sniping damage: +20% Icon info.png
  • Arcade damage: +20%
  • Arcade critical damage: +20%

Disadvantages Minus.png

  • Arcade reload time: +25% Icon info.png
  • Energy consumed per arcade shot: +20%
Heavy capacitors
Crystal.png 245 000
Alteration shaft heavy capacitors.png

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

Advantages Plus.png

  • Maximum sniping damage: +25%

Disadvantages Minus.png

  • Charge rate in aiming mode: -33% (~166.66 eng/sec) Icon info.png
Light capacitors
Crystal.png 245 000
Alteration shaft light capacitors.png

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

Advantages Plus.png

  • Charge rate in aiming mode: +100% Icon info.png
  • Horizontal aiming speed: +100%

Disadvantages Minus.png

  • Maximum sniping damage: -25%
Rapid-fire mode
Crystal.png 245 000
Alteration shaft rapid fire mode.png

Description
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.

Advantages Plus.png

  • Arcade shot reload: =0.375s

Disadvantages Minus.png

  • Energy per arcade shot: =375
  • Rate of energy recovered: -50% Icon info.png
Armor-Piercing Sight
Alteration Shaft Armor-Piercing Sight.png

Description
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.

Advantages Plus.png

  • Sniping an enemy will apply the AP Status.png Armor-Piercing status effect to them for 5 seconds.
Healing Emitters
Alteration shaft healing emitters.png

Description
Radical enhancement of the Shaft's emitters. Arcade and sniper shots restore health to allies. This augment opens up unique opportunities for support because you no longer need to expose yourself to enemy fire to heal your teammates.

Advantages Plus.png

  • Shooting a teammate heals them the same amount it would damage an unarmored enemy. Icon info.png
  • Healing gives 1-10 battle points, depending on the percentage of health restored
  • Healing gives 1-20 experience points, also depending on the percentage restored


Augments for Hulls

Heat Resistance
Crystal.png 245 000
Fire Protection.png

Description
Partially protects your tank from the damage and effect of heat, making it harder to burn. Does not affect direct damage from Firebird.

Advantages Plus.png

  • Provides 50% protection from the effects of Icon Heat.png Burning.
Cold Resistance
Crystal.png 245 000
Freeze Protection.png

Description
Partially protects your tank from the effect of cold, making it harder to slow down. Does not affect direct damage from Freeze.

Advantages Plus.png

  • Provides 50% protection from the effects of Icon Freeze.png Freezing.
Heat Immunity
Tankoin.png 4 990
Fire Immunity.png

Description
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.

Advantages Plus.png

  • Provides complete immunity from Icon Heat.png Burning.

Disadvantages Minus.png

  • When frozen, tank cannot be quickly thawed by heat sources
Cold Immunity
Tankoin.png 4 990
Freeze Immunity.png

Description
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.

Advantages Plus.png

  • Provides complete immunity from Icon Freeze.png Freezing.

Disadvantages Minus.png

  • When on fire, the tank cannot be quickly put out by freezing sources
EMP Immunity
Tankoin.png 4 990
EMP Protection.png

Description
Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies.

Advantages Plus.png

Disadvantages Minus.png

  • Supply cooldowns are not reset by EMP
Stun Immunity
Tankoin.png 4 990
Stun Immunity.png

Description
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.

Advantages Plus.png

  • Provides complete immunity from the Icon Stun.png Stun status effect.
Lightweight Construction
Tankoin.png 4 990
Less Mass.png

Description
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.

Advantages Plus.png

  • Ideal for parkour

Disadvantages Minus.png

  • Any hull's weight is 1000 units
Heavyweight Construction
Tankoin.png 4 990
More Mass.png

Description
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.

Advantages Plus.png

  • Light hull's weight: +200%
  • Medium hull's weight: +150%
  • Heavy hull's weight: +100%

Disadvantages Minus.png

  • Hull acceleration: -33%
AP Immunity
Tankoin.png 4 990
AP Immunity.png

Description
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 an enemy tries to apply the armor-piercing status effect.

Advantages Plus.png

Special Protection
Augment placeholder.png

Description
A special kind of protection that is to be exclusively used in special scenarios... hence the name.

Advantages Plus.png

  • Overheat effect resistance: 50%
  • Freeze effect resistance: 50%
  • AP effect resistance: 100%
Note
  • This is a universal hull augment that can be equipped to any hull but is unobtainable by players. It is only used by Administrators, Helpers, or Event Organizers during official events.
  • For Juggernaut, it has no relation to the Juggernaut's status effect protections as those are part of the hull. If equipped with Juggernaut it will have no changes, because the Juggernaut's status effects override the special protection augment.
  • Currently, it is identified as the standard augment icon in battle. However, the augment is identified with a question mark icon in the HTML garage. In the old flash version, the question mark icon used to be shown both in battle and in the garage as you see in the individual hull pages.