Upgrade Items
Upgrade items are accessories used to improve stats of player units. They come in a large variety, and can affect various characteristics in different ways.
Items are used by putting them in their respective slots on a unit's page. They can always be unequipped or swapped for another one. By pressing a box icon on the main screen, players can access a window that shows all items they have, sorted by rarity and level. Tapping an item will show an overview of its stats. If an item has a lock icon, it means it is being used by a certain unit. That unit's portrait will be shown on the item's overview screen. A single item can't be equipped by multiple units.
Support items such as Empty Barrel, Medkit, and Turret can't use accessories, as they usually rely on characteristics different from those of human units.
Items can be found inside tappable vehicles in missions (can only be collected once), and by opening lockers rewarded at the end of supply runs. For more information, see: Supply Runs.
Items can also be received when breaking the barricade in the Corn Farm Event and when participating in Skirmish to combat other players. The latter has a small chance of happening, and only provides common-tier items. For detailed information on item drops in Corn Farm, see its page.
Stats
There exist four category of items, each providing a guaranteed increase to one of the units' core characteristics:
Slot | Bonus | ||||
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Cups | +Flat Health | ||||
Knives | +Flat Ranged Dmg. | +Flat Melee Dmg. | |||
Watches | +Flat Agility | -% Preparation Time | |||
Books | +% Crit. Chance |
+% Crit. Damage |
+% Health | +% Ranged Dmg. |
+% Melee Dmg. |
Each item in the game is randomly generated, with there existing an incredibly large number of possible stat bonus combinations. Once an item is found, first it gets a random main stat assigned. Then, the game determines how many bonuses it should have. It can have either a maximum amount, or maximum minus one. Once that's done, it assigns the item 3-4 (this value is different for percentage based items) random extra stats (substats) that do not repeat. Each stat has a range of default values.
The game follows a specific order with application of bonuses. First, it applies percentage multipliers on base damage. After that, it adds up flat bonuses. For example, lets imagine a unit with 30 base damage, who has +20% multiplier and +10 flat bonus from items. First, the game uses multipliers: 30 * 1.20 = 36. And then it adds flats: 36 + 10 = 46. 46 is the unit's resulting damage.
The following tables list the value of the main (first) stat of each item at each level, for more information about the secondary stats see: Item Data.
Cups | ||||
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+flat health | ||||
Level | Common | Rare | Epic | Legendary |
1 | 6 | 9 | 12 | 15 |
2 | 9 | 12 | 15 | 18 |
3 | 12 | 15 | 18 | 21 |
4 | 18 | 21 | 24 | |
5 | 21 | 24 | 27 | |
6 | 24 | 27 | 30 | |
7 | 31 | 34 | ||
8 | 35 | 38 | ||
9 | 39 | 42 | ||
10 | 46 | |||
11 | 50 | |||
12 | 54 |
Knifes | ||||
---|---|---|---|---|
+flat ranged/melee damage | ||||
Level | Common | Rare | Epic | Legendary |
1 | 4 | 5 | 6 | 7 |
2 | 7 | 8 | 9 | 10 |
3 | 10 | 11 | 12 | 13 |
4 | 14 | 15 | 16 | |
5 | 17 | 18 | 19 | |
6 | 20 | 21 | 22 | |
7 | 25 | 26 | ||
8 | 29 | 30 | ||
9 | 33 | 34 | ||
10 | 38 | |||
11 | 42 | |||
12 | 46 |
Watches | ||||||||
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+flat agility | -% preparation time | |||||||
Level | Common | Rare | Epic | Legendary | Common | Rare | Epic | Legendary |
1 | 4 | 5 | 6 | 7 | 4 | 5 | 6 | 7 |
2 | 7 | 8 | 9 | 10 | 7 | 8 | 9 | 10 |
3 | 10 | 11 | 12 | 13 | 10 | 11 | 13 | 14 |
4 | 15 | 15 | 16 | 15 | 16 | 17 | ||
5 | 20 | 18 | 19 | 18 | 19 | 21 | ||
6 | 26 | 21 | 22 | 22 | 23 | 24 | ||
7 | 24 | 25 | 27 | 28 | ||||
8 | 27 | 28 | 30 | 32 | ||||
9 | 30 | 31 | 34 | 36 | ||||
10 | 34 | 40 | ||||||
11 | 37 | 44 | ||||||
12 | 40 | 48 |
Books | ||||||||||||
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+% ranged/melee damage or health | +% crit chance | +% crit damage | ||||||||||
Level | Common | Rare | Epic | Legendary | Common | Rare | Epic | Legendary | Common | Rare | Epic | Legendary |
1 | 4 | 5 | 6 | 7 | 2 | 3 | 4 | 5 | 5 | 6 | 7 | 8 |
2 | 7 | 8 | 9 | 10 | 3 | 4 | 5 | 6 | 9 | 10 | 11 | 12 |
3 | 10 | 11 | 13 | 14 | 4 | 5 | 6 | 7 | 13 | 14 | 15 | 16 |
4 | 15 | 16 | 17 | 7 | 8 | 9 | 18 | 19 | 20 | |||
5 | 18 | 19 | 21 | 9 | 10 | 11 | 22 | 23 | 24 | |||
6 | 22 | 23 | 24 | 11 | 12 | 13 | 26 | 27 | 28 | |||
7 | 27 | 28 | 15 | 16 | 31 | 32 | ||||||
8 | 30 | 32 | 18 | 19 | 36 | 37 | ||||||
9 | 34 | 36 | 21 | 22 | 41 | 42 | ||||||
10 | 40 | 25 | 47 | |||||||||
11 | 44 | 28 | 52 | |||||||||
12 | 48 | 31 | 57 |
Upgrading
Items can be improved by selecting them and pressing the "upgrade" button. This will change the layout of item window, allowing players to choose six items to "recycle". Recycled items add a certain amount of points to a level gauge. Once it's full, the item will receive an upgrade after paying the upgrade cost. Up to six items can be used at once. Each item costs a certain number of coins to recycle, which increases with its rarity. The amount of points obtained for each recycled item scales with both rarity and the item's own level.
Leveling items up improves their "guaranteed" bonuses. At levels 1 to 5, each upgrade increases the main stat by +3. If possible, level 6 upgrades and beyond increases it by +4. With each 3rd upgrade, a random extra substat is boosted alongside. The increase value of extras depends on which stat it is (generally speaking the value fluctuates at around a value of 1 to 3. For example one time might upgrade from level 1 to level 2 and the stat will go from 7+ to either 12+/13+/14+). If the item does not have the maximum number of substats, it may obtain a new one instead. Tiers determine how many levels and extra bonuses an item can have.
Tier | Max. Levels |
Max # of Bonuses |
Recycle Points |
Recycle Cost |
---|---|---|---|---|
Common | 3 | 1 | 11 | 5 |
Rare | 6 | 2 | 17 | 8 |
Epic | 9 | 3 | 28 | 16 |
Legendary | 12 | 4 | 39 | 24 |
The above recycle point values are provided for level 1 items. If recycling items of higher level, they provide a greater amount of points, while their cost stays the same.
For detailed information on extra stats, their upgrade values, recycle values, and item levels, see: Item Data.
Item Sets
Each upgrade item in the game exists as a part of a set.
A special bonus is activated once three items from the same set are equipped on a unit. The fourth item can belong to any other set, without any penalties. Equipping all four items from the same set doesn't provides any extra benefits.
Stat bonuses from sets are always applied the last, right after percentages and flats from items.
Some descriptions of bonuses are misleading, or provide a poor explanation of how the set actually affects its wearer. Please make sure to consult the dedicated pages of each set to get proper understanding of how each of them works. The below table only lists set descriptions provided in-game by developers.
Set | Cups | Knives | Watches | Books | Set Bonus | Qualities |
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Junk | ![]() |
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+10 Health Flat | Common |
Adventurer | ![]() |
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+5 Main Damage Flat | Common |
Startup | ![]() |
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+2 Movement Speed | Common, Rare |
Butcher | ![]() |
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+10% Coins earned from finishing missions and supply runs | Common, Rare |
Builder | ![]() |
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25% chance to ignore received damage | Rare, Epic |
Fast Food | ![]() |
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+25% Health | Rare, Epic |
Tactical | ![]() |
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Ranged damage ignores 50% of bullet resistance | Rare, Epic |
Ranger | ![]() |
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+10% Crit. Damage | Rare, Epic |
Teenager | ![]() |
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+10% Main Damage | Rare, Epic |
Chef | ![]() |
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While this unit is on field, all other units receive a +7% bonus to Main Damage | Rare, Epic |
Hitman | ![]() |
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+30% Crit. Damage when below 100% health | Epic, Legendary |
Surgery | ![]() |
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Main Damage is doubled when below 50% health | Epic, Legendary |
Boss | ![]() |
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When this unit spawns, all other units receive a +25% bonus to Main Damage for 3 seconds | Epic, Legendary |
Fitness | ![]() |
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Prevents units from pausing during attacking and targeting. | Epic, Legendary |
Gentleman | ![]() |
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+50% Main Damage for 2 seconds after striking a critical hit | Epic, Legendary |
Hunter | ![]() |
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+5% Main Damage bonus for each 15 points of distance from the target | Epic, Legendary |
SwissMade | ![]() |
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+17% Main Damage | Epic, Legendary |
Military | ![]() |
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30% chance that a ranged unit will have two attacks with one shot. | Epic, Legendary |
Firefighter | ![]() |
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+30% Fire Damage increase to this unit | Epic, Legendary |
Scout | ![]() |
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Gains a shield equil to 25% of the unit's health for 2 seconds upon killing an enemy | Epic, Legendary |
Gambling | ![]() |
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+25% Crit. Chance when below 100% health | Epic, Legendary |
Patriot | ![]() |
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+7% Main Damage bonus whenever an ally dies | Epic, Legendary |
Lucky Guy | ![]() |
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Unit survives with 1 health when receiving a normally lethal hit for the first time | Epic, Legendary |
Big Boy | ![]() |
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+5% Main Damage for each 100 health the unit has | Epic, Legendary |
Lone Wolf | ![]() |
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Increases Main Damage by 45%, effect reduces by 15% for each additional unit on the field. | Epic, Legendary |
Ice Breaker | ![]() |
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Increases Main Damage against stunned or frozen enemies by 30% | Epic, Legendary |
Rerolling
Any item can be exchanged for a new one using a special currency called reroll tokens. To perform this, access the items menu (the box that can be seen on the right side of the map screen) and select any item you wish to reroll. Then, you can press the green button next to the item's current level to proceed with the reroll. This button will not appear if the item is currently equipped by any unit.
Rerolling an item will exchange it for a level 1 item from the same set. This means that the item can be replaced by one for a different slot, such as a knife turning into a cup. Additionally, any previous item experience invested will be lost in the case of rerolling an already leveled item.
Due to the nature of rerolling, it is not recommended to use this feature unless it's a level 1 item. For items that have already been upgraded, it is better to use said item to upgrade another, as this will recycle some of the experience points invested.
Trivia
- The revamped item system bears a striking resemblance to Genshin Impact's Artifacts system, encompassing various aspects such as the rarity of items, the upgrading mechanics, the utilization of item sets, and stats.
Game Info | |
---|---|
Main mechanics | Units • Status Effects • Resources • Enemies • Locations • Bus • Van • Daily Gifts • Buffs • Daily Tasks • Weather • Level Data • Star Reward |
Unit Mechanics | Unit Stats • Perks • Team Powers |
Items | Upgrade Items • Item Data • Collectibles • Skins • Resources |
Modes | Events • Skirmish • Supply Runs • Infected Metro |
Trading | Trader • Special Offers • Currencies |
Lore | Story • Blue Energy • Factions • Minor Characters |
Media | Cutscenes • Soundtrack • Changelogs |
Legacy | Roulette • Upgrade Items (Legacy) • Military Case • Old Offers |