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 | 60 | 90 | 120 | 150 |
2 | 90 | 120 | 150 | 180 |
3 | 120 | 150 | 180 | 210 |
4 | 180 | 210 | 240 | |
5 | 210 | 240 | 270 | |
6 | 240 | 270 | 300 | |
7 | 310 | 340 | ||
8 | 350 | 380 | ||
9 | 390 | 420 | ||
10 | 460 | |||
11 | 500 | |||
12 | 540 |
Knives | ||||
---|---|---|---|---|
+flat ranged/melee damage | ||||
Level | Common | Rare | Epic | Legendary |
1 | 40 | 50 | 60 | 70 |
2 | 70 | 80 | 90 | 100 |
3 | 100 | 110 | 120 | 130 |
4 | 140 | 150 | 160 | |
5 | 170 | 180 | 190 | |
6 | 200 | 210 | 220 | |
7 | 250 | 260 | ||
8 | 290 | 300 | ||
9 | 330 | 340 | ||
10 | 380 | |||
11 | 420 | |||
12 | 460 |
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 | 6 | 7 | 8 | 9 |
3 | 10 | 11 | 12 | 13 | 8 | 9 | 10 | 12 |
4 | 15 | 15 | 16 | 11 | 12 | 14 | ||
5 | 20 | 18 | 19 | 13 | 14 | 16 | ||
6 | 26 | 21 | 22 | 15 | 17 | 19 | ||
7 | 24 | 25 | 20 | 21 | ||||
8 | 27 | 28 | 22 | 23 | ||||
9 | 30 | 31 | 24 | 26 | ||||
10 | 34 | 28 | ||||||
11 | 37 | 30 | ||||||
12 | 40 | 32 |
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.
Rerolling
Any acquired item can be rerolled into a different one with the help of reroll tokens. When this option is used, the chosen item gets exchanged for a level 1 item from the same set. The new item will have a different set of extra bonuses, and will be set to level 1. In addition, its type will change, cycling between cups, knives, watches, and books, in that order. If an upgraded item is rerolled, it won't retain its level, and wasted resources won't be compensated.
Rerolling can be performed in the items menu. After selecting an item you wish to reroll, press the green button with circling arrows, and confirm the purchase. This button will not appear if the item is currently equipped by any unit.
Item Sets
Each upgrade item in the game exists as a part of a set. There are currently 28 unique item sets to be found.
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.
Please make sure to consult the dedicated page for each set to get a more comprehensive understanding of how each of them works. Some bonus descriptions may benefit from further elaboration on how they affect its wearer. The below table only lists set bonus descriptions as written in-game.
Set | Cups | Knives | Watches | Books | Set Bonus | Qualities |
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Adventurer | ![]() |
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Increase Main Damage by 50 | Common |
Junk | ![]() |
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Adds 100 health | Common |
Butcher | ![]() |
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Increase your coin reward after battles by 10% | Common, Rare |
Startup | ![]() |
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Adds 2 speed | Common, Rare |
Chef | ![]() |
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Increases Main Damage of all units by 7% while this unit is on the battlefield | Rare, Epic |
Teenager | ![]() |
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Increase Main Damage by 10% | Rare, Epic |
Builder | ![]() |
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Has a 25% chance of preventing damage | Rare, Epic |
Tactical | ![]() |
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Ignores 50% of the enemies' bullet resist | Rare, Epic |
Ranger | ![]() |
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Increases critical damage by 10% | Rare, Epic |
Fast Food | ![]() |
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Adds 25% Health | Rare, Epic |
Military | ![]() |
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Fires 2 times more bullets each shot with a 30% chance | Epic, Legendary |
Hunter | ![]() |
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Increase Main Damage by 5% for every 15 distance units between the unit and the target | Epic, Legendary |
Gentleman | ![]() |
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Increase Main Damage by 50% for 2 seconds after a critical hit | Epic, Legendary |
Surgery | ![]() |
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Increase Main Damage by 2 times when Health goes below 50% | Epic, Legendary |
Fitness | ![]() |
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Increase Aggression to 100. | Epic, Legendary |
SwissMade | ![]() |
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Increases Main Damage by 17% | Epic, Legendary |
Boss | ![]() |
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Increase the Main Damage of all units by 25% for 3 seconds when this unit enters the battlefield | Epic, Legendary |
Hitman | ![]() |
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Increase critical damage by 30% when health is less than 100% | Epic, Legendary |
Gambling | ![]() |
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Increase Crit.Chance by 25% when health is less than 100% | Epic, Legendary |
Firefighter | ![]() |
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Increase damage to burning units by 30% | Epic, Legendary |
Lucky Guy | ![]() |
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Retains 1 health upon receiving lethal damage for the first time | Epic, Legendary |
Scout | ![]() |
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Grants a shield equal to 20% of total health for 3 seconds whenever this unit defeats an enemy. | Epic, Legendary |
Big Boy | ![]() |
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Damage is increased by 5% for each 1000 Health Points | Epic, Legendary |
Patriot | ![]() |
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Increase Main Damage by 7% whenever an ally dies | Epic, Legendary |
Ice Breaker | ![]() |
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Increases Main Damage against stunned or frozen enemies by 30% | Epic, Legendary |
Lone Wolf | ![]() |
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Increases Main Damage by 45%. This bonus is decreased by 15% for each other unit on the battlefield. | Epic, Legendary |
Gear Train | ![]() |
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The range damage increases by 2% with each subsequent shot until reload, up to 100%. | Epic, Legendary |
Pincushion | ![]() |
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Damage increases by 5% for each received ranged or melee hit. | Epic, Legendary |
Carbon | ![]() |
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Ignores 60% of the first received damage and 40% of the second. | Epic, Legendary |
Piercing | ![]() |
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Projectiles pierce through the first target, dealing 30% of damage to the next target it hits. | Epic, Legendary |
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 • Special Ability • Team Powers • Mastery • Quotes |
Items | Upgrade Items • Item Data • Collectibles • Skins • Resources |
Modes | Events • Skirmish • Supply Runs • Infected Metro • Endless Bridge |
Trading | Trader • Special Offers • Currencies • Cinema |
Lore | Story • Blue Energy • Factions • Minor Characters |
Media | Cutscenes • Soundtrack • Changelogs |
Legacy | Roulette • Upgrade Items (Legacy) • Military Case • Old Offers |