This update will clear players' battle archives (game settings and user archives are retained), weapon chips will be cleared of reinforcement level and loading when the game is started for the first time after the update, and compensate for the cost of enough reinforcement to the original state.
4→6 Periodic Shocks
2→4 Periodic Shocks
2→4 Vulnerable
1→0 cost, gain 6 Adrenaline
1 reduction for weapon cooldown
gain 6 Adrenaline
Wash 3 bullets into it and draw 2 more.
Exhaust
4→8 Counterattack
lose 5 life points, gain 10 Counterattack
at the start of each turn, gain 4 Counterattack and increase Armor 1→2 cost
remove all→remove one random effect from one enemy
1→2 cost
draw 2 more cards, 1→2 cost
Exhaust Pile→Discard Pile
6 cards→4 cards
Duplicate function, while gaining 5 Shield Generation
draw 2 cards, Exhaust
1→2 cost, Exhaust
get 4 Peeled or 4 Nano Shield
get 6 Shields, gain 2 Adrenaline for each Debuff you have, 1→0 cost
Exhaust all cards in your hand, apply Periodic Shocks to the target 2 times the number of cards in Exhaust Piles
Exhaust
20→10 life points
lose 3 life points, gain 12 Shield, 1→0 cost
1→2 Rarity
1→2 Action Points
8→12 damage
get shields equal to the number of cards in Exhaust Pile
3 cards→2 cards
22→34 damage
deal 1 damage to all enemies for every card you move, Exhaust
0→3 cost
clear at the end of battle, Flash
16→18 Piercing Damage
24→30 Piercing Damage
Exhaust
deal 16 damage to enemies and yourself; reduce the damage dealt to you equal to 2 times the number of Metal Beast Cards in Discard Pile. This card has twice Valiance effect.
Exhaust → Flash
gain 30→15 life points.
Exhaust
1→2 Action Points
1 cost, 9→0 damage
steal the shield value from the target
gain 5→4 Action Points
30→45 Shields
3→2 Rarity
all friendly units gain 5 Adrenaline
gain 1→2 Nano Shield
200→100 credits
50→100 credits
4→6 Valiance
draw 2 cards
Add 2→3 Valiance
Old: Gain {0} Valiance whenever you use weapon.
New: Use weapon at Front-Row: In single combat, increase weapon damage by 2 whenever you use weapon.
Old: Weapon in cooldown at the start of your turn: Gain {0} Adrenaline.
New: At the end of your turn, if the weapon is currently equipped and it is in cooldown: Increase weapon damage by 1 in this combat. Decrease weapon overload damage rate by 75/50/30%.
Old: Apply {0} Weak. Increase weapon charge valve by 1.
New: There's 25/40/65% chance to remove all Shield on target when using weapon. Increase weapon maximum cooldown by 1.
Old: At the start of each turn, if weapon isn't in cooldown: Gain {0} Nano Shield.
Increase weapon maximum cooldown by 1.
New: At Back-Row at the start of your turn: Gain 1 charge and 3/4/5 Shield. Increase weapon charge valve by 2.
Old: Gain 1 Evasion whenever an enemy dies.
New: If the weapon is currently equipped when enemy dies: Gain 2 charge. Decrease weapon damage by 5/4/3.
Old: Gain 5 Shield whenever you use weapon. Increase weapon charge valve by 1.
New: Gain 3 Nano Shield whenever you use weapon. Increase weapon charge valve by 1.
Old: Fire overloaded weapon: Put 1 Tactical Shift in your hand.
New: Put 1 Tactical Shift in your hand after you use weapon.
Old: Knock back target by 1 block when you attack with weapon.
New: Knock back target by 1 block when you attack with weapon. Increase weapon overload damage by 25%. Increase weapon charge valve by 1.
Old: Gain 1 Charge whenever you move.
New: Gain 1 Charge whenever you move actively. Increase weapon charge valve by 2.
→
Name Changed.
Old: Apply 1/2/3 Powerless whenever you attack with weapon.
New: Increase weapon damage by 3/4/5. Decrease weapon overload damage rate by 50%.
Old: If target still had Shield after you attacked it with weapon, deal damage one more time.
New: If target still had Shield after you attacked it with weapon, deal damage one more time. Increase weapon maximum cooldown by 2.
Old: Current weapon in cooldown at the start of your turn: Gain 5 Shield.
New: At the end of your turn, if the weapon is currently equipped and it is in cooldown: Gain 5 Shield. Increase weapon maximum cooldown by 1.
Old: If your target is in full HP, deal damage to it one more time.
New: If your target is in full HP, deal damage to it one more time. Increase weapon maximum cooldown by 1.
Old: In single combat, at the start of each turn: Increase overload damage rate by 10%. Increase weapon maximum cooldown by 1.
New: At the start of your turn, if the weapon is currently equipped: Increase weapon overload damage rate by 10%. Increase weapon charge valve by 2.
Old: When you charge weapon: Gain 1 Adrenaline. Increase weapon maximum cooldown by 1.
New: In single combat, increase weapon damage by 1 whenever you charge weapon. Increase weapon charge valve by 2, weapon maximum cooldown by 1.
Old: Weapon in charge but not fully charge: Consume 1 charge and deal 10 damage to an enemy whenever you move.
New: Weapon in charge but not fully charge: Exhaust 1 charge and deal 50% weapon damage to an enemy whenever you move.
Old: In single combat, increase weapon overload damage rate by 50% whenever you use weapon.
New: In single combat, increase weapon overload damage rate by 50% whenever you use weapon. Increase weapon maximum cooldown by 1. Increase weapon charge valve by 2.
Old: Increase weapon damage by 15. Increase weapon maximum cooldown by 2.
New: Increase weapon damage by 10. Increase weapon maximum cooldown by 1. Increase weapon charge valve by 2.
Old: Fire overloaded weapon: Attack one more time for each Action Point you have, deal damage 50% more than regular overload damage, then remove all Action Point. Increase weapon maximum cooldown by 1.
New: Fire overloaded weapon: Attack one more time for each Action Point you have, deal damage 50% more than regular overload damage, then remove all Action Point. Increase weapon maximum cooldown by 1. Increase weapon charge valve by 2.
Old: If there was only 1 enemy, deal additional 2/3/4 damage when you attack with weapon.
New: If there was only 1 enemy, deal additional 25/35/50% damage when you attack with weapon.
Old: When you charge weapon: Gain {0} Shield.
New: Gain additional 1 charge whenver you charge your weapon. Decrease weapon damage by 100/75/50%.
Old: Decrease weapon damage by 5. Decrease weapon maximum cooldown and weapon charge valve by 1.
New: Decrease weapon damage by 5/4/3. Decrease weapon maximum cooldown and weapon charge valve by 1.
Old: Use weapon at Back-Row: Deal additional {0} damage.
New: At Back-Row when your turn is over: Gain 1/1/2 charge. Increase weapon charge valve by 3/2/2.
Old: In single combat, increase weapon overload damage rate by {0} whenever you use weapon.
New: In single combat, increase weapon overload damage rate by 15/25/35% whenever you use weapon. Decrease weapon damage by 3.
Old: Gain {0} Adrenaline whenever you use weapon.
New: In single combat, increase weapon damage by 1/2/3 whenever you use weapon.
Decrease weapon overload damage by 50%.
Old: Weapon in cooldown: gain {0} Shield at the start of each turn. Increase weapon maximum cooldown by 1.
New: At the start of your turn, if the weapon is currently equipped: Reduce current weapon cooldown by 1. Decrease weapon overload damage rate by 50/40/25%, weapon damage by 5/4/3.
Old: Increase weapon overload damage by 50%. Gain 1 Powerless whenever you fire overloaded weapon. Increase weapon charge valve by 1.
New: Increase weapon overload damage rate by 100%. Increase weapon maximum cooldown by 1, weapon charge valve by 2.
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Name Changed
Old: Apply 3/4/5 Burn.
New: In single combat, increase weapon overload damage rate by 10/15/20% whenever you move actively. Increase weapon charge valve by 2.
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Name Changed
Old: Apply 4/5/6 Burn. Increase weapon maximum cooldown by 1.
New: At the end of your turn, if the weapon is currently equipped: Increase weapon damage by1/2/3. Decrease weapon damage by 50%.
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Name Changed
Old: Weapon in cooldown: Apply 1/2/3 Burn to a random enemy at the start of each turn .
New: At the start of your turn, if the weapon is currently equipped: You will have a 15/25/40% chance to gain 1 additional charge.
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Name Changed
Old: Apply 1 Burn for each Debuff on target when you use weapon.
New: Attack with this weapon: Remove all Shield on target. Decrease weapon damage by 4.
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Name Changed
Old: Apply additional 3/4/5 Burn if your target didn't have Shield and Armor after you use weapon.
New: After using weapon, if your target doesn't have Shield and Armor, deal additional 20/30/50% weapon damage. Increase weapon maximum cooldown by 2.
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Name Changed
Old: Increase weapon damage by 3 for each weapon charge valve. Increase weapon charge valve by 1.
New: Increase weapon damage by 3 for each weapon charge valve. Increase weapon maximum cooldown and weapon charge valve by 1.
Old: In single turn, gain 1 charge whenever you play 3 Attack Cards. Increase weapon maximum cooldown by 1.
New: In single turn, gain 1 charge whenever you play 3 Cards. Increase weapon maximum cooldown and weapon charge valve by 1.
Old: Your weapon now deal damage to all enemies. Decrease overload damage rate by 50%, weapon damage by 7. Decrease weapon maximum cooldown and charge valve by 1.
New: Your weapon now deal damage to all enemies. Decrease overload damage rate by 50%, weapon damage by 50%. Decrease weapon maximum cooldown and charge valve by 1.
Old: Doesn't deal damage anymore. Apply Burn equal the half of the original damage.
New: Decrease weapon overload damage rate by 50%. Increase weapon damage by 50%. Increase weapon maximum cooldown by 1.
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Name Changed
Old: Weapon in cooldown: At the start of each turn, draw 1 card for each enemy with Burn. Increase weapon maximum cooldown by 1.
New: Increase weapon overload damage rate by 50%. Decrease weapon damage by 25%. Increase weapon charge valve by 1.
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Name Changed
Old: At the start of each turn, change Burn into Scorch on all enemies.
New: Turn weapon damage into Piercing Damage. Decrease weapon overload damage rate and weapon damage by 50%.
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Name Changed
Old: Attack with weapon: Apply 2 Burn. Fire overloaded weapon: Double the Burn on target.
New: The further the target is from you, the more damage it will take: Enemy will take 20% more damage for each block between you.
Fire overloaded weapon: Apply 2/4/6 Burn → Apply 2/3/4 Burn
Increase weapon charge valve by 1. → Increase weapon maximum cooldown by 1.
Old: Change weapon damage into Piercing Damage. Weapon can't be overloaded.
New: Apply 1 Scorch whenever you deal damage to a target.
(Scorch: At the start of your turn, if target has 3 Scorch, double the Burn on it, then remove all Scorch.)
If target didn't have Shield and Armor: Apply 3/4/5 Burn. → Apply 1/2/3 Burn.
If target had Shield or Armor: Deal additional 3/4/5 Damage.→ Deal additional 1/2/3 Damage.
Increase weapon charge valve by 1. → Increase weapon charge valve by 2.
Use weapon at Front-Row: Apply 2/3/4 Burn. → Apply 1/2/3 Burn.
Old: Apply 3/5/7 Burn. Increase weapon charge valve and maximum cooldown by 1.
New: Apply 1/2/3 Burn. Increase weapon maximum cooldown by 1.
Old: Fire overloaded weapon: Deal addition damage equal to the number of Burn on target. Increase weapon charge valve by 1. Reduce weapon cooldown by 1.
New: Fire overloaded weapon: Deal addition damage equal to the number of Burn on target. Increase weapon charge valve by 1.
Old: Increase weapon damage by 4/6/8. Increase weapon charge valve by 1.
New: Increase weapon damage by 2/3/4. Increase weapon charge valve and weapon maximum cooldown by 1.
Old: Apply 2/3/4 Burn. Increase weapon charge valve by 1.
New: Apply 2/2/3 Burn. Decrease weapon damage by 2/2/3.
Old: Apply 1/2/3 Burn. Increase weapon overload damage by 25%/50%/75%. Increase weapon damage by 1/2/3.
New: Increase weapon overload damage by 50%/75%/100%. Increase weapon damage by 1/2/3. Increase weapon charge valve by 2.Increase weapon maximum cooldown by 1.
Use weapon at Back-Row: Deal additional 2/4/7 damage to target. → Deal additional 2/3/4 damage to target.
Old: Use weapon at Mid-Row: Gain 2/4/7 Shield.
New: At the start of your turn, if the weapon is currently equipped and it is not in cooldown: gain 1 weapon charge, increase weapon charge valve by 2.
→
Name changed.
→
Name changed.
Old: Weapon not in cooldown: At the end of each turn, if you had Shield and were at Back-Row, gain 1 weapon charge.
New: Weapon not in cooldown: Gain 1 weapon charge whenever you move actively.
Increase weapon charge valve by 2.
Old: Use weapon on target with less than 50% HP: Double the damage dealt, double the number of Burn on target. Increase weapon maximum cooldown and charge valve by 1.
New: Apply 1 Burn for each Buff you have on 1 target. Increase weapon maximum cooldown by 1.
Old: Fire overloaded weapon: Double the number of Burn on target.
New: Fire overloaded weapon: Apply 3 Burn to all enemies. If there's only one enemy, apply 6 on it instead. Increase weapon charge valve and weapon maximum cooldown by 1.
No longer decrease charge valve.
Old: Fire overloaded weapon: Turn target's Burn into Scorch. Increase weapon maximum cooldown by 1.
New: Fire overloaded weapon: After dealing damage, apply 2 Flame Burning Beacon on its space.
Increase weapon maximum cooldown by 1.
(Flame Burning: At the end of each turn, apply 3 Burn to the target on it, then reduce Flame Burning by 1)
Increase weapon damage by 10. → Increase weapon damage by 5.
Old: In single combat, increase weapon overload damage by 2 whenever you charge your weapon.
New: In single combat, increase weapon overload damage by 1 whenever you charge your weapon. Increase weapon charge valve by 1.
Old: Apply 1 Burn to a random enemy whenever you charge your weapon. Increase weapon maximum cooldown by 1.
New: Apply 2 Burn to a random enemy whenever you charge your weapon. Increase weapon maximum cooldown and weapon charge valve by 1.
Old: Equip current weapon at the start of your turn: Gain 2 Valiance for every enemies with Burn.
New: Decrease weapon damage by 50%, overload damage rate by 100%. Decrease weapon maximum cooldown and weapon charge by 50%.
Old: Turn the damage you deal into 1, gain Shield equal to the number of the original damage.
New: Apply Burn to an enemy equal to the charge valve of your current weapon. Increase weapon charge valve by 1.
Increase charge valve by 1. → Increase charge valve by 2.
→
Name changed.
Old: Gain 2/3/4 Shield whenever you move actively.
New: Gain 1/2/3 Shield whenever you charge. Decrease weapon damage by 2.
Old: Gain 5 Shield whenever you fire automatically.
New: Charge to overload: Gain 4/6/8 Shield. Increase weapon charge valve by 1.
Old: Increase weapon damage by 1/2/3, weapon overload damage rate by 30%/60%/100%.
New: At the end of your turn, if the weapon is currently equipped: Gain 1/2/3 Shield. Decrease weapon damage by 2.
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Name changed.
Old: Fire weapon actively: Gain 4/6/8 Shield.
New: Fire weapon actively: Gain 4/6/8 Shield. Increase weapon maximum cooldown by 1.
Gain 5 Shield whenever you take damage. → Gain 3/4/5 Shield whenever you take damage.
Old: At the end of your turn, if the weapon is currently equipped and the weapon is not in cooldown: Gain 2/3/4 Shield for each enemy on the field.
New: At the end of your turn, if the weapon is currently equipped and the weapon is not in cooldown: Gain 1/2/3 Shield for each enemy on the field. Increase weapon maximum cooldown by 1.
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Name changed.
Old: Fire automatically: If there was only 1 enemy, deal additional 5 damage.
New: At the start of your turn, if the weapon is currently equipped and there's only one enemy on the field: Increase weapon damage by 1 in single combat.
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Name changed.
Old: Move actively: If your weapon was charged but not fully charged, trigger automatic fire once.
New: Move actively: If your weapon was charged but not fully charge, trigger automatic fire once and reduce 1 charge.
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Name changed.
Old: Fire actively: If your target didn't have Shield and Armor, deal additional 3/4/5 damage.
New: Fire actively: If your target doesn't have Shield and Armor, increase weapon damage by 1/2/3 in single combat.
Old: Fire automatically: If your health was below 35%, deal damage to target twice.
New: Fire automatically: If your health was below 35%, deal damage to target twice. Decrease weapon damage by 2.
Old: Fire actively: Deal additional 2/3/4 damage for each enemy on the field.
New: Fire actively: Deal additional 1/2/3 damage for each enemy on the field.
Increase weapon damage by 3/4/5. → Increase weapon damage by 2/3/4.
Old: In single combat, increase weapon overload damage rate by 20%/35%/50% whenever you fire actively.
Increase weapon charge valve by 1.
New: In single combat, increase weapon overload damage rate by 20%/35%/50% whenever you fire actively.
Increase weapon charge valve by 2.
Old: Gain additional 1 charge whenever you charge your weapon. Increase weapon charge valve by 2.
New: Gain additional 1 charge whenever you charge your weapon. No longer trigger auto fire.
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Name changed.
Old: Charge weapon: Increase weapon overload damage rate by 5% in single combat. Increase weapon charge valve by 1.
New: Increase weapon damage by 1 whenever you use auto fire in single combat. Decrease weapon damage by 50%.
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Name changed.
Old: Charge weapon: Deal 3 damage to a random enemy. Increase weapon charge valve by 1.
New: When weapon charge is complete or overloaded: Active fire on a random enemy. Decrease weapon damage and overload damage rate by 50%.
Decrease weapon damage by 2. → Decrease weapon damage by 50%.
Old: Auto fire doesn't consume charge.
New: Auto fire has a 50% chance of not consuming charge.
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Name changed.
Old: Fire actively: Apply {0} Vulnerable to target.
New: Fire automatically: Apply 1/2/2 Periodic Shock. Decrease weapon damage by 2/2/1.
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Name changed.
Old: Fire automatically: Apply 2 Vulnerable to target.
New: Fire automatically: Apply 2/3/3 Periodic Shock. Decrease weapon damage by 2/2/1.
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Name changed.
Old: Fire actively: Gain {0} Valiance.
New: Fire actively: Apply 2/3/4 Periodic Shock. Increase weapon charge valve by 1.
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Name changed.
Old: At the start of your turn, if the weapon is currently equipped and it is in cooldown: Apply 3 Periodic Shock to a random enemy. Increase weapon maximum cooldown by 1.
New: Increase weapon damage by 50%, overload damage rate by 100%. Increase weapon charge valve and maximum cooldown by 2.
→
Name changed.
Old: Change auto fire damage into Piercing Damage.
New: Auto fire no longer deals damage, but instead applies Periodic Shock equal to half of the original damage.
Increase weapon damage by 3/5/7. → Increase weapon damage by 3/4/5.
Increase weapon charge valve by 1. → Increase weapon charge valve by 2.
Decrease weapon damage by 8/5/3. → Decrease weapon damage by 5/4/3.
Old: Increase weapon damage by 2/4/6, overload weapon damage rate by 20%/30%/50%. Decrease weapon charge valve by 1.
New: Increase weapon damage by 1/2/3, overload weapon damage rate by 20%/30%/50%. Increase weapon charge valve by 2.
Old: Use weapon: Knock back target by 1 block.
New: Use weapon: Knock back target by 1 block. Increase weapon overload damage rate by 25%. Increase weapon charge valve by 1.
Old: Move actively and weapon is in cooldown: Gain 3/5/7 Shield.Increase weapon charge valve and maximum cooldown by 1.
New: Move actively and weapon is in cooldown: Gain 2/3/4 Shield. Increase weapon maximum cooldown by 1.
Increase weapon overload damage rate by 50%/75%/100%. → Increase weapon overload damage rate by 25%/50%/75%.
Old: Deal additional 3/5/7 damage for each friendly unit on the field when you use weapon.
New: Deal additional 2/3/4 damage for each friendly unit on the field when you use weapon.
Old: Use weapon: Move forward 1 block and gain 1/2/3 Valiance.
New: Use weapon: Move forward 1 block and gain 3/4/5 Shield.
Old: Decrease weapon maximum cooldown by 1 whenever an enemy dies.
New: Decrease weapon maximum cooldown by 1/1/2 whenever an enemy dies. Increase weapon maximum cooldown by 2/1/1.
Old: Gain 1 Evasion whenever you use weapon.
New: If the weapon is currently equipped and it is in cooldown when you get attacked: You will have {0} chance to gain 1 Evasion.
Old: Weapon not in cooldown: At the end of each turn, if you had Shield and were at Back-Row, gain 1 weapon charge.
New: Move actively if the weapon is currently equipped: Gain 1 charge. Increase weapon charge valve by 2.
→
Name changed.
Old: Apply 2/3/4 Vulnerable.
New: Increase weapon damage by 2/3/4. Decrease weapon overload damage rate by 50%.
→
Name changed.
Old: Apply 2/3/4 Weak.
New: Increase weapon overload damage rate by 20%/35%/50%. Decrease weapon damage by 3.
Old: Apply 2/3/4 Bleed when using weapon. Increase weapon maximum cooldown by 1.
New: Apply Bleed equal to 10%/15%/25% of weapon damage when using weapon. Decrease weapon damage by 25%.
Increase weapon charge valve by 1, weapon maximum cooldown by 2. → Increase weapon charge valve by 2, weapon maximum cooldown by 1.
Old: Move passively and weapon in cooldown: Decrease cooldown by 1. Move passively and weapon not fully charge: Gain 1 charge.
New: Move passively and weapon in cooldown: Decrease cooldown by 1. Move passively and weapon not fully charge: Gain 1 charge. Increase weapon charge valve by 1, weapon maximum cooldown by 2.
Old: Gain 5 Valiance whenever an enemy dies. Increase weapon maximum cooldown by 1.
New: The closer you are to the target , the more damage you deal: Deal additional 10% weapon damage whenever you get closer 1 block, up to 50%. Decrease weapon damage by 4.
Old: At the start of your turn and weapon in cooldown: Gain 1 Valiance. Increase weapon charge valve by 1.
New: In single combat, if you have Shield at the end of your turn: Remove all Shield, increase weapon damage by 2.
Old: Gain 5 Shield Generation when you use weapon. Increase weapon maximum cooldown by 1.
New: In single combat, if you are at Front Row at the start of your turn: Increase weapon damage by 2. Increase weapon maximum cooldown by 1.
Old: When using weapon, deal additional damage equal to 2 times the number of the types of Buffs and Debuffs on your target. Increase weapon charge valve by 1.
New: When using weapon, deal additional damage equal to 2 times the number of the types of Buffs and Debuffs on your target. Increase weapon charge valve and weapon maximum cooldown by 1.
Old: Increase weapon damage by 15, weapon maximum cooldown and charge valve by 1.
New: Increase weapon damage by 10, weapon maximum cooldown and charge valve by 2.
