A Sister's Journey · Upgrade finder

Find 86 upgrades and read their effects before investing Components.

A Sister’s Journey

Potent Charge

Uncharged Blasts will now also deal minor area damage. Charged Blasts will deal increased area damage in a larger area.

Boosted Combo

After killing an enemy, the next blast fired in Primary Fire Mode will automatically be Charged Up by 50%.

Supercharger

The time required for Charging Up is reduced by 20%

Feedback Barrage

Successive hits on the same target will return 4% of the spent Energy per hit, up to 20% at 5 stacks. Enemies killed at maximum stacks will drop 20% more Power Crystals.

Afterburst

Each hit will release 2 small extra bursts, dealing 20% of the initial damage.

Deadly Effectiveness

Charged Blasts can now pierce through enemies it has killed, if the blast's damage was greater than the enemy's remaining HP. The Blast's remaining damage is being reduced accordingly. Area of effect damage will be triggered fully on the first hit, and at reduced strength on subsequent hits.

Cold Energy

Successive hits will also slow non-boss enemies by 3% per hit, up to 15% at 5 stacks. Enemies killed at maximum stacks have a slightly increased chance to drop a health or shield powerup.

Charge Battery

The effect of Boosted Combo can now stack up to 10 times, and each kill grants 3 charges. All Uncharged Blasts will automatically be Charged Up by 50% while there are stacks left.

Piercing Storm

Uncharged Blasts can now pierce as well. Enemies killed with a Piercing Blast will drop 10% more Power Crystals.

Energy Circulation

Primary Fire Mode will now shoot up to 4 blasts in a row. The fourth blast will cost no Energy.

Crystal Power: Bursting Through

When a blast kills an enemy and pierces through it, the enemy will burst in an energy blast and deal area damage around it. The effect range increases with Power Level and the size of the enemy.

Extended Lifetime

Secondary Fire Mode's Needles now ricochet one more time. Additionally, increases their total damage by 10%.

Particle Recycling

Each shot has a 20% chance to cost only half Energy.

Surprise Opening

Hitting an undamaged target with Fiery Pulses will deal 30% increased damage.

Forceful Impact

Each Fiery Pulse has a 25% chance to release a pair of Needles upon impact.

Wind It Up

Each second of continuously firing will increase both the damage and firing speed by 2.5%, up to 10%.

Maximum Lifetime

Secondary Fire Mode's Needles ricochet an additional time. Additionally, each time they ricochet, all Needles have a 20% chance to preserve their energy, resulting in an extra Ricochet free of charge.

Detonating Blows

Every Fiery Pulse now has a 20% Chance to Explode upon impact, dealing an extra 30% damage to nearby enemies.

Impaling Finish

When a Needle kills an enemy, it will pierce through the enemy and be charged up to the maximum Power Level. This Needle will have a 100% chance to Explode upon its next impact, and will deal +300% increased damage.

Exploding Needles

All Needles can now Explode as well. This will cause them to no longer ricochet further.

Cleaving Impact

Forceful Impact will now generate 4 Needles upon impact, and its chance is increased to 30%.

Crystal Power: Burning Heat

Quick successive hits will heat up non-boss enemies with burning energy, causing them to burst apart and die when below 10% HP. This will also cause a series of burning Needles shooting out of the target.

Dual Focus

Increases the fire rate of Impact Blasts by 10%. Increases all Shrapnels ' damage by 10%.

Chaotic Energizer

Each Shrapnel that explodes without dealing damage has a 10% chance to return 1 Energy. For Impact Blasts, this is increased to 100% and 4 Energy.

Enhanced Firepower

Increases the number of Shrapnels fired by Primary Fire Mode by 2. Secondary Fire Mode's Impact Blast will generate a Shrapnel per Power Level upon impact.

Elastic Surfaces

Shrapnels will now bounce off walls and other surfaces.

Crystal Power: Resonating Residue

Impact Blasts will generate a resonating ring of residue energy for a few seconds. When another Impact Blast explodes near this position, it will consume the residue energy, resulting in a blast of one Power Level higher.

Deadly Comeback

Exploded Shrapnels have a 30% chance to become stuck and remain inside the target for a while. When the target gets destroyed or killed, all stuck Shrapnels will burst out, dealing reduced damage.

Recursive Flow

Successive shots (trigger held down) fired in Primary Fire Mode will increase the number of Shrapnels fired by one each time, up to 3 additional Shrapnels.

Have Another!

Killing an enemy with a direct Impact Blast hit will cause the next blast fired to be of one Power Level higher.

Energized Cluster

Shrapnels now have a 25% chance to generate 2 lesser Shrapnels upon exploding.

Devastating Blast

Killing enemies with an Impact Blast will burst them apart, generating several Shrapnels, plus additional ones per Power Level.

Transmitting Power

When hitting walls or other solid surfaces with an Impact Blast, debris fragments have a chance to be charged up with the blast's energy, converting them into additional Shrapnels.

Potent Substance

All Bubbles will now burst with increased force, dealing an extra 15% damage to nearby enemies.

Guided Swarm

When being released, Guardian Bubbles will now swarm out in the direction you are aiming at.

Energy Recycling

While firing continuously, every successive fired Bubble will have its Energy consumption reduced by an additional 1%, up to 15%.

Splitting Bubbles

Upon firing, all generated Bubbles have a 10% chance to split into two.

Bubble Gems

When dealing damage, all Bubbles have a 15% chance to form a Bubble Gem, which can be collected. Collecting a Bubble Gem will transform it into a Guardian Bubble.

Bubble Swarm

All Bubble 's damage is increased by 0.5% for every currently active Bubble.

Stability Upgrades

For every two upgrades the Bubble Gun has, the maximum number of active Guardian Bubbles increases by 1.

Chaotic Unison

Releasing the trigger in Secondary Fire Mode or switching out of it will now instantly launch all accumulated Guardian Bubbles. Their damage will be increased by 20%.

Crossover Circulations

Guardian Bubbles can now keep their guarding formation and stay active even when switching to another gun (while Chaotic Unison is disabled). In addition, they will now remain active for 25% longer.

Bubble Mines

When Volatile Bubbles burst without having dealt any direct damage, they will have a 20% chance to leave a Bubble Mine. Bubble Mines will deal half of the original Bubble 's damage, and launch themselves at enemies coming too close.

Crystal Power: Encase

Volatile Bubbles now have a chance to trap smaller enemies inside the bubble, rendering them unable to act for a short moment. The more the enemy is already weakened, the higher this chance gets.

Offensive Surge

When in Primary Fire Mode or when using one of the other guns, each shot fired will launch one Guardian Bubble. Their damage will be increased by 20% as well.

Quick Restock

Enemies killed by Rockets or Mini Missiles will have a chance to drop additional Rocket Ammunition.

Reinforced Materials

Upgrading the Tech Level will also increase the damage and area of effect range by 5% per upgrade. This bonus is added retroactively.

Unstable Explosives

Rockets will now generate and launch 3 Unstable Explosives upon impact. Higher Power Level gives increased chances to launch additional Unstable Explosives.

Stock Up

You can now store up to 12 Rocket Ammunition.

Booby Traps

When taking damage, each Power Crystal you might lose has a 20% chance to be conserved, and instead be swapped with an Unstable Explosive. This effect is active with any gun equipped.

Miniature Explosives

Mini Missiles will now have a chance to generate an Unstable Explosive as well. Higher Power Level gives increased chances to generate an Unstable Explosive.

Maximum Salvage

Every Rocket Ammunition can now be disassembled into 12 Mini Missiles.

Crystal Power: Armor Break

When a Rocket does not directly kill an enemy, it will make it vulnerable for further impacts. The target will receive 10% increased damage from further Rockets, 30% for non-boss enemies. This effect is only applied once.

Twin Missiles

Mini Missiles will now be fired two at a time, while reducing the overall firing speed by 30%.

Overkill

Killing an enemy has a chance to generate additional Unstable Explosives. The amount increases proportionally to the overkill damage.

Fully Prepared

You can now store up to 16 Rocket Ammunition.

Bouncing Blades

When Whirling Sickles hit a wall, they will now bounce and fly backwards instead of directly exploding, when not already on their way back.

Conserving Measures

When your current Energy is below 75 / 50 / 25, your shots will respectively cost 5% / 10% / 15% less Energy.

Seed Charges

Whenever Arcane Spikes hit something, the Arcane Reaper will gain a Seed Charge. Can stack up to a maximum of 200 Seed Charges. For every 10 Seed Charges, an extra Arcane Spike will be fired next time, costing no Energy.

Cleaving Edge

Whirling Sickles will now cut through most enemies, allowing them to continue flying onwards and dealing further damage along their path. Up to 4 enemies can be hit this way, with further damage after the first hit being reduced to 20%.

Fruitful Reaping

Whirling Sickles damaging an enemy have a chance to rip loose an extra Power Crystal.

Empowered Seeds

Arcane Spikes fired through the Seed Charge effect will now generate 2 additional Arcane Spikes upon impact. Killing an enemy with Arcane Spikes will now generate 30 extra Seed Charges.

Relentless Reaping

Whirling Sickles damaging an enemy will generate an Arcane Spike.

Splitting Finale

On their final hit, Whirling Sickles will now split in two smaller parts, each one shooting outwards and dealing 25% of their original damage.

Energy Boomerang

The Arcane Reaper can now "catch" Whirling Sickles which are on their way back, assimilating them, and returning 20% of the spent Energy. This effect is reduced if the Whirling Sickle has already damaged multiple enemies.

Haywire

Fired Arcane Spikes now have a 50% chance to be 1-3 Power Levels higher, but they will get out of control and spread much more chaotically.

Reap and Sow

The final impact of Whirling Sickles will now generate 3 Arcane Spikes shooting outwards.

Energy Collision

Catching a Whirling Sickle will now unleash a series of Arcane Spikes.

Crystal Power: Weak Spots

Your Whirling Sickles now have a 15% chance to detect weak spots on enemies to hook in, causing them to deal 50% increased damage. For Arcane Spikes, the damage bonus is increased to 100%. If this kills an enemy, it will drop 50% more Power Crystals.

Maintaining Power

Reduces the amount of Power Crystals lost when being hit by 20%.

Resonating Energy Flow

Increasing a gun's Tech Level will also reduce its Energy consumption by 5%. This bonus is added retroactively.

Particle Conversion

Hostile bullets being absorbed by your Shield will give a quick burst to your Energy regeneration.

Spectrum Shift

Shifts the wavelength of your particle emitters to always be in sync with your currently equipped gun. Triggered Synergy Powers will now match the colors of your gun. Why? Because style, of course.

Healing Energy

Hearts will now also grant a burst to your Energy regeneration.

Plasma Conservation

When a gun's Power Level is below 3, its Energy consumption is reduced by 15%.

Striking Combos

For each enemy killed within five seconds of another, it will drop 10% more Power Crystals, up to 50%. Taking damage resets this effect.

Energy Circuits

Every Energy Core upgrade will increase Energy Regeneration by 2% while not firing for at least one second. Every 5 upgrades will increase maximum Energy by 5 points.

Fresh Loadout

When passing a Teleporter, Workbench or Shrine of Promise, will recharge all guns' Power Level to their next treshold, if currently at their minimum.

Keep it Going

Every 3rd enemy killed in a combo will refresh one Shield Charge. Every 5th grants a short burst of Energy regeneration.

Recharging Healing Power

Hearts will now also increase the gun's Power Level by a small amount. This effect is tripled when at full health. Hearts can now be collected while at full health.

Energized Batteries

Shield Booster will now recharge a larger portion of your Shield, healing a total of 6 Shield Charges.

Supply Station

When passing a Teleporter, Workbench or Shrine of Promise, will restock your Rockets by up to 8, if you are currently carrying less.

Power Redirection

When picking up a Power Crystal while the currently equipped gun is at its maximum power, the gained power will spread across all other guns randomly.

Rejuvenating Energy

Hearts will now refresh an extra half Health Crystal, healing a total of 1.5 Health Crystals.

Protective Barrier

Collecting a Shield Booster will form an additional protective barrier around you for 5 seconds, reducing the next direct damage received by 75%.

Spirit Sword

Press Sword to swing your Spirit Sword. Up to three swings can be chained together, with the third swing dealing +30% damage. Hold Sword to Charge a Powerful Attack. Deals +50% damage to enemies all around you, possibly hitting enemies multiple times.

A Sister’s Journey · Steam · © Florian Lackner