Discover all of the current season’s active Inversion Reinforcement Bonuses List for The First Descendant!
What is Inversion Reinforcement in The First Descendant?
Inversion Reinforcement is a seasonal progression system in The First Descendant that provides your characters with passive buffs. Furthermore, these buffs can be unlocked as you gain experience by playing the Invasion Dungeons. Additionally, the available buffs will change, and progress reset, with each new season in the game.
To unlock these buffs you must first unlock the Inversion Reinforcer item through quests. Then, the Inversion Reinforcement button will appear at the bottom left of your Descendant UI screen.
The current set of Inversion Reinforcer buffs are available during Season 1: Invasion, which lasts from August 29, 2024, to December 5, 2024. Moreover, the following guide will include all current season Inversion Reinforcer buffs and will be updated when each new season begins. Follow our Next in our All Inversion Reinforcement Bonuses List for The First Descendant guide below for the details on all of the current passives.
How to Unlock the Inversion Reinforcer in TFD
To get the Inversion Reinforcer item in The First Descendant you must first play through the main campaign and complete the story quests through the end of the Fortress zone. This will unlock the game’s Hard mode, where you can choose to play through Special Operation dungeons on a higher difficulty.
Here are the steps and quest you need to follow to unlock the Inversion Reinforcer:
- Find the Mysterious Phenomena quest in your journal and speak to Nell in HQ.
- Complete the Fallen Teammates quest by clearing the White-night Gulch special operation ‘Kuiper Mine Blockade’ through Stage 6.
- Speak to the Guide in Albion on your return.
- Complete the Inversion Circulation Device quest by clearing the Old Mystery infiltration operation (Hagios zone) on Hard.
- Speak to the Guide in Albion on your return.
- Then speak to Kyle nearby, followed by Luna.
- Finally, head into HQ to speak to Alpha.
- Complete the Altered Design quest by speaking to Anais in Albion.
- She will craft the Inversion Reinforcer and it will automatically be activated for you.
Lastly, you should head over to HQ and pick up the ‘Isolated Descendant in the Snowfield’ quest, which will send you out to rescue the Descendant Hailey. Afterward, you will be sent to complete a Vulgus Strategic Outpost on Hard, in any zone, five times. Then return and speak to Alpha and the Guide and you will finally unlock the Vulgus Invasion Infiltration Operations. Complete these in order to earn EXP towards leveling your Inversion Reinforcer.
All Inversion Reinforcement Bonuses List for TFD
Here is a list of the five categories of bonuses in the Inversion Reinforcement system in The First Descendant:
- Hunt – Augmentation bonuses that boost resources, but come at a slight cost.
- Attribute – High Density Membrane bonuses that boost elemental resistances at slight cost to damage done.
- Recovery – These bonus grant effects that can recover your HP, MP, or Shield resources.
- Survival – Increases movement speed or decreases incoming damage based on battle mode or enemy type.
- Season – Bonuses that are based on current seasonal Inversion Dungeons, weapons, and more.
Each of these categories has five bonuses, with most low-level bonuses requiring only 1 Energy to unlock. However, more advanced bonuses will cost 3 or more energy to unlock.
Furthermore, while you can unlock multiple bonuses, only three can ever be active at one time. You can see what current bonuses you have set by checking your Activation Details at the bottom of the screen. Additionally, your active bonuses will have their icons above highlighted in green.
Moreover, you can reset your active bonuses by holding the button indicated at the bottom right side of the UI screen.
Finally, the fifth bonus in each category is activated automatically after you have unlocked all of the other buffs in the same category. These passives apply automatically and do not need to be activated. Therefore, they do not count towards your three bonus limit.
All Hunt Bonuses in the Inversion Reinforcement System
First, in our All Inversion Reinforcement Bonuses List for The First Descendant, there are five individual bonuses in the Hunt category of the Inversion Reinforcement System. All have unique Augmentation effects that can boost a resource but will also come at a small cost. All Hunt Traits, Effects, and Bonuses Inversion Reinforcement List for The First Descendant:
- Biodensity Augmentation: When defeating an enemy, grants Biodensity Augmentation. Biodensity Augmentation grants +4.7% Max HP and -0.9% DEF for 30 seconds. This effect can stack up to 5 times.
- Shield Particle Augmentation: When defeating an enemy grants Shield Particle Augmentation. Shield Particle Augmentation grants +3.3% Max Shields and -0.9% DEF for 30 seconds. This effect can stack up to 5 times.
- Neural Focus Augmentation: When defeating an enemy, grants Neural Focus Augmentation. Neural Focus Augmentation grants +3% Max MP and -1% Skill Effect Range for 30 seconds. This effect can stack up to 5 times.
- Inversion Particle Augmentation: When defeating an enemy, grants Inversion Particle Augmentation. Inversion Particle Augmentation grants +3.2% DEF and -0.9% Max HP for 30 seconds. This effect can stack up to 5 times.
- Enhanced Pain Suppression: When an Augmentation effect is active, grants Enhanced Pain Suppression. Enhanced Pain Suppression grants you a -4.1% Incoming Damage Modifier.
Biodensity Augmentation
- Description: When defeating an enemy, grants Biodensity Augmentation. Biodensity Augmentation grants +4.7% Max HP and -0.9% DEF for 30 seconds. This effect can stack up to 5 times.
- Energy to Unlock: 1
The Biodensity Augmentation will give you a boost to your max health but also cost you a slight penalty in defense for 30 seconds at a time. This effect will only trigger after you have defeated an enemy and can stack up to five times. At max stacks, you will have a Max HP bonus of 23.5%, but your Defense will be decreased by 4.5%.
Shield Particle Augmentation
- Description: When defeating an enemy grants Shield Particle Augmentation. Shield Particle Augmentation grants +3.3% Max Shields and -0.9% DEF for 30 seconds. This effect can stack up to 5 times.
- Energy to Unlock: 1
The Shield Particle Augmentation works similarly to the Biodensity Augmentation, except that it will boost your Max Shields instead of HP. Additionally, it will also cost you the same amount of decrease in your DEF. This augmentation may have very limited application because in The First Descendant Shields have diminishing returns over 40,000. If you’ve already reached that limit in your build, this shouldn’t be a bonus you choose to activate.
Neural Focus Augmentation
- Description: When defeating an enemy, grants Neural Focus Augmentation. Neural Focus Augmentation grants +3% Max MP and -1% Skill Effect Range for 30 seconds. This effect can stack up to 5 times.
- Energy to Unlock: 1
The Neural Focus Augmentation will give you a boost to your max MP, but will also slightly decrease the range of your skills. Like the other Augmentations, this effect triggers on an enemy death and can stack up to five times. At max stacks, you will have a Max MO bonus of 15%, but your Skill Effect Range will be decreased by 5%.
Inversion Particle Augmentation
- Description: When defeating an enemy, grants Inversion Particle Augmentation. Inversion Particle Augmentation grants +3.2% DEF and -0.9% Max HP for 30 seconds. This effect can stack up to 5 times.
- Energy to Unlock: 3
The Inversion Particle Augmentation will give you a boost to your max DEF, but will also slightly decrease your Max HP. This augmentation has the reverse effect of the Biodensity Augmentation. Therefore, in theory, you could activate both so that the bonuses of one offsets the penalty of the other.
Enhanced Pain Suppression
- Description: When an Augmentation effect is active, grants Enhanced Pain Suppression. Enhanced Pain Suppression grants you a -4.1% Incoming Damage Modifier.
- Energy to Unlock: Unlock all other Hunt bonuses.
The final bonus in the Hunt category is Enhanced Pain Suppression, which will help offset some of the penalties to your defense that the other Augmentations can inflict. This passive doesn’t cost any Energy to unlock, but you must have unlocked all of the other Hunt bonuses, even if they are not currently active.
However, Enhanced Pain Suppression will not apply unless you have at least one other Augmentation bonus active. All of the Augmentation bonuses only trigger on the death of an enemy, and Enhanced Pain Suppression will not trigger unless one of them does first. Moreover, this bonus will remain active only so long as an Augmentation effect is also active.
All Attribute Bonuses in the Inversion Reinforcement System
Secondly, in our All Inversion Reinforcement Bonuses List for The First Descendant, there are five individual bonuses in the Attribute category of the Inversion Reinforcement System. Moreover, all have unique High Density Membrane effects that can boost a specific type of elemental resistance but will also come at a small cost. All Attribute Traits, Effects, and Bonuses Inversion Reinforcement List for The First Descendant:
- High Density Flame Particle Membrane: After reload, grants High Density Flame Particle Membrane. High Density Flame Particle Membrane grants +2.6% Fire Resistance and +1.1% Skill Cost for 3 seconds. This effect can stack up to 5 times.
- High Density Chill Particle Membrane: On hitting an enemy with a firearm, grants High Density Chill Particle Membrane. High Density Chill Particle Membrane grants +3.9% Chill Resistance and +1.1% Skill Cost for 0.5 seconds. This effect can stack up to 5 times.
- High Density Toxic Particle Membrane: When aiming, grants High Density Toxic Particle Membrane every 0.5 seconds. High Density Toxic Particle Membrane grants +2.6% Toxic Resistance, -1.5% Firearm ATK and -1.5% Explosive ATK. This effect can stack up to 5 times.
- High Density Electric Particle Membrane: On Weak Point hit with a firearm, grants High Density Electric Particle Membrane. High Density Electric Particle Membrane grants +2.6% Electric Resistance and -3.2% Skill Critical Hit Damage for 3 seconds. Changing weapons removes High Density Electric Particle Membrane.
- Composite Element Particle Membrane: When a Particle Membrane effect is active, grants Composite Element Particle Membrane. Composite Element Particle Membrane grants +10.7% All Attribute Resistance.
High Density Flame Particle Membrane
- Description: After reload, grants High Density Flame Particle Membrane. High Density Flame Particle Membrane grants +2.6% Fire Resistance and +1.1% Skill Cost for 3 seconds. This effect can stack up to 5 times.
- Energy to Unlock: 1
The High Density Flame Particle Membrane will grant you a minor boost to your Fire Resistance after reloading your firearm. However, it will also slightly increase the cost of your Skills, and the effect only lasts for 3 seconds. At max stacks, you will have a Fire Resistance bonus of 13%, but your Skills will also cost 5.5% more.
Furthermore, getting the maximum amount of stacks for this bonus will be a challenge because you will have to reload your firearm five times in less than 3 seconds.
High Density Chill Particle Membrane
- Description: On hitting an enemy with a firearm, grants High Density Chill Particle Membrane. High Density Chill Particle Membrane grants +3.9% Chill Resistance and +1.1% Skill Cost for 0.5 seconds. This effect can stack up to 5 times.
- Energy to Unlock: 1
The High Density Chill Particle Membrane is easier to trigger because all it takes is hitting an enemy with a bullet from your weapon. The bonus effect doesn’t last very long, but if your weapon has a high enough rate of fire you should be able to get the full five stacks. At max stacks, you will have a Chill Resistance bonus of 19.5%, but your Skills will also cost 5.5% more.
High Density Toxic Particle Membrane
- Description: When aiming, grants High Density Toxic Particle Membrane every 0.5 seconds. High Density Toxic Particle Membrane grants +2.6% Toxic Resistance, -1.5% Firearm ATK and -1.5% Explosive ATK. This effect can stack up to 5 times.
- Energy to Unlock: 1
The High Density Toxic Particle Membrane will boost your Toxic Resistance but will cost you a decrease in your Firearm and Explosive ATK stats. However, you do have some control over the trigger for this bonus because it only goes into effect when you aim.
High Density Electric Particle Membrane
- Description: On Weak Point hit with a firearm, grants High Density Electric Particle Membrane. High Density Electric Particle Membrane grants +2.6% Electric Resistance and -3.2% Skill Critical Hit Damage for 3 seconds. Changing weapons removes High Density Electric Particle Membrane.
- Energy to Unlock: 3
The High Density Electric Particle Membrane will increase your Electric Resistance but decrease your skill critical hit damage every time you hit a Weak Point with a firearm. The effect of this bonus is a little more complicated because you can cancel it by simply swapping weapons. Therefore, this can give you more control over whether you want the effect active or not. However, remembering and executing this effectively will require a lot of player skill.
Composite Element Particle Membrane
- Description: When a Particle Membrane effect is active, grants Composite Element Particle Membrane. Composite Element Particle Membrane grants +10.7% All Attribute Resistance.
- Energy to Unlock: Unlock all other Attribute bonuses.
The Composite Element Particle Membrane will grant you an overall attribute resistance of 10.7% anytime you have another Particle Membrane effect active. Having this final bonus unlocked can be the boost needed to make the other bonuses in this category worth it. The general boost to All Attribute resistances won’t matter too much when you are fighting a specific Colossus. However, it covers all the elements, so you get a 10% boost to whichever element you need.
All Recovery Bonuses in the Inversion Reinforcement System
Next in our All Inversion Reinforcement Bonuses List for The First Descendant, there are five individual bonuses in the Recovery category of the Inversion Reinforcement System. All have unique effects that can boost your recovery of resources such as HP, MP, or Shields. All Recovery Traits, Effects, and Bonuses Inversion Reinforcement List for The First Descendant:
- Inverted Defibrillation: If hit while at 10% HP or less and do not die, grants Inverted Defibrillation. Inverted Defibrillation consumes all MP to recover HP proportionally to the amount of MP consumed. When the effect is triggered, guarantees HP Recovery of between 20% and 50%. Effect has a cooldown of 25 seconds.
- Selective Neurostimulation: Grants one of the following 3 effects every 60 seconds.Mental stimulation, highly focused, or release Unconsciousness.
- Recovery Maneuver: When using the Grappling Hook, grants Recovery Maneuver. Recovery Maneuver recovers Shield by 2.5% of Max Shield every 0.1 second while using the Grappling Hook (up to 25%). When using the Grappling Hook, Incoming Damage Modifier is +13% with a cooldown of 20 seconds).
- Arche Assimilation: When an ally is nearby, grants Arche Assimilation every 0.5 seconds. Arche Assimilation lasts for 2 seconds and recovers HP by 10% of Max HP upon reaching Max Stacks. This effect can be stacked up to 10 times and has a cooldown of 10 seconds.
- Hyperdimensional Vision: When landing a Firearm Critical Hit, has an 18% chance to grant Hyperdimensional Vision. Hyperdimensional Vision removes debuffs for 3 seconds and grants Debuff Immunity for the duration. The effect has a cooldown of 300 seconds (5 minutes).
Inverted Defibrilation
- Description: If hit while at 10% HP or less and do not die, grants Inverted Defibrillation. Inverted Defibrillation consumes all MP to recover HP proportionally to the amount of MP consumed. When the effect is triggered, guarantees HP Recovery of between 20% and 50%. Effect has a cooldown of 25 seconds.
- Energy to Unlock: 1
The Inverted Defibrillation bonus can help save you when your HP drops dangerously low. However, in order to do so it will consume an amount of your MP proportional to the HP returned. Additionally, it won’t save you from a killing hit. It will only trigger if you are below 10% HP, and if you are hit but not enough to completely drain your HP.
Selective Neurostimulation
- Description: Grants one of the following 3 effects every 60 seconds.
- Mental Stimulation – Has a 60% chance to recover MP by 8.9% of Max MP.
- Highly Focused – Has a 30% chance to recover MP by 15.6% of Max MP.
- Release Unconsciousness – Has a 10% chance to recover MP by 20.1% of Max MP and HP by 5.2% of Max HP.
- Energy to Unlock: 1
The Selective Neurostimulation bonus has a nice MP recovery effect that you don’t have to fulfill any condition to trigger. It will grant you one of three different bonuses automatically every 60 seconds. The three bonuses are RNG-based, and the lower the percentage rate, the better the recovery effect.
Recovery Maneuver
- Description: When using the Grappling Hook, grants Recovery Maneuver. Recovery Maneuver recovers Shield by 2.5% of Max Shield every 0.1 second while using the Grappling Hook (up to 25%). When using the Grappling Hook, Incoming Damage Modifier is +13% with a cooldown of 20 seconds).
- Energy to Unlock: 1
The Recovery Maneuver bonus is based around the use of your Grappling Hook and will restore your Shield while you are swinging through space. The downside to this bonus, however, is that you will incur a debuff against incoming damage. Therefore, this discourages the use of the Grappling Hook during combat.
Arche Assimilation
- Description: When an ally is nearby, grants Arche Assimilation every 0.5 seconds. Arche Assimilation lasts for 2 seconds and recovers HP by 10% of Max HP upon reaching Max Stacks. This effect can be stacked up to 10 times and has a cooldown of 10 seconds.
- Energy to Unlock: 3
The Arche Assimilation bonus will grant you recovery HP whenever you stay within range of another party member. However, to receive this bonus you have to hit the full max stack of 10. This requires staying within range of an ally for at least 5 seconds. Unfortunately, the tooltip does not say how close you need to be to another character. Furthermore, this bonus would likely be fairly useless for a mobile character like Bunny who needs to be constantly on the move.
Hyperdimensional Vision
- Description: When landing a Firearm Critical Hit, has an 18% chance to grant Hyperdimensional Vision. Hyperdimensional Vision removes debuffs for 3 seconds and grants Debuff Immunity for the duration. The effect has a cooldown of 300 seconds (5 minutes).
- Energy to Unlock: Unlock all other Recovery bonuses.
The Hyperdimensional Vison buff is a great bonus that can not only purge current debuffs off of your Descendant but also grants them immunity from receiving more debuffs. The downside is that this bonus only has an 18% chance to trigger on any Firearm Critical Hit and the duration is only for 3 seconds. Additionally, this passive bonus has a high cooldown that lasts for 5 minutes. If you have a good group, then most likely you will only get this buff once per fight.
All Survival Bonuses in the Inversion Reinforcement System
Next in our All Inversion Reinforcement Bonuses List for The First Descendant, there are five individual bonuses in the Survival category of the Inversion Reinforcement System. Furthermore, all have unique effects that can increase your movement speed or decrease incoming damage depending on the battle mode or type of enemy you are facing. All Survival Traits, Effects, and Bonuses Inversion Reinforcement List for The First Descendant:
- Void Adrenaline: When HP is 20% or less during Intercept Battles, grants Void Adrenaline. Void Adrenaline grants +20% to all movement speeds, and also -32% Firearm ATK and -32% Explosive ATK for 3 seconds. This effect has a cooldown of 10 seconds.
- Secondary Quantization Response: When attacking the Legion of Immortality, grants Secondary Quantization Response. Secondary Quantization Response decreases Incoming Damage Modifier by -15% for 5 seconds. This effect has a cooldown of 25 seconds.
- Biostructure Decomposer: When attacking the Order of Truth, grants Biostructure Decomposer. Biostructure Decomposer decreases Incoming Damage Modifier by -15% for 5 seconds. This effect has a cooldown of 25 seconds.
- Disable Dark Protocols: When attacking the Legion of Darkness, grants Disable Dark protocols. Disable Dark Protocols decreases Incoming Damage Modifier by -15% for 5 seconds. This effect has a cooldown of 25 seconds.
- Void Defense Optimization: During Intercept Battles, grants Void Defense Optimization every 150 seconds (2.5 minutes). Void Defense Optimization decreases Incoming Damage Modifier by -1.8%. This effect can stack up to 3 times.
Void Adrenaline
- Description: When HP is 20% or less during Intercept Battles, grants Void Adrenaline. Void Adrenaline grants +20% to all movement speeds, and also -32% Firearm ATK and -32% Explosive ATK for 3 seconds. This effect has a cooldown of 10 seconds.
- Energy to Unlock: 1
The Void Adrenaline bonus will only take effect when your HP is at 20% or below while fighting a Colossus in an Intercept Battle. The assumption with this bonus is that when your HP gets low and you are under fire from the boss, you will want to move fast to get out of their line of sight. Therefore, your Movement Speed under these conditions will increase by 20%.
However, all of your Firearm and Explosive ATK will correspondingly decrease by over 30%. This shouldn’t be too much of a problem because you likely won’t be trying to fire your weapon at that time. Moreover, the effect only lasts for 3 seconds, so you can get back in the fight quickly.
Secondary Quantization Response
- Description: When attacking the Legion of Immortality, grants Secondary Quantization Response. Secondary Quantization Response decreases Incoming Damage Modifier by -15% for 5 seconds. This effect has a cooldown of 25 seconds.
- Energy to Unlock: 1
The Secondary Quantization Response bonus can only be triggered when you are attacking the Legion of Immortality. It will decrease your incoming damage received by 15% for 5 seconds. Furthermore, the cooldown is 25 seconds, so in theory, the highest uptime you could have on this bonus would be every 30 seconds or so. If you want to use this bonus you’ll have to pay close attention to the mission you are running or the zone you are in. If you aren’t fighting any Legion of Immortality, then it won’t do you any good to have it active.
Biostructure Decomposer
- Description: When attacking the Order of Truth, grants Biostructure Decomposer. Biostructure Decomposer decreases Incoming Damage Modifier by -15% for 5 seconds. This effect has a cooldown of 25 seconds.
- Energy to Unlock: 1
Biostructure Decomposer works exactly the same as Secondary Quantization Response, except it only takes effect if you are attacking enemies from the Order of Truth. If you have Biostructure Decomposer in your active bonuses, then any time you are attacking the Order of Truth you will receive an incoming damage decrease of 15%. This effect will only last for 5 seconds, and you’ll have to wait for 25 seconds before it can trigger again.
Disable Dark Protocols
- Description: When attacking the Legion of Darkness, grants Disable Dark protocols. Disable Dark Protocols decreases Incoming Damage Modifier by -15% for 5 seconds. This effect has a cooldown of 25 seconds.
- Energy to Unlock: 3
Disable Dark Protocols is an advanced bonus that will apply only when you are fighting the Legion of Darkness. Therefore, you will want to check your Inversion Reinforcer regularly so that you make sure to choose the appropriate Survival bonus for the type of enemy you are about to fight. Consequently, having to switch these bonuses regularly might get annoying, but if you are struggling with a pack of enemies on Hard difficulty, then this extra protection could come in handy.
Void Defense Optimization
- Description: During Intercept Battles, grants Void Defense Optimization every 150 seconds (2.5 minutes). Void Defense Optimization decreases Incoming Damage Modifier by -1.8%. This effect can stack up to 3 times.
- Energy to Unlock: Unlock all other Survival bonuses.
The final bonus in the Survival category is Void Defense Optimization which will give you a slight decrease to your incoming damage modifier. This bonus will only be active during Intercept Battles against Colossus. Every two and a half minutes you will receive a -1.8% decrease to your incoming damage modifier. This can only stack three times, so if the battle lasts for 4.5 minutes, then you will have a total decrease of 5.4%.
All Season Bonuses in the Inversion Reinforcement System
Lastly, in our All Inversion Reinforcement Bonuses List for The First Descendant, there are five individual bonuses in the Survival category of the Inversion Reinforcement System. All have a mix of bonuses that are based on current seasonal Inversion Dungeons, weapons, and more. All Season Traits, Effects, and Bonuses Inversion Reinforcement List for The First Descendant:
- Identify Energy Source: During the Order of Truth Invasion, grants Identify Energy Source. Identify Energy Source causes an additional hit when hitting the lesions attached to the Arche container with a firearm.
- Forced Device Connection: Stepping on an Arche Tile during the Legion of Darkness Invasion grants Forced Device Connection every 0.5 seconds. Forced Device Connection increases DEF by +4.6% for 1 second. Effect can be stacked up to 5 times.
- Electric Displacement Field: When the Excava’s Energy Grenade is at Max Stacks, grants Electric Displacement Field. Electric Displacement Field grants +35% Firearm ATK for 2 seconds. Changing weapons removes Electric Displacement Field. This effect has a cooldown of 20 seconds.
- Arche Pacemaker: When Movement Speed is 300 or less, grants Arche Pacemaker. Arche Pacemaker decreases Skill Cost by -20%, Skill Effect Range by -5% and Fire Rate by -%5.
- Unconsciousness: When all skills are on cooldown, grants Unconsciousness. Unconsciousness decreases the cooldown of the next skill used by -8%. This effect has a cooldown of 210 seconds (3.5 minutes).
Identify Energy Source
- Description: During the Order of Truth Invasion, grants Identify Energy Source. Identify Energy Source causes an additional hit when hitting the lesions attached to the Arche container with a firearm.
- Energy to Unlock: 1
The Identify Energy Source bonus will only become active when you are up against the Order of Truth in a seasonal Invasion Dungeon. Under this condition, anytime you hit the lesions attached to the Arche container with one of your firearms, the target will automatically receive another hit. This tooltip doesn’t clarify what that second hit will be worth. If you score a critical hit, will the damage value of the second hit match it? This could require further testing to see how useful it is.
Forced Device Connection
- Description: Stepping on an Arche Tile during the Legion of Darkness Invasion grants Forced Device Connection every 0.5 seconds. Forced Device Connection increases DEF by +4.6% for 1 second. Effect can be stacked up to 5 times.
- Energy to Unlock: 1
The Forced Device Connection bonus is only active when you are in combat against the Legion of Darkness in a seasonal Invasion Dungeon. Additionally, you must step on an Arche Tile for the passive to take effect. When you do this, Forced Device Connection will grant you a +4.6% bonus to your DEF for 1 second. If you can manage to increase it to max stacks, then you will receive a temporary increase to your DEF of 23%.
Electric Displacement Field
- Description: When the Excava’s Energy Grenade is at Max Stacks, grants Electric Displacement Field. Electric Displacement Field grants +35% Firearm ATK for 2 seconds. Changing weapons removes Electric Displacement Field. This effect has a cooldown of 20 seconds.
- Energy to Unlock: 1
The Electric Displacement Field bonus is tied specifically to the Season 1: Invasion Battle Pass Rewards weapon, EXCAVA. With Excava, you can build up 36 stacks of Voltage (shot and hit the enemy 36 times) and this turns the effect into an Energy Grenade. With this passive bonus active, then you will also get the benefit of the Electric Displacement Field. This will increase your Firearm ATK by 35% for two seconds. This bonus only applies to the Excava and if you swap firearms then you will lose the boost to Firearm damage.
Arche Pacemaker
- Description: When Movement Speed is 300 or less, grants Arche Pacemaker. Arche Pacemaker decreases Skill Cost by -20%, Skill Effect Range by -5% and Fire Rate by -%5.
- Energy to Unlock: 3
The Arche Pacemaker bonus will only trigger when your character’s movement speed drops to 300 or lower. When this happens, your Skill Cost will decrease by 20%. However, this beneficial decrease in skill cost is offset by other debuffs. Consequently, at the same time, your Skill Effect Range will drop by 5% and your Fire Rate will lower by 5%, too.
Unconsciousness
- Description: When all skills are on cooldown, grants Unconsciousness. Unconsciousness decreases the cooldown of the next skill used by -8%. This effect has a cooldown of 210 seconds (3.5 minutes).
- Energy to Unlock: Unlock all other Season bonuses.
The Unconsciousness bonus is the final enhancement you can unlock in the Season category, and it will provide you with a way to decrease the cooldown of a skill. However, to trigger this effect you must first use all of your Descendant skills, so they all enter their cooldown period. Then, the next time you use a skill, it will decrease the cooldown for that particular skill by 8%.
The best way to use this bonus is to fire off all of your Descendant skills, starting with the one that has the longest cooldown. Once you use the skill with the shortest cooldown, wait until the longest one can be used again. Trigger that skill, and this time its cooldown will be 8% shorter. Using this will take some strategy, but could be an effective way to use your most powerful skill a bit more often.
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