No Such Place Guide
Equipment systems

Corrupted weapons and gear: stabilize, revert, or risk it

A Corrupted item is not simply a broken item. It can roll unusual weapon or gear traits, but it is on a countdown and its ordinary performance falls as that countdown runs out. Treat a promising Corrupted weapon as a short-term opportunity until you can stabilize it or use a Обратитель.

The short version

  • Corruption is rolled when eligible equipment is generated by certain loot pools. It is not caused by firing, reloading, equipping, or carrying a weapon.
  • Newly Corrupted gear starts with 12–24 minutes remaining. One condition band is lost about every 4 minutes 48 seconds.
  • Стабилизирующий порошок stops the countdown where it is. It preserves the item but does not restore the performance already lost.
  • The Revertor restores lost condition. Reverting has a failure risk, so stabilize a valuable find first if you cannot afford to lose it.
  • The trait tables below say what each trait does, including Phase Stability and Spatial Stability. See the Corruption traits you can roll. Clothing other than vests and chest rigs, and backpacks, are covered in the Decoherent Reactor guide.
  • The game does not name a Corrupted item’s traits until you stabilize it. While it is still corrupting, its tooltip shows only the Being corrupted bar and a general Corrupted description. The traits already apply; after Stabilizing Powder the bar reads Stabilized and the tooltip lists each trait. See how to see an item’s traits.

How Corrupted loot is created

Only equipment with a matching corruption trait pool can become Corrupted. The game marks individual generated items rather than corrupting every item in a container or shop at once. For example, several weapon-case pools use a 20% corruption roll, while the Зайцев drop pool uses 40%; the Army and Lab shop pools use 5% and 20% respectively. A Corrupted item can therefore sit beside ordinary loot from the same source.

Corruption is added when the item is generated. The item-corruption controller only counts its remaining condition down, so using the weapon does not make that timer run faster and it does not spread to the rest of your inventory.

What each corruption level does

Corruption has five condition bands. Each band below full condition worsens the item’s normal statistics by another 10%. For a weapon, that means damage, rate of fire, capacity, range and other favourable values are reduced; values where lower is better—such as reload time, recoil and spread—move in the wrong direction instead.

Condition remainingBase-stat effectivenessPractical result
5 / 5100%No base-stat loss.
4 / 590%Small loss; check whether the special Corrupted traits still make it worthwhile.
3 / 580%A newly found Corrupted item can begin here. Stabilize anything you want to keep.
2 / 570%Its ordinary performance is now substantially compromised.
1 / 560%Last band before destruction. Process it immediately or accept that it is disposable.
0—The item is replaced by Межпространственный остаток.

The timer begins at a random point between half and full condition. That is why two newly found Corrupted weapons can have different remaining time and different base performance before either one has been used.

Why a Corrupted weapon can still be worth using

Alongside the countdown, Corruption adds traits drawn from a pool appropriate to the item type. These traits are not uniformly bad. Weapon and attachment traits can improve fire rate, damage, recoil, reload speed, capacity, ammunition compatibility, or fitting flexibility; other rolls impose trade-offs such as more spread, slower reloads, lower damage, or reduced capacity. Armour can likewise gain either defensive bonuses or penalties.

Do not treat the purple Corrupted label as a quality rating. A powerful trait can make a weapon excellent for the current run, but it does not cancel the base-stat loss or the countdown. Each trait has a fixed strength, and the condition penalty lowers the item’s ordinary statistics rather than the trait’s own numbers.

How to see an item’s traits

  • While it is still corrupting: the tooltip shows the Being corrupted bar and the general Corrupted description. No trait is named, even though every trait already applies. The stats in the tooltip already include the traits’ effects.
  • After Стабилизирующий порошок: the bar reads Stabilized and the tooltip lists each trait by name with its effect. One Stabilizing Powder is used up.
  • Gun parts: each part carries its own traits and shows them only when that part is stabilized. A part that is still corrupting shows none.
  • Corrupted on purpose: an ordinary item corrupted in the Декогерентный реактор comes out already stabilized, so its traits are listed straight away.

To find out what an unstable part might be carrying, use the trait tables below: each part type only rolls the traits listed for it.

Stabilizing Powder versus the Revertor

OptionWhat it doesWhat it does not doBest use
Стабилизирующий порошокStops further deterioration at the item’s current condition.Does not restore missing condition, base statistics, or trait strength.Secure a valuable find before the timer reaches zero.
ОбратительProcesses a Corrupted item and restores condition, recovering the attributes lost to corruption.Does not guarantee a safe result.Recover an item you expect to use beyond the current run.

The Revertor has an item slot and a slot for a Реверсивная частица. It will not run without a Реверсивная частица ("Need Reverse Mote"), and each attempt uses one up. Each attempt has a 75% normal success chance, a 5% critical chance, and a 20% failure chance. A normal result restores one condition band (20 percentage points); a critical result restores the item completely. A failed attempt removes one band instead, and an item that reaches zero becomes Dimensional Residue.

The Стабилизатор mission awards the Revertor blueprint. Its construction recipe needs Dimensional Residue, a Stabilizing Powder item, and other salvage—keep your first residue instead of automatically selling it. A workbench also refuses Corrupted items that have not been reverted, another reason not to leave a useful crafting component untreated.

Corruption traits you can roll

Each part type has its own trait pool, so the tables below are grouped by the part that can roll them. A trait's numbers are fixed; they do not vary from roll to roll or with the item's condition. Trait and stat names are the ones the game shows. The game's Recoil is the scatter each shot adds, which weapon pages here also call Recoil; Spread Limit is the cap on that scatter. See how Recoil, Spread Limit, and Kickback work.

Receivers

Receivers roll one or two of these. Bows roll only the last three.

TraitEffect
PolyshotCompatible with any type of ammunition
Interface UnifierRemoves the interface matching limits between parts
Overclocked MechanismAttack speed +15%, reload time −25%
Panic TriggerAttack speed +60%, Spread Limit +20%, Recoil +0.1 (worse)
High Heat FusionRecoil −0.15
CautiousCan only fire while aiming down sights; +25% final damage

Barrels

Barrels roll one or two of these.

TraitEffect
PolyshotCompatible with any type of ammunition
Interface UnifierRemoves the interface matching limits between parts
UpwindAttack speed +10%
Rifling WearAttack speed −10% (slower)
SmoothboreInitial Spread +3 and Spread Limit +3 (worse)
Material Expansion5% chance to fire 5 extra shots
Fungal Infestation5% chance to poison the target
Polarity ReversalReverses this attachment's stat bonuses and penalties; other traits, weight, size and interface limits are unaffected

Magazines

Magazines roll one or two of these.

TraitEffect
PolyshotCompatible with any type of ammunition
Interface UnifierRemoves the interface matching limits between parts
Low-Dimensional StructureReload time −25%
Rusted MagwellReload time +20% (slower)
Structural FillingCapacity +3
Vacuum PackagingCapacity −30%

Grips

Grips roll one or two of these.

TraitEffect
Interface UnifierRemoves the interface matching limits between parts
Extra HandyDraw time −25%
SlipperyDraw time +30% (slower)
Mechanical SynergyReload time −10%, Recoil −10%
Biological GravityRecoil −20%
Hyphae EnvelopedRecoil −10%
Polarity ReversalReverses this attachment's stat bonuses and penalties; other traits, weight, size and interface limits are unaffected

Stocks

Stocks roll one or two of these.

TraitEffect
Interface UnifierRemoves the interface matching limits between parts
Spatial StabilitySpread Limit −20%
Biological BufferInitial Spread −0.25
ErgonomicsRecoil −0.05
Polarity ReversalReverses this attachment's stat bonuses and penalties; other traits, weight, size and interface limits are unaffected

Scopes

Scopes roll one or two of these.

TraitEffect
Interface UnifierRemoves the interface matching limits between parts
Achilles' AimDamage +12%
Broken LensDamage −10%
Polarity ReversalReverses this attachment's stat bonuses and penalties; other traits, weight, size and interface limits are unaffected

Muzzles

Muzzles roll one or two of these.

TraitEffect
Interface UnifierRemoves the interface matching limits between parts
Silent ShooterWeapon sound −10%
NoiseWeapon sound +30%
Polarity ReversalReverses this attachment's stat bonuses and penalties; other traits, weight, size and interface limits are unaffected

Melee weapons

Melee weapons roll one or two traits from all three tables below.

Speed, damage, and knockback

TraitEffect
Flexible StructureAttack speed +10%
StreamlinedAttack speed +20%
Swift DrawDraw time −50%
LightweightAttack speed +35%, damage −15%
LevostructureAttack speed +30%, knockback range −20%
Angle OptimizationDamage +10%
Auto-AdeptDamage +20%, attack speed +20%
RelicDamage +50%, attack speed +50%, knockback +1 m
Unrefined GeniusDamage +40%, attack speed −15%
Brute ForceDamage +150%, knockback +50%, attack speed −50%
Feral PowerEach hit adds 1–2% damage, stacking up to 8 times; the stacks reset after 5 seconds without a hit
Blunt BladeDamage −20%
Off-Limit AreaKnockback +80%
Home RunKnockback +5 m

Damage types

TraitEffect
Thumper I–IVImpact damage +5%, +8%, +12%, +16%
Stinger I–IVPuncture damage +5%, +8%, +12%, +16%
Razor I–IVSlash damage +5%, +8%, +12%, +16%
Dead-bash I–IVImpact damage +10, +25, +40, +65
Fine-tip I–IVPuncture damage +5, +10, +20, +30
Thin-edge I–IVSlash damage +5, +15, +45, +60
Resound I–IVDisintegration damage +5, +15, +25, +45
Padded HeadImpact damage −5%
Chipped TipPuncture damage −5%
Rolled EdgeSlash damage −5%
RefractionDisintegration damage −10%

Penetration, status effects, and special hits

See how Defence penetration works. The three Existence traits scale the weapon's own Disintegration damage, so they matter most on a weapon that already deals it. The “Black Hand” is the only named melee weapon that does.

TraitEffect
“Safety Hammer”Defense Penetration +5%
Jagged EdgeSlash damage +15%, attack speed +10%, Defense Penetration +5%
Phase DashDefense Penetration +5%, Impact damage +20
Phase PierceDefense Penetration +5%, Puncture damage +20
Phase ToreDefense Penetration +5%, Slash damage +20
Existence ErasureDisintegration damage +10%, plus 5% of the hit's Disintegration damage again while the target is below half health
Existence ErosionDisintegration damage +10%, plus 5% of the hit's Disintegration damage again while the target is above half health
Existence SiphonDisintegration damage +5%; 13% chance to steal 1 point of one of the target's protection stats for 10 seconds
Dimension Overload10% chance to apply Dimensional Overload and 10% chance to apply Phase Fragility, which makes the target take 20% more Disintegration damage. Each lasts 10 seconds; see Dimensional Overload
Scratch5% chance to cause Bleeding
Cut25% chance to cause Bleeding
Incinerate50% chance to cause Bleeding
Kidney Shot5% chance to cause Internal Hemorrhage
Blunt Instrument5% chance to stun the target, damage −5%
Organ RuptureImpact damage +20%, 10% chance to cause Internal Hemorrhage
Nail of SorrowPuncture damage +20%, and +15 Puncture damage against a bleeding target

Vests and chest rigs

Each vest and chest rig rolls one or two traits. Which traits it can roll depends on what it is:

  • Vests roll from the traits in the first table below.
  • Chest rigs roll only the two Expansion traits in the second table.
  • The Security Bulletproof Vests and the Полный бронежилет Jaeger can roll any trait from both tables. An Expansion trait only helps if the item has storage; see which vests give storage.

Helmets, shirts, trousers, boots, gloves and backpacks roll from their own pools, listed in the Decoherent Reactor guide. Phase Shift is the protection stat that resists Disintegration damage: see which damage types each protection stat resists.

TraitEffect
Reinforced SubstrateDefense +1
Ragged SurfaceDefense −1
Cracked ArmorDefense −2
Phase StabilityPhase Shift +2, which resists Disintegration damage
Shock LiningImp. Absorb +2
Composite CoatingSlash Resist +1, Punc. Deflect +1
Balanced GuardSlash Resist, Punc. Deflect, Imp. Absorb, and Phase Shift +1 each, Defense +5
Ricochet SurfaceImp. Absorb +10%
Diamond CoatingSlash Resist +10%, Punc. Deflect +10%, Imp. Absorb −15%
Adaptive GelImp. Absorb +10%, Slash Resist −10%, Punc. Deflect −10%
Phase Dislocation5% chance to completely negate one Disintegration hit
Active BiomassRegenerates 0.5 HP per second, up to 50% of your health
BulwarkArmour plates in it wear down 15% less
TraitEffect
Horizontal ExpansionAdds 1 column to the chest rig's storage
Vertical ExpansionAdds 1 row to the chest rig's storage

Decision guide

  1. Read the traits and condition immediately. A 1 / 5 item is a field tool, not a long-term build piece.
  2. If it is valuable and you cannot revert it now, stabilize it. Stabilization buys time but locks in the current losses.
  3. Use the Revertor only when you can accept the risk. It is the only route that restores the penalties caused by deterioration.
  4. Keep Dimensional Residue. It is part of the Revertor’s own construction recipe.

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