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The Ascent: Every Module Item, Ranked | Game Rant

Nothing screams cyberpunk like upgrading a human being's hardware. The Ascent takes this concept to another level, providing players two slots for augments and two slots for modules, really putting pressure on gamers and how they decide to customize their Indent. The game is hardly a walk-in-the-park, so making the right decision when it comes to modules is deeply important.

RELATED: The Ascent: How To Locate The Hidden Stash

Theoretically, every module can be valuable to somebody's build. So something that works well for one player might not work well for another. But there is still a hierarchy to how well these modules end up shaking out. They all provide boosts to the Indent's power, but some come close to breaking the game while others are a mild improvement.

Note: There are multiple guides stating that the Power Lifter module exists. After beating the game, unlocking all of the achievements, and clearing the maps of treasure, no such module appears to exist. Its entry is mostly blank on one page and, on another page, it claims the Power Lifter module can be purchased from a Grafter but leaves the details on what it does blank. When and if the Power Lifter module can be confirmed, this list will be updated.

6 UCred Multiplier

The game will spill out more than enough uCreds for this module to be irrelevant. That doesn't necessarily mean that it is useless. Certain circumstances may merit a rationale to plug it in every so often.

Players who continually make mistakes on their build will need lots of uCreds. Resetting skills is monstrously pricey. Also, sometimes equipment will be available from a vendor before it can be found naturally, so some extra uCreds will help out.

Still, the uCred Multiplier is difficult to recommend. With careful preparation and patience, everything in the game is affordable without it. Having it take the spot of a more impactful module is inadvisable.

5 Vitasigns Booster

This game has made a lot of players happy and angry at the same time with how it is designed at its core. The Ascent truly delivers players a kick of adrenaline by making every fight a matter of survival by attrition, balancing how quickly the player can dispatch enemies before their health is gone.

With this in mind, it might be surprising that the Vitasigns Booster module is not higher up on the list. After all, increasing maximum health like a flat number should factor into this core equation somewhat significantly.

And it does, but the reason this can't be ranked higher is because of how the other moves contribute even more to the offensive and/or defensive parts of this equation. If maximum health is a concern, there is a skill for that. Module slots are too valuable for the Vitasigns Booster.

4 Digital Thorn Module

Returning damage has been an overpowered ability in video games for decades now. One might expect that this would rank higher up on the charts due to this fact, but there's a good reason to have the Thorn Digital Module in the middle.

But beginners learning the game's complexities will find that this module isn't as game-breaking as it might sound. Reading the tooltip carefully, gamers will discover that the additional damage is only based on a fraction of melee damage.

So it's still worthwhile, especially when fights incorporate tons of melee opponents, but it's better off substituted out until such a situation occurs. Even then, it only works when taking hits, and players are better off avoiding these hits than taking the damage and returning some of it back.

3 Javelin Dash

Time spent not shooting is time spent for enemies to heal, recharge their moves, and replenish their forces. The evasive roll is going to be used in almost every fight multiple times, so cutting down on the time spent rolling is a smart move.

Players that discover how armor works find that they can cut down on the time between rolls, but this doesn't solve the problem with how long the action takes to execute. If anything, rolling more often adds to the already-described problem at hand.

And that's why Javelin Dash is such a good choice. The move is executed in an instant and the Indent doesn't have to fall down and stand back up. It's back to shooting as quickly as possible, which adds an unexpected amount of ease to some of the game's longer encounters.

2 Tactical Charge

Tactical weaponry is supposed to act like a third weapon, it's even listed in the loadout screen with the player's main two guns. But the time between significant tactical charges is significant, often limiting their availability to once per battle.

Is this one of the fixes that the game needs? Maybe. But then again, maybe not. Because players have the option to avoid such a challenge with the Tactical Charge module.

Recharging tactical equipment faster works well for every build, whether they use the Pocket Mech or the Rejuv Field, or simply one of the fine grenade selections. More damage is the name of the game and this is a significant boost to an area of damage that notoriously lags behind.

1 Speedheal Mod

Now here is when the modules get into the "wrecking the game" category. Players will be healing themselves in a variety of ways, with pickups, augmentations, and tactical equipment. Amplifying this healing changes the entire game dynamic.

The Speedheal Mod increases the amount of healing received from all of these sources. Every build can use this well, but builds that have healing abilities will love this the most.

After taking a weapon to the maximum level, using this module on enemies while the Life Transfer augmentation can about max out the Indent's life. The game has no easy mode, but this is about as close as it gets.

NEXT: The Ascent: How To Upgrade Cyberdeck (Cyberdeck Upgrade Locations)

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