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Alien upgrades

The nine player upgrades from Shells, Veils and Spurs. What each does at 1, 2 and 3 chambers.

Every alien can carry one upgrade from each chamber type that the team has built. The strength of an upgrade depends on how many of that chamber exist (1, 2 or 3, see Upgrade chambers). Upgrades are free for skulks; other lifeforms pay an upgrade cost per upgrade when they evolve (Gorge 1, Lerk 3, Fade 5, Onos 8 res).

ChamberDefensiveUtilityOffensive
Shell (Crag Hive)CarapaceRegenerationVampirism
Veil (Shade Hive)CamouflageAuraFocus
Spur (Shift Hive)CelerityAdrenalineCrush

Shell upgrades#

Carapace#

Extra armor. The bonus grows with biomass and with the number of Shells: bonus = (base + per-biomass × biomass) × shells ÷ 3.

LifeformBase armorCarapace base bonusper biomassArmor at biomass 9, 3 Shells
Skulk105124
Gorge5012280
Lerk3012151
Fade80202.5122.5
Onos4505020680

Regeneration#

Replaces the innate alien healing with a stronger one. Every 2 s out of combat you heal 6% of your base max health (at least 6, at most 80), × shells ÷ 3. Without it, aliens heal 2% (between 1 and 20) per tick. Neither works while you are under fire.

Vampirism#

Each hit on a marine gives you an overshield worth a share of your max health (× shells). The share depends on the attack:

AttackShare per hit at 1 Shell
Skulk bite4.66%
Gorge spit2.67%
Lerk bite2%
Fade swipe3.33%
Fade stab6.67%
Onos gore1.83%

Parasite, spikes and heal spray give nothing.

Veil upgrades#

Camouflage#

You fade out while still or moving slowly; moving fast makes you more visible. Attacking, taking damage or touching a marine reveals you briefly. More Veils make you cloak faster. Observatories and scans reveal camouflaged aliens.

Aura#

Shows enemy players within 10 m per Veil (10 / 20 / 30 m) through walls, as an icon over their position. The icon shows where a marine is, not how hurt they are (no health indicator).

Focus#

Your main attack hits harder but slower: up to +33% damage and 33% longer between attacks with 3 Veils (a third of that per Veil). Works on skulk bite, gorge spit (no slow), lerk bite, fade swipe and stab, and onos gore. The big win is breakpoints: a Focus skulk kills an A0 marine in 2 bites instead of 3.

Spur upgrades#

Celerity#

+1.5 m/s top speed at 3 Spurs (a third of that per Spur). It also raises the skulk's bunny-hop and wall-jump speed caps and the fade's blink speed.

Adrenaline#

Faster energy regeneration. Normally aliens regenerate 10 energy per second. With 3 Spurs, Adrenaline raises it to the lifeform's own rate (Skulk 27, Gorge 13, Lerk 13, Fade 15, Onos 15); with fewer Spurs it is in between.

Crush#

+7% per Spur. Against structures and exos it adds that much damage. Against marines it does not add damage; instead armor soaks a bigger share of each hit (70% normally, +7% per Spur), so marine armor is stripped faster. That rarely changes how many hits a kill takes (see the Crush columns in Hits to kill). Crush is mainly an anti-exo and anti-structure upgrade.

Which to pick?#

  • Skulks: Carapace or Vampirism; Celerity; Aura or Focus.
  • Lerks: Regeneration or Carapace; Adrenaline; Aura or Focus.
  • Fades: Vampirism or Regeneration; Celerity or Adrenaline; Aura.
  • Onos: Carapace or Regeneration; Celerity; Aura or Focus.

These are common picks, not rules. See Hits to kill to check what an upgrade changes.

See also#

Upgrade chambers · Eggs and evolving

Hover any number to see where in the game code it comes from.
Page source: content/aliens/alien-upgrades.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.