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Upgrade chambers

Shells, Veils and Spurs. Each one built raises the level of that chamber's three player upgrades.

Upgrade chambers unlock the player upgrades. There are three kinds, each tied to a hive type. A hive must be upgraded to that type first (from the Hive, 10 team res, 20 s).

ChamberNeedsCostUpgrades
ShellCrag Hive15Carapace, Regeneration, Vampirism
VeilShade Hive15Focus, Camouflage, Aura
SpurShift Hive15Crush, Celerity, Adrenaline

Levels#

The number of chambers of a type sets the level of its upgrades, from 1 to 3. Building a fourth does nothing. Chambers must be on infestation; if one dies, the level drops right away and every player's upgrades from it get weaker. If all chambers of a type die, those upgrades stop working until one is rebuilt.

Chambers have little health (600 / 900 / 800) and are a prime target for marine grenade launchers and ARCs. Spread them out or keep them in the hive room.

Shell#

Health 600 (mature 700), armor 150. Build time 18 s.

Veil#

Health 900 (mature 1100), no armor. Build time 14 s.

Spur#

Health 800 (mature 900), armor 50. Build time 16 s.

Which hive first?#

Most commanders go Shift (Spurs → Celerity) or Crag (Shells → Carapace/Regeneration) first; Shade (Veils → Aura/Focus) is popular too. It depends on map and lineup: Crag Hive for an onos-heavy game, Shift for mobility and Enzyme, Shade for vision and Hallucinations.

See also#

Alien upgrades · Hive · Alien commander

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