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Alien Upgrades

All aliens, unless they have regeneration, have an innate regeneration of 2% of maximum health per second, and heals at least 1 point of health or armor.

Classic: In Classic, each hive is locked into the first upgrade chamber that is dropped. Any number of the first upgrade chamber can be dropped. However, no other types of upgrade chambers can be dropped until another hive is built.

For example, if a defense chamber is dropped for the first hive, only more defense chambers can be dropped until another hive is built. This also then means that all the aliens can only get upgrades associated with the defense chamber.

Upgrades have levels of 1 through 3. Each new level is given with another chamber being dropped. So for full upgrade of a movement chamber, for instance, your team would have to build 3 movement chambers. If a hive is destroyed, your upgrades are still available for that hive, as long as the chambers themselves are undestroyed. However, you do lose the ability to build more chambers.

As an example, if you have 2 hives (one is locked to DCs, the other to MCs), and your hive locked to DCs is destroyed (one also uses the term the DC hive), you cannot build more DCs, but can get DC upgrades.

As an alien in Classic you can only get one upgrade per chamber. So if you have sensory as your chamber, you can get cloaking, scent of fear, OR focus.

on. All upgrades cost 1 experience point, except for focus, that costs 2. Unlike in Classic, you are not locked into one upgrade per chamber type (i.e. you could have carapace, regeneration, AND redemption).

All upgrades in Combat are at level three, at three hives.


Defense Chamber Upgrades
Carapace
Increases total armor for an alien. Each extra hive increases the absorption of the armor by 10%. Any armor that an alien has counts for 2 health points, and takes up 70% of damage taken. For example, if 10 damage was applied to an alien, 7 of those points would deduct from armor (3.5 armor points), and 3 from health.
Level 1: Skulk:
Gorge:
Lerk:
Fade:
Onos:

17
67
40
183
717

Level 2: Skulk:
Gorge:
Lerk:
Fade:
Onos:
23
83
50
217
833
Level 3: Skulk:
Gorge:
Lerk:
Fade:
Onos:
30
100
60
250
900
Regeneration
Regenerates alien's health a percentage per 2 seconds. First fully regenerates health, then armor.
Level 1: 3%
Level 2: 6%
Level 3: 9%
Redemption
Every second spent below 40% of max health there is a chance to be teleported to the closest hive.
Level 1: 15%
Level 2: 30%
Level 3: 45%

Movement Chamber Upgrades
Silence
Quiets an alien's sounds more with each level up to full silence. Does not quiet the sound of melee contact.
Level 1: 50% of sound emits.
Level 2: 15% of sound emits.
Level 3: Complete silence.
Celerity
Increases speed of alien movement. Affects flight and blink.
Level 1: +25 units/sec
Level 2: +50 units/sec
Level 3: +75 units/sec
Adrenaline
Increases regeneration of energy.
Level 1: 33% increase in energy regeneration.
Level 2: 67% increase in energy regeneration.
Level 3: 100% increase in energy regeneration.

Sensory Chamber Upgrades
Cloak

Cloaks an alien 95% when they stand still or walk, each additional level cloaks the alien faster.

The amount of cloak is dependent on the speed of the alien. Anything faster than walking will slowly uncloak it up to 30% visibility. However, the alien will lose all cloaking when it attacks.

Level 1: 3 seconds
Level 2: 1.5 seconds
Level 3: 1 second
Scent of Fear
Allows an alien to see marines through walls, each level increases the radius they can see.
Level 1: 600 unit radius
Level 2: 1200 unit radius
Level 3: 1800 unit radius
Focus
Increases the damage done per slot 1 attack of an alien, and slows rate of fire.
Level 1: 33% increase to damage 50% slower attack.
Level 2: 66% increase to damage 100% slower attack.
Level 3: 100% increase to damage 150% slower attack.