Expenite is a valuable resource in Deep Rock Galactic: Rogue Core, and we have to farm it to gain different upgrades on our run. While the initial upgrade costs 120 Expenite, the rate goes up the more boosts we get.
With so many options available in the current version, it can be tough to decide what to pick. This guide will provide a complete list of every upgrade you can apply (based on your luck).
Table of contents
Complete list of Expenite upgrades in Deep Rock Galactic: Rogue Core
The following tables contain every upgrade, spread across different rarities.
Common upgrades
| Upgrade | Effect |
|---|---|
| Health Reward | Adds +20 Base Health. Heals by 100%. |
| Adaptability | Every time you hit an enemy, you get +1% Critical Chance until you inflict a Critical Hit. |
| Adhesive Snare | +20% chance to spawn an Adhesive Snare on kill that does 99% Slowdown. |
| Adrenaline Charger | Getting hit reduces active cooldowns by +10% |
| Backburner | When Class Ability is on cooldown, your Pickaxe Damage and Power Attack recharge rate increases by +20%. |
| Burning Exposure | Deal +30% Weakpoint Damage to burning enemies, radiating that damage as Fire Damage in a two-meter radius. |
| Combo Strike | Dealing Melee damage recharges your Power Attack by +25%. |
| Cool Precision | Weakpoint hits reduce active ability and power attack cooldowns by +10%, based on damage dealt. |
| Critical Strike | Critical Melee Hits damage all other enemies within four meters of the target. |
| Critical Recharge | Critical Hits reduces active ability and power attack cooldowns by +10% of damage dealt. |
| Fire Leech | Ability and Power Attack Recharge Rate increases by +20% per burning enemy within 10 meters. |
| Fish In a Barrel | +25% damage against stunned targets. |
| Frost Harvest | Killing medium or large frozen targets gives plus three Stone Skin. Critical kills triple it. |
| Hemoforge | When below 50% Max Health, killing an enemy will make it drop a Red Sugar. |
| Magic Missiles | +10% chance to shoot a magic missile when firing your weapon. |
| Marksman’s Loop | Scoring two weakpoint hits in a row with a weapon or tool loads plus one ammo into its magazine. |
| Mercy Trigger | +50% Weakpoint Damage to enemies beneath 50% health. |
| Nerves of Steel | Standing still reduces Spread by +30%. |
| Pelter | +35% Magazine Size |
| Poison Extraction | When poisoned enemies within five meters get hurt, you restore one Health per enemy. |
| Subzero Rage | For every frozen enemy within five meters, you gain +10% melee damage. |
| Suppressing Fire | Damaging an enemy applies a stack of 2 percent Slowdown for 10 seconds. Stacks up to 45 times. |
| Ticking Bomb | Deal +200 Explosive Damage in a five-meter radius after suffering 50 damage total. |
| Vampire | Heal seven Health on Melee Kill of medium-sized or larger creatures. |
Uncommon upgrades
| Upgrade | Effect |
|---|---|
| Arc Lunge | Hitting electrified targets with Melee Attacks drains their electricity to send arcs of lightning to all enemies within three meters. Arc damage scales with damage dealt. |
| Armor Boost | +12 Armor |
| BOOM! You’re Dead! | Killing enemies makes them explode, dealing Explosive Damage equal to kill damage in a 1.5 meter Radius |
| Crippling Strike | Melee attacks stun enemies for +1.5 seconds |
| Critical Hit Chance | Plus four percent Critical Chance |
| Flux Conduit | For every unit of Armor missing, you gain one percent Ability Recharge Rate |
| Reloading Trick | The first shot (can be increased) in your magazine has a 100% Critical Chance |
| Repositioning | 45% Movement Speed for two seconds on reload. |
| Sharpshooter | +50% Weakpoint Damage to targets more than 10 meters away. |
| Spore Release | Killing poisoned targets leaves behind a poison cloud lasting five seconds, dealing 50 Poison damage per second. |
| Steadfast Surge | Standing still increases the recharge rate of ability and power attack by +200%. |
| Stunning Recharge | Stunning an enemy reduces your ability and power attack cooldowns by +20% |
| Sweet Surrender | 25% Chance for medium-sized or larger enemies to drop Red Sugar (10 HP) on death. |
| Ticking Bomb | Deal +300 Explosive Damage in a five-meter radius after suffering 50 damage total. |
| Volatile Combustion | Killing a burning enemy deals +150 Fire Damage within a three-meter radius. |
Rare Upgrades
| Upgrade | Effect |
|---|---|
| Armor Boost | +18 Armor |
| Armor Charger | Plus one percent Electricity for every armor active. |
| Better Red Sugar | Gain +75% Health from Red Sugar |
| Brittle | Frozen non-boss enemies have a (100 – remaining health) percent chance to shatter on hit. +50 base chance per additional upgrade. |
| Bolt Dash | Sprinting into enemies deals +50 Electricity damage on impact. Damages scale with velocity. |
| Cold Blood | When taking damage, you transfer +20 Cold Damage to nearby enemies |
| Critical Hit chance | Plus seven percent Critical Chance. |
| Critical Burn | Critical hits get +50% Heat. |
| Defibrillation | Revive other players +50% faster. |
| Duck and Weave | Plus 15 percent Dodge Chance when sprinting. |
| Hot Feet | Spawn flames while moving. Flames last two seconds and deal 7-28 Fire Damage per second and 10 percent slowdown. |
| Magazine-Routed Heat | Do one percent Heat per one percent ammo missing from your magazine. |
| Provoking | While your health is above 25 percent, you attract +30 percent enemy aggro! |
| Oozing Arsenal | Reloading or overheating emits a toxic pulse in a four-meter radius, dealing 10 percent Poison per 10 percent magazine spent or heat built up. |
| Poison Aura | Spawn poison clouds while moving. Clouds last two seconds and deal 50 Poison Damage per second and 30% Slowdown. |
| Snapfire Extraction | Scoring two Weakpoint Hits in a row on the same target makes it drop a red sugar (20 HP). 0.5 Second Cooldown. |
| Ticking Bomb | Deal +500 Explosive damage in a five-meter radius after suffering 50 damage total. |
| Wayward Sparks | While armor is active, auto-fire one homing bolt that deals 20 Electricity Damage. Bolt Rate Of Fire scaled per percent of armor active. |
Epic Upgrades
| Upgrade | Effect |
|---|---|
| 8-FF Booster | When an ally is within a five meter radius, you both recover one Armor every second. |
| Ability Booster | Using your class ability within +10 meters of allies reduces yours and theirs active ability cooldowns by 25 percent. |
| Air Jump | Plus one Jump while Airborne. |
| Armor Boost | +24 Armor. |
| Better Red Sugar | Gain 100 percent Health from Red Sugar. |
| Blood Rush | Plus three percent Damage per 10 percent current Health. |
| Cooling Unit | For every 10 percent Armor active, you deal plus two Cold Damage to enemies within a 4m radius per second. |
| Critical Hit Chance | +10 percent Critical Chance. |
| Critical Shot | Weakpoint hits get +30 percent Critical Chance. |
| Cryo Drain | Frozen enemies within five meters take +10 Damage per second and recover your Armor by one. |
| Damage Dam | Taking Health damage gives you 100 percent damage reduction for one second. |
| Decoy | When your health goes below 25 percent, you spawn a decoy. |
| Defensive Fighting | Dealing Melee Damage makes you invincible for two seconds. Has a three-second cooldown. |
| Exposing Shot | Critical hits make the target take double damage for one second. |
| Gun-Link | When within five meters of another player, you both deal +33 percent damage. |
| Magazine Overdrive | Every one percent of ammo missing in your magazine adds one percent damage. |
| Magnetic Propulsion | For every 10 percent of active Armor you gain five percent Sprinting Speed and two percent less gravity. |
| Precision Regen | Recover plus five Armor when scoring two weakpoint hits in a row. |
| Shock Charger | Being within three meters of electrified enemies regenerates one Armor per enemy every second. |
| Warden | Being within five meters of an ally below 25 percent health makes you both heal three percent max Health every second. |
Legendary Upgrades
| Upgrade | Effect |
|---|---|
| Armor Battery | While below 20 percent of Armor, restore one Armor every second when not taking damage for three seconds. |
| Armor Boot | +30 Armor. |
| Better Red Sugar | Gain 150 percent Health from Red Sugar. |
| Bio Energy | Convert 1% target max health into ammo on kill. |
| Bio Charge | Killing an enemy refills your armor by two. |
| Critical Hit Chance | +15 percent Critical Chance. |
| Exposing Strike | Dealing melee damage makes the target take 200 percent Damage for three seconds. |
| Immunity Buffer | Gain two seconds of immunity after using your suit ability. Every hit received during this time recovers five Armor. |
| In The Zone | +25 percent Crit Chance and Crit Damage for five seconds after scoring a Critical Hit. |
Artifacts
| Upgrade | Effect |
|---|---|
| Adrenaline Booster | Do +100 percent damage when below 20 percent health. |
| Bastion | +50 percent damage and +50 percent Damage reduction while standing still |
| Brawler | +250 percent Power Attack Recharge Speed. Dealing Melee Damage awards 2-18 Stone Skin, depending on the damage dealt. |
| Caching | +100 percent overkill damage is transferred to the next damage you deal. |
| Ceramic Defence | Gain +40 percent Damage Reduction. Minus one percent Damage Reduction for each percent of missing Health. |
| Critical Dodge | +10 percent Critical Hit Chance. 50 percent of your Critical Hit Chance is added as Dodge Chance. |
| Combat-Ready | When a wave spawns, you get +99 Stoneskin and +25 percent Damage, Fire rate, Reload Speed, Cooling rate, and Interaction Speed for 30 seconds. |
| CQC Protocol | Every one percent Max Ammo missing per weapon gives one percent melee damage. |
| Elementalist | Every time you reload or overheat, the weapon gets imbued with a random +50 percent elemental bonus. |
| Extreme Vigor | +50 Health Regeneration Threshold. Minus two-second Health Regeneration Delay. +1000% Health Regeneration Rate. |
| Fountain of Youth | Recovers one HP every two seconds. |
| Frenzy | Killing targets adds +20 percent Damage Dealt |
| Frontline Medic | When everyone but you is down, you get +50 percent revive speed and +99 Stoneskin. Five-minute cooldown. |
| Glass Cannon | Adds +150 percent Damage. Reduces Max Health by -90 percent. |
| Heavy Landing | Every time you land, you do damage in an area instead of taking damage yourself. The harder you land, the more damage you do. |
| Lightweight | Adds 55 percent to movement speed. Reduces Movement Speed by ten for each piece of Gear carried. |
| Pro | +10 percent Reload Speed. Plus five percent Crit Chance. +10 percent Max Health. +10 percent Sprint Speed. |
| Rampage | Plus one percent Damage per kill. Getting hit reduces the bonus by five percent. |
| Safety First | +50 percent Max Health. |
| Sniper’s Mark | Hitting a target’s weak point at a distance of +12 meters grants 100 percent Critical Chance against it for five seconds. |
| Symbiotic | Being within 10 meters of an ally increases both of your Damage Resistances by 15 percent. |
| Super Strapped | +100 percent Max Ammo. +100 percent Max Grenade Count. -10 percent Movement Speed. |
| Tarred Hands | +50 percent Reload speed. |
Deep Rock Galactic: Rogue Core is in early access, and I expect to find new upgrades to appear in future patches. Once that happens, I will add all the new entries to the tables above.