# Core System

## Core Types

### Basic Core

<figure><img src="/files/RC1nkyWvjiWAJ1WsLvGM" alt=""><figcaption></figcaption></figure>

The most basic core, suitable for all mechs. It increases fundamental combat attributes and is mainly used to address weaknesses at the current stage.

<table><thead><tr><th width="224">Core Effects</th><th></th></tr></thead><tbody><tr><td><strong>Basic Attribute Effects</strong></td><td>Increases attributes such as attack, evasion, or armor within attack range.</td></tr><tr><td><strong>Damage and Damage Reduction Bonuses</strong></td><td>Increases damage after attacking, or damage reduction after being attacked.</td></tr><tr><td><strong>Buff and Debuff Effects</strong></td><td>Increases critical hit rate or adds true damage when targeting enemies with buffed states.</td></tr><tr><td><strong>Health and Shield State Bonuses</strong></td><td>Increases attack or critical hit rate based on the mech's current health or shield value.</td></tr><tr><td><strong>Skill Cooldown and Energy Management</strong></td><td>Reduces skill cooldown or increases attack bonuses through specific skills.</td></tr><tr><td><strong>Special Effects at the Start of Combat</strong></td><td>Grants additional combat bonuses based on the mech team composition.</td></tr><tr><td><strong>Effects After Active Kills</strong></td><td>Restores energy and deals additional damage after killing an enemy, enhancing sustained combat ability.</td></tr></tbody></table>

### Elemental Cores

There are three types, each type the combat performance of different professions and skills.

#### **Burn**

<figure><img src="/files/qYkR4wQ5Pn2WV8dZwzqb" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="227">Core Effects</th><th>Description</th></tr></thead><tbody><tr><td><strong>Basic Skill Bonuses</strong></td><td>Activates the Burn skill core to increase damage, damage reduction, and health/shield limits of Burn skills, and boosts mobility.</td></tr><tr><td><strong>Burning Status and Damage</strong></td><td>Increases damage, restores health/shields, and restores energy when the enemy is affected by Overflow Fire.</td></tr><tr><td><strong>Special Damage and Recovery Mechanisms</strong></td><td>Increases damage or restores health/shields after receiving damage from allies.</td></tr><tr><td><strong>Burn and Overflow Fire Related Buffs</strong></td><td>After triggering, single-target attacks add disruption, and the status can be transferred.</td></tr><tr><td><strong>Special States and Effects</strong></td><td>After triggering, restores allied health or shields, dispels enemy healing reduction before attacking, and restores own health or shields.</td></tr><tr><td><strong>Other Buffs and Debuffs in Combat</strong></td><td>When health is below 50%, temporarily gains a repair state, and sacrifices health/shields before attacking in exchange for damage bonuses.</td></tr></tbody></table>

#### **Frozen**

<figure><img src="/files/xc9iORERK7vXxECArNAw" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="232">Core Effects</th><th>Description</th></tr></thead><tbody><tr><td><strong>Basic Skills and Effects</strong></td><td>Increases hit rate for Frozen skills, but reduces damage; increases attack power and recovery ability, and provides additional mobility.</td></tr><tr><td><strong>Defense and Damage Reduction</strong></td><td>Gains damage reduction after using Frozen skills; restores energy and increases attack when the enemy enters a frozen state.</td></tr><tr><td><strong>Special Buffs and States</strong></td><td>Gains permanent Frost Nova effect after equipping Frozen skills, with additional triggers.</td></tr><tr><td><strong>Special Attack and Recovery Mechanisms</strong></td><td>Single-target attacks add freezing and energy solidifying effects; recovers health when taking lethal damage and gains restriction states.</td></tr><tr><td><strong>Round and State Control</strong></td><td>Gains extra turns when the enemy enters absolute freeze; adds freezing effect to the enemy when shields are shattered.</td></tr><tr><td><strong>Extra Turns and State Transfer</strong></td><td>Gains extra turns after killing an enemy, and applies functional restriction states.</td></tr></tbody></table>

#### **Electric**

<figure><img src="/files/OtRSw37r5ypGbXXmBSOc" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="235">Core Effects</th><th>Description</th></tr></thead><tbody><tr><td><strong>Crit and Electric Skill Effects</strong></td><td>Increases the crit rate of Electric skills, and restores health or shields and mobility after a crit.</td></tr><tr><td><strong>Electrocution and Electric Status Effects</strong></td><td>Increases crit rate and crit damage when electrocuting enemies, and triggers energy recovery.</td></tr><tr><td><strong>Siege Mode and Energy Management</strong></td><td>Increases damage and reduces damage taken in siege mode, providing additional energy recovery.</td></tr><tr><td><strong>Electric Nova and Effects</strong></td><td>Restores energy and increases mobility in Electric Nova state; provides damage reduction and increases crit damage from Electric effects.</td></tr><tr><td><strong>Skill and Ricochet Effects</strong></td><td>Adds electric current entanglement and electromagnetic vulnerability effects to single-target attacks; adds magnetization and diversion to allies after a crit.</td></tr><tr><td><strong>Fatal Damage and Self-Revival</strong></td><td>Consumes energy to avoid death and restores health after receiving fatal damage.</td></tr><tr><td><strong>Skill Ricochet and Range Attack Enhancement</strong></td><td>Increases the number of bounces and the range of single-target and area attacks.</td></tr><tr><td><strong>Energy and Siege Mode Status</strong></td><td>Restores a large amount of energy and knocks back enemies when entering siege mode, and gains additional actions when exiting.</td></tr><tr><td><strong>Allied Attack Skill Energy Consumption and Damage Boost</strong></td><td>Increases the damage of allied attack skills, but increases energy consumption.</td></tr></tbody></table>

## Core Acquisition

Each PVE mission has a random chance to drop cores.

* The further the mission, the higher the quantity/level of the cores dropped.
* Core types are random.

## Core Installation

<figure><img src="/files/loHiUziJUTfvQcUFwpjM" alt=""><figcaption></figcaption></figure>

* You can view the core inventory on the Hangar, where all acquired cores will be displayed.
* Cores can be installed, replaced, or removed at any time.
* Each mech can equip up to 2 cores.
* **Core Inventory Limit**
  * Initial capacity: **30**
  * Maximum capacity: **200**
  * Expansion: **+5 slots = 100 gACE**

***

{% hint style="info" %}
*The above values are for reference; final numbers may vary upon game release.*
{% endhint %}


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