The following is a comprehensive character guide for Fuse. This guide covers every skill tree for every character in the game. Plan out your skill tree route using this guide.
For a full beginning-to-end walkthrough of Fuse, check out this guide:
Click here for Fuse walkthrough
Fuse Character Guide
Written by Dalton “HorrorSpooky” Cooper and Trade
Copyright 2013
The *ONLY* sites that have permission to use this guide are CheatMasters.com
and GameFAQs.com. IF YOU SEE THIS GUIDE ON ANY OTHER SITE, PLEASE INFORM ME,
AS IT DOES NOT HAVE PERMISSION TO BE THERE!!!
Contact Information
E-mail: [email protected]
Legal Information
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This may not be reproduced under any circumstances except for personal, private
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without advance written permission. It is only allowed on CheatMasters.com and
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All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
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TABLE OF CONTENTS
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01. Characters
02. Team Perks
03. Skins
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01. CHARACTERS
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There are four playable characters in Fuse, and they actually play quite
differently. The following is a list of the four different characters and
descriptions of them and the weapons unique to them.
PLEASE NOTE that the following information is taken DIRECTLY from in-game
materials.
—>DALTON BROOKS<—
“Dalton Brooks is a former Raven soldier and leader of Overstrike 9. Prior to
working for Lyndon Burgess he worked for Raven Captain Meilin Mao.”
Magshield: “This Xenotech weapon creates deployable cover using Fuse and a
unique ferrofluid. The shield can be triggered to repel almost any projectile
it traps.”
:SKILLS:
TIER 1
Firearms Specialist
Casket Magazines – Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%
Explosive Rounds – Increases weak spot and headshot damage 15% for firearms
Grenade Belt – Increases grenade capacity by 2 and damage radius by 30%
Ferrofluid Stabilizer
Ferrofluid Stabilizer – Ammo cost of Magshield blast reduced by 25%
Ferrofluid Stabilizer 2 – Ammo drain for catching bullets reduced by 20%
Ferrofluid Stabilizer 3 – Maximum number of enemies killed by Magshield Blast increased by 2
Combat Suit
Active Camouflage – Decreases damage 10% while in cover
Nanite Healers – Increases health regeneration rate 25%
Composite Armor – Increases maximum health 20%
Deployable Shield
Deployable Shield – Deploy Stationary Magshields
TIER 2
Firearms Expert
Ferrofluid Reactive Rounds – Increases firearm damage 10% for team members shooting through Magshield
Cupronickel Jackets 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Cupronickel Jackets 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Deployable Shield Upgrade
Deployable Shield 2 – Deployable Magshield lasts for 10 seconds longer
Deployable Shield 3 – Ammo cost of deployable shields reduced by 50%
Overcharge Capacitor
Overcharge Capacitor – Magshield blasts have a 10% chance of critical strike
Overcharge Capacitor 2 – Magshield blasts have a 15% chance of critical strike
Overcharge Capacitor 3 – Magshield blasts have a 20% chance of critical strike
Fuse Grenades
Fuse Grenades – Grenades become Fuse grenades, unleashing 1 Fuse tendril upon explosion
TIER 3
Xenotech Circuitry
Xenotech Circuitry – Kills with firearms have a 10% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 2 – Kills with firearms have a 20% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 3 - Kills with firearms have a 30% chance to partially recharge Xenotech ammo
Fuse Grenade Upgrade
Fuse Grenades 2 – Unleashes 2 weaponized Fuse tendrils upon explosion
Fuse Grenades 3 – Unleashes 3 Fuse tendrils upon explosion
Fusion
Fusion – Unlocks Fusion Ability, Activating Fusion enables invincibility and unlimited Xenotech ammo for a limited time
Firearms Maser
Tungsten Carbide Rounds 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Tungsten Carbide Rounds 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Fusion Upgrade
Fusion 2 – Revive team to full health and unlimited Xenotech ammo for 10 seconds
Fusion 3 – Fusion enables 100% critical strikes with Magshield blasts
Reserve Fusion Cells
Reserve Fusion Cells – Increases Fusion duration 2 seconds and rate of Fusion gain by 10%
Reserve Fusion Cells 2 – Increases Fusion duration 4 seconds and rate of Fusion gain by 20%
—>JACOB KIMBLE<—
“Jacob Kimble is a former LAPD Robbery/Homicide Detective recruited to
Overstrike by Lyndon Burgess.”
Arcshot: “This Xenotech assault weapon fires high-velocity bolts armed with
Fuse-augmented mercury.”
:SKILLS:
TIER 1
Firearms Specialist
Casket Magazines – Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%
Explosive Rounds – Increases weak spot and headshot damage 15% for firearms
Grenade Belt – Increases grenade capacity by 2 and damage radius by 30%
Polyatomic Mercury
Polyatomic Mercury – Arcshot ammo capacity increased by 25%
Polyatomic Mercury 2 – Arcshot headshot and weak spot damage increased by 20%
Polyatomic Mercury 3 – Damage from all sources increased 5% for each bolt stuck in that enemy
Combat Suit
Active Camouflage – Decreases damage 10% while in cover
Nanite Healers – Increases health regeneration rate 25%
Composite Armor – Increases maximum health 20%
Charge Bolts
Charge Bolts – Energize bolts in the environment to incinerate enemies
TIER 2
Firearms Expert
Mercury Reactive Rounds – Team firearm damage increased 20% on any charge-shot-affected enemy
Cupronickel Jackets 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Cupronickel Jackets 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Charge Bolts Upgrade
Charge Bolts 2 – Charged shots deal 20% more damage
Charge Bolts 3 – Charged shots can chain to 2 additional enemies
Overcharge Capacitor
Overcharge Capacitor – Arcshot bolts have a 2% chance of critical strike on impact
Overcharge Capacitor 2 – Arcshot bolts have a 3% chance of critical strike on impact
Overcharge Capacitor 3 – Arcshot bolts have a 4% chance of critical strike on impact
Fuse Grenades
Fuse Grenades – Grenades become Fuse grenades, unleashing 1 Fuse tendril upon explosion
TIER 3
Xenotech Circuitry
Xenotech Circuitry – Kills with firearms have a 10% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 2 – Kills with firearms have a 20% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 3 – Kills with firearms have a 30% chance to partially recharge Xenotech ammo
Fuse Grenade Upgrade
Fuse Grenades 2 – Unleashes 2 weaponized Fuse tendrils upon explosion
Fuse Grenades 3 – Unleashes 3 Fuse tendrils upon explosion
Precision Overcharge Link
Precision Overcharge Link – Each headshot or weak spot hit with the Arcshot adds 1% chance of a critical strike on your next Arcshot hit
Precision Overcharge Link 2 – Each headshot or weak spot hit with the Arcshot adds 2% chance of a critical strike on you next Arcshot hit
Precision Overcharge Link 3 – Each headshot or weak spot hit with the Arcshot adds 3% chance of a critical strike on your next Arcshot hit
Firearms Maser
Tungsten Carbide Rounds 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Tungsten Carbide Rounds 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Fusion Upgrade
Fusion 2 – Revive team to full health and unlimited Xenotech ammo for 10 seconds
Fusion 3 – Fusion enables 100% critical strikes with Magshield blasts
Reserve Fusion Cells
Reserve Fusion Cells – Increases Fusion duration 2 seconds and rate of Fusion gain by 10%
Reserve Fusion Cells 2 – Increases Fusion duration 4 seconds and rate of Fusion gain by 20%
—>NAYA DEVERAUX<—
“Prior to working for Overstrike, Naya Deveraux was a contract assassin who
worked with her father Luther. When Raven recruited him, she joined Overstrike
in hopes of bringing him in safely.”
Warp Rifle: “This Xenotech weapon combines anti-matter with Fuse to create
violent singularities. Upgrade provides user with cloaking ability to aid in
stealth assassinations.”
:SKILLS:
TIER 1
Firearms Specialist
Casket Magazines – Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%
Explosive Rounds – Increases weak spot and headshot damage 15% for firearms
Grenade Belt – Increases grenade capacity by 2 and damage radius by 30%
Antimatter Coolant
Antimatter Coolant – Warp Rifle can fire 25% more shots before overheating
Antimatter Coolant 2 – Increases ammo capacity for Warp Rifle rounds by 25%
Antimatter Coolant 3 – Warp blasts deal 30% more damage to nearby enemies
Combat Suit
Active Camouflage – Decreases damage 10% while in cover
Nanite Healers – Increases health regeneration rate 25%
Composite Armor – Increases maximum health 20%
Phantom
Phantom – Activate cloaking mechanism
TIER 2
Firearms Expert
Antimatter Reactive Rounds – Firearm damage increased by 10% while cloaked
Cupronickel Jackets 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Cupronickel Jackets 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Phantom Upgrade
Phantom 2 – Cloaking effect lasts 4 seconds longer
Phantom 3 – Cloaking costs 20% less
Overcharge Capacitor
Overcharge Capacitor – Warp blasts have a 5% chance of critical strike on impact
Overcharge Capacitor 2 – Warp blasts have a 10% chance of critical strike on impact
Overcharge Capacitor 3 – Warp blasts have a 15% chance of critical strike on impact
Fuse Grenades
Fuse Grenades – Grenades become Fuse grenades, unleashing 1 Fuse tendril upon explosion
TIER 3
Xenotech Circuitry
Xenotech Circuitry – Kills with firearms have a 10% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 2 – Kills with firearms have a 20% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 3 – Kills with firearms have a 30% chance to partially recharge Xenotech ammo
Fuse Grenade Upgrade
Fuse Grenades 2 – Unleashes 2 weaponized Fuse tendrils upon explosion
Fuse Grenades 3 – Unleashes 3 Fuse tendrils upon explosion
Phantom Overcharge Link
Phantom Overcharge Link – Each attack with the Warp Rifle while cloaked adds 1% chance of a critical strike on your next warp
Phantom Overcharge Link 2 – Each attack with the Warp Rifle while cloaked adds 2% chance of a critical strike on our next warp
Phantom Overcharge Link 3 – Each attack with the Warp Rifle while cloaked adds 3% chance of a critical strike on your next warp
Firearms Maser
Tungsten Carbide Rounds 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Tungsten Carbide Rounds 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Fusion Upgrade
Fusion 2 – Revive team to full health and unlimited Xenotech ammo for 10 seconds
Fusion 3 – Fusion enables 100% critical strikes with Magshield blasts
Reserve Fusion Cells
Reserve Fusion Cells – Increases Fusion duration 2 seconds and rate of Fusion gain by 10%
Reserve Fusion Cells 2 – Increases Fusion duration 4 seconds and rate of Fusion gain by 20%
—>ISABELLE SINCLAIR<—
“Isabelle ‘Izzy’ Sinclair is an intelligence expert who made her living
selling information to anyone who met her price.”
Shattergun: “This Xenotech weapon uses compressed melanite rounds augmented
with Fuse to encase enemies in living crystal. A secondary fire deploys a Med
Beacon that heals agents in battle.”
:SKILLS:
TIER 1
Firearms Specialist
Casket Magazines – Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%
Explosive Rounds – Increases weak spot and headshot damage 15% for firearms
Grenade Belt – Increases grenade capacity by 2 and damage radius by 30%
Reinforced Melanite
Reinforced Melanite – Enemies remain crystallized for 3 seconds longer
Reinforced Melanite 2 – Increased ammo capacity for Shattergun rounds by 30%
Reinforced Melanite 3 – Crystal effect can chain to 2 additional targets
Combat Suit
Active Camouflage – Decreases damage 10% while in cover
Nanite Healers – Increases health regeneration rate 25%
Composite Armor – Increases maximum health 20%
Med Beacon
Med Beacon – Deploy a Med Beacon that heals and revives agents within its radius
TIER 2
Firearms Expert
Med-Field Reactive Rounds – Team firearm damage increased 10% while near a Med Beacon
Cupronickel Jackets 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Cupronickel Jackets 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Med Beacon Upgrade
Med Beacon 2 – Med Beacon heal rate improved 30%
Med Beacon 3 – Med Beacon duration increased by 10 seconds
Overcharge Capacitor
Overcharge Capacitor – Shatter kills have a 5% chance of detonating for a critical strike
Overcharge Capacitor 2 – Shatter kills have a 105 chance of detonating for a critical strike
Overcharge Capacitor 3 – Shatter kills have a 15% chance of detonating for a critical strike
Fuse Grenades
Fuse Grenades – Grenades become Fuse grenades, unleashing 1 Fuse tendril upon explosion
TIER 3
Xenotech Circuitry
Xenotech Circuitry – Kills with firearms have a 10% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 2 – Kills with firearms have a 20% chance to partially recharge Xenotech Ammo
Xenotech Circuitry 3 – Kills with firearms have a 30% chance to partially recharge Xenotech ammo
Fuse Grenade Upgrade
Fuse Grenades 2 – Unleashes 2 weaponized Fuse tendrils upon explosion
Fuse Grenades 3 – Unleashes 3 Fuse tendrils upon explosion
Medic Overcharge AMP
Medic Overcharge AMP – Each heal or revive of an agent adds 2% chance of a critical strike on your next shatter
Medic Overcharge AMP 2 – Each ehal or revive of an agent adds 4% chance of a critical strike on your next shatter
Medic Overcharge AMP 3 – Each heal or revive of an agent adds 6% chance of a critical strike on your next shatter
Firearms Maser
Tungsten Carbide Rounds 1 – Increases damage 15% on Guardian, Dragonfly, and Prowler
Tungsten Carbide Rounds 2 – Increases damage 15% on Savager, Daybreaker, and Harbinger
Fusion Upgrade
Fusion 2 – Revive team to full health and unlimited Xenotech ammo for 10 seconds
Fusion 3 – Fusion enables 100% critical strikes with Magshield blasts
Reserve Fusion Cells
Reserve Fusion Cells – Increases Fusion duration 2 seconds and rate of Fusion gain by 10%
Reserve Fusion Cells 2 – Increases Fusion duration 4 seconds and rate of Fusion gain by 20%
To Top
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02. TEAM PERKS
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Here are the Team Perks you can purchase in the game. Each perk costs 2000 Fuse Credits
Vitality
Last Gasp
Quickdraw
Fuse Maximizer
Fuse Hoarder
Bullet Hoarder
Sniper
Grenadier
XP Multiplier
Shield Assassin
Fireproof
Banker
Guardian Angel
Medic
Marksman
Executioner
To Top
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03. SKINS
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The character and weapon skins are consistent across every character in the game. Here are the different skins.
They all cost 5,000 to 20,000 Fuse Credits to purchase.
Agent Skins
Winter Gear
Grigori Suit
Camouflage Gear
Raven
Prototype Gear
Spec Ops
Insomniac
Weapon Skins
Teeth
Last Laugh
Red Square
Military
Prototype
Insomniac
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