Fuse Character [Guide]

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
_ _ _ _ _ _ _ _ _
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. It is only allowed on CheatMasters.com and
Gamefaqs.com. Use of this guide on any other website or as part of any public
display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

——————-
TABLE OF CONTENTS
——————-
01. Characters
02. Team Perks
03. Skins

——————-
01. CHARACTERS
——————-

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

——————-
02. TEAM PERKS
——————-

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

——————-
03. SKINS
——————-
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

To Top