Access to the Chimera daily contracts which reward Caeruleum Cores for completing expert tier co-op maps
Additionally, Caeruleum Cores can be acquired in lesser numbers from weekly Paradise contracts Access to the Chimera vendor, which offers a unique line of legendary weapons and legendary mods purchased using Caeruleum Cores.
The Chimera mod synergy.
Six new pursuits offering unique titles and EGO rating increases that reward three pieces of legendary equipment:
The Chimera Claw (shield).
The Chimera Horn (rocket launcher).
The Chimera Fang (charge blade).
Access to 15 new perks for ark hunters who choose to join Chimera in the Arktech Revolution:
Conflagration: Increases damage to health from your incendiary attacks.
Flash Point: Increases damage to shields from your incendiary attacks.
Heat Shield: Reduces incoming damage from incendiary attacks.
Corrosion: Increases damage to armor from your bio attacks.
Virulent: Increases armor penetration from your bio attacks.
Immunized: Reduces incoming damage from bio attacks.
Bloodsucker: Increases health and shield damage stolen from your syphon attacks.
Deadly Apparition: Increases damage from your syphon attacks.
Strong Soul: Reduces incoming damage from syphon attacks.
Live Wire: Increases damage to shields from your electric attacks.
Electrical Fire: Increases damage to health from your electric attacks.
Grounded: Reduces incoming damage from electric attacks.
Gamma Rays: Increases armor penetration from your radiation attacks.
Radiation Burns: Increases damage from your radiation attacks.
Lead Lined: Reduces incoming damage from radiation attacks.
EGO Rating Cap Increased
While you’ve been hunting and modding the finest extraterrestrial equipment arkfalls can provide, your EGO has been working on upgrades of its own.
EGO Rating Progression
For ark hunters, a higher EGO rating will now impart a much larger effect on damage, health, and shield capacity. Similarly, the damage output of weapons will now scale based on their power rating.
New Enemy Difficulty Tiers
In addition to the difference between standard and elite enemies being more pronounced, new enemy difficulty tiers featuring enhanced abilities and updated designs will be introduced. Now that enemies scale in difficulty, “elites” as a designation for all mobs no longer exists. Instead, different types of mobs have different prefixes depending on their difficulty tier:
Hellbugs, Scrappers, Infected
Adapted, Superior, Evolved, Apex
Mutants, Raiders, Dark Matter
Experienced, Veteran, Hardened, Formidable
Reinforced, Enhanced, Augmented, Ark
Expert Co-Op Maps
Team up with your fellow ark hunters to tackle new expert versions of all co-op maps featuring the new enemy difficulty tiers! Defeating these challenging instances will not only reward you boasting rights but also new special tokens that can be spent to purchase legendary weapons and mods directly from certain vendors.
Dynamic Event Scaling
Events will now dynamically adjust their difficulty based on the players participating in or joining them. Low EGO rating players will be able to stand in fights with these high-level foes by means of a special temporary buff.
Damage Type Overhaul
Defiance’s weapons damage types are getting a major overhaul to increase their impact on gameplay.
Armor is a new damage-mitigating buff granted passively by shield equipment and temporarily by perks, stims, or spikes. Unlike shields, armor does not regenerate when excessive damage breaks it but it can be repaired at extraction points.
Armor repair stations have appeared all over the Bay Area. Travel to any fast travel point to find a station.
Two new stims have been added: armor repair and ablative armor. Universal Grenade, Spike, and Stim Charges
As of Arktech Revolution, enemies will drop universal consumables (called “charges”) of each type that refill one use of the specificied item type in your current loadout. Can’t carry any more of that item? Don’t fret: you’ll automatically salvage any excess charges upon picking it up.
A number of perks have been rebalanced to match new armor and scaling mechanics:
Trait: Detachment – Now adds between 1 and 3 plates of ablative armor.
Trait: Juggernaut – Now adds between 2 and 4 plates of ablative armor.
Trait: Thick Skinned – Now adds 4 plates of ablative armor for a 1 to 3 second duration, depending on perk points.*
Trait: Time Out – Added 15 second cooldown.
Trait: In the Trenches – Drastically reduced effectiveness.
Trait: Fortitude – Changed to a percent of health rather than a flat number.