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Amplified Weapons: How to Amplify and Every Known Upgrade

Weapon amplification is Frozen Trail's new endgame for guns: a fifth level beyond tier IV that turns a weapon into something different. A full-auto Burletta, a scoped Renegade, a 64-round Rattler. It doesn't add flat stats. Instead each weapon gets its own upgrade tree, and the choices you make are permanent. Here's what you need to unlock it, where the parts come from, and every upgrade path we've seen so far.

🔄 This guide is being updated

Frozen Trail launched on October 8 and we're updating this guide as we play. This version is written from the developer Q&A, in-game text and early-access footage. The early-access build had pre-made amplified guns but no Outpost, research or modules, so costs and research objectives are still missing. We'll fill them in as we play.

How to Get an Amplified Weapon

  1. Unlock the Outpost. It's a project: a visit-and-photograph task on Blue Gate, two pages of material collections, then a "distract and destroy ARC" step.
  2. Upgrade the Gunsmith and the Research Station to level 4. The Research Station is new and lives in the Outpost.
  3. Have a weapon that can be amplified. Embark calls amplification a "fifth quality level", so expect to need the gun at tier IV first. That's how early testers read it; the game hasn't spelled it out yet.
  4. Socket an Amplification Module. Modules come from the Frigate and the fallen Emperor. Socketing one unlocks the weapon's amplification tree.
  5. Research and buy upgrades. Right-click the weapon to open its tree; hovering an upgrade shows the materials and research it needs.
In-game Weapon Amplification explainer: unlock the Outpost and upgrade your Gunsmith and Research Stations to Level 4
The game's own explanation of the requirements.

What the Amplified Weapons Look Like

Amplifying a gun gives it a new model, not just new stats. Here are the seven amplified weapons shown in early access, each rotated a full turn. Click any of them to see it bigger.

Amplified AnvilX Rounds or Anvil Splitter
Amplified BettinaBigger Mag, Semi-Auto, X Rounds
Amplified BurlettaBurst Fire, Full Auto, Sprint Shooting
Amplified CantoCarbine Conversion, Sprint Shooting, Incendiary Rounds
Amplified HullcrackerIncendiary Grenades, Mag Reload
Amplified RattlerMore Reload, Drum Mag or Incendiary Rounds
Amplified RenegadeMore Reload or Scoped

What You Need: Modules, Materials and Research

Amplification Modules

The module is the gate. Per the developers it drops only from the Frigate and from inside the fallen Emperor on Pendola Pass. Modules come in Mk. I to Mk. V, one per weapon rarity: the Mk. I tooltip says it "unlocks common weapon Amplification". The developers say all Marks drop at the same rate, so a Mk. V isn't rarer than a Mk. I. A Mk. I weighs 0.5 and sells for 7,000. The Emperor's interior sits behind the Emperor Gateway Conduit, which is built from three couplers (see below).

Amplification Module Mk. I tooltip: advanced ARC technology that unlocks common weapon Amplification, weight 0.5, value 7,000
The Amplification Module Mk. I, socketed into an amplified Rattler. Screenshot: Legacy Gaming.

Rare materials: Pneumatic Actuator and Pressure Regulator

Two epic topside materials say "Used to craft amplified weapons" right in their tooltips: the Pneumatic Actuator and the Pressure Regulator. Both stack to 3 and weigh 0.5. Early-access players found them in an Emperor Payload, the container that crashes down when you redirect a Harvester payload during the Redirection map condition on Pendola Pass.

Pressure Regulator item and tooltip: epic topside material, used to craft amplified weapons
The Pressure Regulator, found in an Emperor Payload. The Pneumatic Actuator has the same tooltip text.
Pneumatic Actuator tooltip: epic topside material, used to craft amplified weapons
The Pneumatic Actuator, also from an Emperor Payload. Full details: where to find Amplification Modules and materials.

Research points and mastery objectives

Embark's Frozen Trail first look showed the research screen for a Kettle upgrade, "Concussive Impact Engineering". It needed 5,000 research points and Rocketeer Drivers, plus a research objective: "Deal 100 Damage with…" (the rest is hidden behind a developer's head), tracked at 0/100. Even with the resources in hand, a red bar read "Research objective not complete", so you have to actually use the gun before the research unlocks. Research appears to be the expensive one-time step per upgrade.

Kettle V research screen: Deal 100 Damage objective at 0/100, 5,000 Research Points, Rocketeer Drivers, Research objective not complete
The Kettle's "Concussive Impact Engineering" research: 5,000 research points, Rocketeer Drivers, and a damage objective at 0/100 that still blocks it. From Embark's Frozen Trail first look.

Where to farm the inputs: run Redirection on Pendola Pass for Emperor Payloads (Actuators, Regulators and couplers), then use the couplers to open the Emperor for modules. Our Pendola Pass map marks the Emperor relays.

How the Amplification Tree Works

Every amplifiable weapon has its own tree of one to three pathways. You can keep going down a pathway, but some upgrades lock out the others, and nothing can be reverted: the upgrade is built into the weapon's frame, and the gun's model changes with it.

  • Attachments still fit, though some slots change. The amplified Renegade takes a barrel and stock but no magazine; the Rattler keeps stock, grip and barrel.
  • Amplified Durability appears as an amplification on every amplified gun we saw.
  • Upgrades are bought by right-clicking the weapon; the tooltip on each node lists what it costs.
The amplified Rattler's upgrade screen: module slot and upgrade tree at the bottom, stats on the right, and the note that weapon amplification requires access to the Outpost
The upgrade screen: the module slot sits at the start of the tree along the bottom. Screenshot: Legacy Gaming.
Burletta amplification tree: choosing Burst Fire blocks the Full Auto and Sprint Shooting chains
Burletta: taking Burst Fire closes the Full Auto and Sprint Shooting chains (red Xs). Graphic: Legacy Gaming.
Hairpin amplification tree: choosing Incendiary Rounds blocks the Semi-Auto, Sprint Shooting and Tracker Rounds chains
Hairpin: Incendiary Rounds is a one-node chain that closes the other two. Graphic: Legacy Gaming.
Ascend Weapon dialog: Ascension integrates the module's ARC internals straight into the frame. It's a fundamental change to the weapon and cannot be reverted.
The game asks before you commit: ascension "cannot be reverted".
The amplified Bettina on its upgrade screen, with upgrade nodes below
The amplified Bettina on its upgrade screen; the hexagons below are its upgrade nodes.
Amplified Anvil upgrade screen: Anvil Splitter tooltip with +3 projectiles per shot and 70% reduced projectile damage; stat panel shows damage 40 to 48, range 50.2 to 44.6, durability 130 to 200
Amplified Anvil: two pathways from the module slot. Ascending alone takes damage from 40 to 48 and durability from 130 to 200, at the cost of some range. Screenshot: GamingMerchant.
Burletta amplification tooltips: Burst Fire and Full-Auto, both exclusive
Two of the Burletta's exclusive upgrades. Taking one closes the other's chain.

Durability: Why You Can't Just Loot Them

  • Amplified weapons have 200 durability, against about 130 for a normal tier IV gun.
  • They still burn it quickly: one early-access raid of PvP and ARC fights cost 30+.
  • Looted amplified weapons arrive at 10 to 11 durability, every time. You get one fight out of someone else's gun.
  • The Field Repair skill repairs weapons up to 30% durability in a round, which is the cheapest insurance for an amplified gun. See our skill tree guide.
A looted amplified Rattler at 9/200 durability next to an amplified Hairpin at 177/200
A looted amplified Rattler at 9/200 next to the player's own Hairpin at 177/200.

Every Known Amplification

Nine of the 15 amplifiable weapons have been seen so far. Numbers come from in-game tooltips where we have them. For reference, the amplified guns seen in the preview: a full-auto Burletta with 27 rounds, a semi-auto Hairpin with 8 rounds and its integrated silencer, and an incendiary Rattler with 24 rounds.

WeaponPathUpgradeEffect
Rattler1More Reload+2 rounds per reload step (reloads 4 at a time)
1Drum Mag+40 magazine (64 rounds); +50% vertical and horizontal recoil, +30% shot dispersion, 10% slower ADS
2Incendiary Rounds+5 burn damage per second, +2 s burn duration; magazine stays 24. Exclusive
Renegade1More Reload+1 round per reload step
2ScopedAdds a sniper scope; strong at mid to long range
Burletta1Burst Fire+2 projectiles per burst (3-round burst). Exclusive
1Increased Burst+2 more projectiles (5-round burst), +3 magazine
2Full AutoFully automatic: +60% fire rate, −2 base damage, −60% headshot multiplier, +50% recoil and dispersion, double dispersion recovery time. Exclusive
3Sprint ShootingFire while sprinting
Hairpin1Incendiary Rounds+5 burn damage per second, +2 s burn duration. Exclusive
2Semi-Automatic+150% fire rate, −20% headshot multiplier, +40% spread per shot
2Sprint ShootingFire while sprinting
3Tracker RoundsTargets you hit are revealed for 5 seconds. Exclusive
Bettina–Bigger Mag+15 magazine
–Semi-AutoSemi-automatic, +3 base damage
–X RoundsExplosive rounds
Anvil–X RoundsSlightly more damage to Raiders, much more to ARC armor plating
–Anvil SplitterEach round splits into 4 projectiles: +3 projectiles per shot, −70% projectile damage, −40% headshot multiplier, −30% base dispersion, −90% dispersion recovery time, +40% ADS dispersion. Replaces the old Splitter mod. Exclusive
Canto–Carbine ConversionMuch better stability and accuracy, less agility
–Sprint ShootingFire while sprinting
–Incendiary RoundsSets targets on fire
Hullcracker–Incendiary GrenadesAdds fire to the explosion
–Mag ReloadReloads the whole magazine at once
Kettle–X RoundsConcussive explosive rounds

Exclusive upgrades, in the game's words, "block out an alternative amplification chain": pick one and the competing pathway closes. "–" means we haven't seen which pathway the upgrade sits on yet. The remaining six weapons will be added as soon as they're confirmed.

Which Amplifications Are Worth It?

Early impressions from players who used them in the preview, before anyone could tune attachments:

Rattler: Drum Mag

64 rounds of medium ammo, and it reloads four at a time, so the long reload people feared isn't that bad. Testers expect it to be a "laser beam" with a Kinetic Converter. The Incendiary Rounds path keeps 24 rounds but hit noticeably harder against ARC.

Drum Mag amplification tooltip: +40 magazine size, increased recoil and dispersion, reduced ADS speed
The Drum Mag's full trade-off, straight from the game.

Renegade: Scoped

The standout for range. Flying ARC can be cleared from rooftops before they get close, and it will be strong in PvP poke fights. It's weak inside about 30 m, and one tester felt its hip fire was off.

The same Wasp seen through the amplified Renegade's scope and in normal third-person view
Same target, same moment: through the Scoped Renegade (left) and in normal third person (right).
Picking off a Wasp through the scope.
Scoped Renegade sight picture on a Raider about 95 metres away
A Raider about 95 m away, squarely in the scope.
The same engagement in motion.

Burletta: Full Auto

The most transformed gun of the preview and the most fun, but chaotic: it took nearly a full magazine to drop a player in a blue shield. Pair it with a muzzle brake. Burst Fire is the controlled alternative.

Hairpin: Semi-Automatic + Sprint Shooting

No more racking between shots. A team running semi-auto Hairpins with sprint shooting was a real threat at close to medium range in the preview. Tracker Rounds are the support pick.

Amplified Hairpin weapon card and tooltip: Semi-Auto and Sprint Shooting, 8-round magazine, integrated silencer, 198/200 durability
An amplified Hairpin with Semi-Auto and Sprint Shooting, at 198/200 durability.

What About the Stiletto and Bantam?

The two new Frozen Trail weapons cannot be amplified at launch. Both are uncommon and meant for the early game: the Stiletto is a light-ammo alternative to the Renegade, the Bantam a hip-fire revolver. Note that the Anvil is now a rare (blue) weapon.

Amplified Weapons FAQ

How do you get an amplified weapon?

Unlock the Outpost, upgrade the Gunsmith and Research Stations to level 4, and socket an Amplification Module into an amplifiable weapon, most likely at tier IV, since amplification is the fifth quality level. Then research and buy upgrades in its tree.

Where do Amplification Modules drop?

Only from the Frigate and from inside the fallen Emperor on Pendola Pass, per the developers. Mk. I to Mk. V match weapon rarity (Mk. I is for common weapons) and share the same drop rate.

Can I loot amplified weapons from other players?

Yes, but they drop to about 10 durability out of 200. Use them for a fight, don't plan around them.

Can I undo an amplification?

No. Upgrades are permanent, and some lock out others in the same tree.

Which weapons can be amplified?

15 at launch. Confirmed so far: Anvil, Bettina, Burletta, Canto, Hairpin, Hullcracker, Kettle, Rattler and Renegade. Not the Stiletto or Bantam.

Do attachments still work on amplified weapons?

Yes, though some slots change: the scoped Renegade loses its magazine slot.

Early-access details come from Embark's Frozen Trail first look and preview videos by Espresso, Cloud News, Legacy Gaming and other creators invited to the preview, cross-checked against in-game tooltips.