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Dual Gun Upgrades

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For dual gun artisan upgrades, see Artisan Upgrades for Dual Guns.
For dual gun gem upgrades, see Gem Upgrades for Dual Guns.

Cross Empire Dual Gun, Dowra SE, Meriel PE, Taunes MK3, and Zeder II

Cross Empire Dual Gun, Dowra SE, Meriel PE, Taunes MK3, and Zeder II share the same upgrades, except for the Artisan Upgrade.

Upgrade Name Proficiency Upgrade Details UG # Cost NPC
Replace Magazine 60 Max Ammo Reserve Increase +8
Max Durability -1
0~0 6,500 Hector
Interim Engineer
Enlarge Chamber 80 Maximum Damage +6, Critical +4
Max Durability -2
0~0 8,000
Weight Gain 1 12 Balance +2 1~2 1,000
Weight Gain 2 22 Balance +4 2~3 2,000
Weight Gain 3 35 Balance +6 3~4 3,000
Add Rifling 1 20 Maximum Damage +1 1~2 1,500
Add Rifling 2 35 Maximum Damage +3
Max Durability -1
2~3 3,000
Add Rifling 3 50 Maximum Damage +6
Max Durability -2
3~4 6,000
Gun Barrel Extension 80 Range +100
Max Durability -1
3~4 15,000
Equip Sight 80 Critical +8
Max Durability -1
3~4 15,000
Artisan Upgrade (Cross Empire Dual Gun) 100 Maximum Damage +4~12
Balance +4~15
Luck +15~75
4~4 40,000 Hector
Artisan Upgrade (Dowra SE) 100 Maximum Damage +4~12
Balance +4~15
Luck +15~75
4~4 40,000
Artisan Upgrade (Meriel PE) 100 Minimum Damage +1~2
Maximum Damage +2~6
Critical +2~7
4~4 30,000
Artisan Upgrade (Taunes MK3) 100 Maximum Damage +18~38
Luck +13~70
4~4 40,000
Artisan Upgrade (Zeder II) 100 Minimum Damage +1~2
Maximum Damage +2~6
Critical +2~7
4~4 30,000

Sun Prophet Colt and Sun Road Colt

Upgrade Name Proficiency Upgrade Details UG # Cost NPC
Add Rifling 1 20 Maximum Damage +1 0~3 15,000 Hector
Interim Engineer
Add Rifling 2 30 Maximum Damage +2
Critical -1
1~3 20,000
Add Rifling 3 35 Maximum Damage +3
Critical -2
2~3 30,000
Add Rifling 4 40 Maximum Damage +5
Critical -3
3~3 32,000
Artisan Upgrade 100 Will +5~60
Luck +6~30
4~4 24,000