How End of Abyss Suit Power works, where Energy Cells raise it, and which Suit Mod you need to survive radiation. The gate is your suit, not your damage.
End of Abyss Suit Power and Suit Mods: Energy Cells, Upgrade Order
Suit Power is not damage and not a skill tree. It is the number of Suit Mod slots on Cel's suit, and the only thing in the game that raises it is an Energy Cell, one point each, six in total. Mods get equipped at a Restoration Pod, never at the Workbench, which only handles weapon upgrades and crafting. The mod that gates progression is Radiation Protection, and you cannot get it without first walking partway into the radiation zone to reach Factory East B2.
- Suit Power = mod slot count. Energy Cells are the only source, +1 each, 6 in the game.
- Mods change at a Restoration Pod. The Workbench is guns and ammo only.
- Radiation Protection Suit Mod: Factory East B2, behind the Basement Keycard, equipped at the Containment pod.
- 10 mods exist. You never get slots for all of them.
- Health Boosters are a separate collectible, not a mod.
What Suit Power actually does
The 100% Guides trophy guide states it in one line: "Suit Power refers to how many mod slots you have. You can get more by finding Energy Cells." Nothing else feeds that number: no weapon upgrade, no Fragments purchase, no boss kill.
Mods are the passive layer. 100% Guides calls them "essentially the rings of End of Abyss, giving your character passive abilities when equipped," and GamingTrend counts what those passives cover: health, item capacity, radiation and other area threats. There are 10 mods — one starting, one story-gated, eight in Vaults — and Health Boosters, which are consumable heal charges refilled at Restoration Pods, sit outside this system entirely.
Damage runs on a different track. If Husks chew through you, the answer is the weapon upgrade line at the Workbench. If your health drains while you stand still in a red-lit corridor, gun damage buys you nothing.
All six Energy Cells, in pickup order
Every cell sits in a Large Item Box you have to open.
| # | Area | Floor | What gates it |
|---|---|---|---|
| 1 | Maintenance | F2 | Nothing — large chest in plain sight |
| 2 | Factory West | F3 | Two Explosive Charges through walls |
| 3 | Habitation Sector | F2 | Incinerator, then Block A and Janitor keys |
| 4 | Reactor | B3 | Ladder in the top-left corner of B4 |
| 5 | Waterworks | B3 | Grappling Hook on the switch above the door |
| 6 | Containment Sector | F2 | Shoot or break the petrified worker |
GameRant's route reaches cell #1 during the Maintenance detour and #2 right after the Factory West SCU. Cells 3 to 6 wait on the Incinerator or the Grappling Hook, so they land late or on a backtrack. None are missable.
Cells 1 and 2 sit behind boxes you can walk straight past in the dark. Scanning tags the map and is the same habit that keeps you out of the stuck-with-no-lever situation later.
The four-Suit-Power gate, before Waterworks
This is the most important early detour, and it is easy to walk past. GameRant says it outright after the second Energy Cell: "This will give you a total of four Suit Power, allowing you to equip an important Suit Mod later in the game."
That mod is Radiation Protection. Two cells are the difference between wearing it and watching your health tick away in the Containment Sector.
One caveat: no source states your starting Suit Power. GameRant's arithmetic — two cells at +1 each for a total of four — implies you begin at two slots, one already holding the Vitality Enhancer Mk. I. Treat the base as inferred.
Radiation Protection: the mod that gates the Containment Sector
Route, confirmed by both GameRant and 100% Guides:
- From the Containment Sector safe room, head west and take the Basement Keycard on the ground next to an extendable bridge.
- Hit the switch, cross into Factory East.
- Climb down to F1, drop to B1, take the north-west stairs down to B2.
- Head south, open the Basement-Keycard door, clear the lockdown encounter inside.
- Take the door into the small room to the west. The mod is on the ground.
Backtrack to the Containment Sector save room, equip it at the Restoration Pod, then push deeper.
Without it the sector is a slow death. GameRant notes you "will take some radiation damage while you're moving through the Containment Sector." IGN's reviewer died every few minutes and respawned with health ticking down; finding the mod brought "not elation, all I felt was relief" that the guessing was over.
A partial run without the mod is worse than no run. Equip it at the pod before you cross, not after the first health bar empties.
Ten mods, never enough slots
GamingTrend puts the rule plainly: "You will never have enough suit power to equip all your available mods, so tweaking your suit to match the area's threats is necessary for survival."
| Mod | What it answers | Where it lives |
|---|---|---|
| Vitality Enhancer Mk. I | flat survival | you start with it |
| Radiation Protection | the Containment Sector | Factory East B2, story-gated |
| Equipment Belt | item capacity | Vault, Habitation Sector F1 |
| Vitality Enhancer Mk. II | health baseline | Vault, Communication Center F2, post-3-SCU |
| Heal Amplifier | healing | Vault, Reactor B4 |
| Blast Resistance | boss and ambush damage | Vault, Factory West F2, behind a blast wall |
| Acid Neutralizer | water and acid zones | Vault, Waterworks B3, drained pit |
| Proximity Sensor | hazard awareness | Vault, Containment Sector F1, needs Incinerator |
| Auto-Defibrillator | emergency recovery | Vault, Infirmary B1 |
| Experimental Core | endgame slot | Vault, Lower Levels F1, needs Level 3 Access |
Eight of the ten sit in Vaults behind Vault Keys, so the mod set is really a boss checklist — the vault and key breakdown lists which key drops from which boss.
Loadout rules: Radiation Protection in the Containment Sector, Acid Neutralizer for Waterworks and the drained pools, Blast Resistance and Proximity Sensor for boss runs, Equipment Belt for material runs, and always one health mod. Experimental Core is a Lower Levels pickup, so plan around it.

Suit Mods vs Health Boosters
A Health Booster is a consumable charge: you start with one, each one you find lets Cel heal an extra time per rest, and Restoration Pods refill them. The first sits on the floor of the very first Habitation Sector save room, so your opening hour already hands you one.
Health mods — Vitality Enhancer Mk. I and II, Heal Amplifier, Auto-Defibrillator — are permanent passives that cost a slot every minute. When Suit Power is short, drop one before a radiation or acid run and put it back after. Boosters cost no slots but are finite. Community collectible maps put the total at six; the reviews confirm the mechanic but never print a number, so treat six as community-reported.
Where you actually change mods
GameRant draws the line cleanly: "Restoration Pods save your progress, act as respawn points, refill your health and Health Booster charges. They are also where you will change Suit Mods when the time comes." Workbenches, in every Save Room, "are ultimately where you will upgrade weapons and craft consumable items." Every safe room has both, so re-equipping costs nothing but the walk back.
Fully Suited Up and the other suit achievements
Official source: End of Abyss Achievements — Epic Games Store
| Achievement | Condition | XP | Unlock rate (as of 2026-10-03) |
|---|---|---|---|
| Vault Entry | Unlock first Vault | 5 | 57% |
| Fully Suited Up | Reach maximum Suit Power | 50 | 0.2% |
| Dungeon Crawler | Unlock all Vaults | 50 | 0.1% |
The two rarest sit on opposite walls. Fully Suited Up is a box-opening job: six cells, none missable, no boss required. Dungeon Crawler needs eight Vault Keys, five from story bosses and three optional. Chase the cells first because they are free, then farm bosses. The trophy rarity breakdown covers the other sub-0.2% entries.
FAQ
Does Suit Power do anything besides add mod slots? No. Mods raise health, capacity and hazard resistance; Suit Power only decides how many you wear at once.
Where do I equip Suit Mods? At a Restoration Pod in any safe room. The Workbench beside it only upgrades weapons and crafts ammo.
Do I need maximum Suit Power to enter the Containment Sector? No. You need Radiation Protection and a free slot to wear it. Four Suit Power covers the run; the remaining cells are completion, not a gate.
Is there a skill tree for Cel? No tree. The passive layer is the Suit Mod set, and Suit Power only buys its size.
Checked against GameRant, 100% Guides, GamingTrend, IGN and the Epic achievement list on the October 1, 2026 launch build, verified 2026-10-03. GamingTrend played a pre-release PS5 copy.
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