Guide
Link
Every slot links left. Modules keep firing on their cooldowns; a feed advances its neighbour, which fires where the feed hit when the link completes it.
Level-ups
Each level-up raises one character stat. Rarer cards come in later rounds, as in the shop, and Luck raises their odds.
Ranks and branches
The shop offers the next rank of your weapon and each module, rarer as ranks rise. Branch choices are permanent.
Forge
Each forge step permanently changes your weapon for the run.
Evolution
A rank V module evolves with its catalyst item, as a free card between rounds.
Items and rarity
Stat items stack up to their limit. Catalysts and rule items are unique.
Item effects
A value in brackets grows with the stat it names; popovers add limits, ranges and durations. Item effects can crit and set off only status items.
Materials and reserve
Materials buy items and modules and give XP. Missed materials wait in the reserve: each one you collect returns one more, until the run ends.
Couriers
A courier carries one item and zigzags through the arena. Kill it and collect its crate, or the crate is yours when the round ends. Keep the item or sell it.
Damage families
Each weapon and damaging module scales with one family. Family damage from items adds to that family's sources.
Burn, Chill and Shock
Chill and Shock build up from every source. Elites and the boss never freeze, and Chill lasts half as long on them.
Elites and the boss
Elites and the boss resist control and pushback. Their attacks are telegraphed.