Arc Emitter
WEAPON CORE
A steady beam straight ahead that hits the first wolf in its way.
DPS 54 · Range 640 px
Another copy: a second beam close beside the first.
Every card in the climb, as the game says it: 8 Weapon Cores, 93 cards to stack and 12 Anomalies. Every level-up offers you three of one tier.
Your gun. Every climb starts with one, and a boss can give you another. A second copy of one you fly changes its pattern.
WEAPON CORE
A steady beam straight ahead that hits the first wolf in its way.
DPS 54 · Range 640 px
Another copy: a second beam close beside the first.
WEAPON CORE
A lamb on a leash hunts the nearest wolf in reach and bites it. The leash itself does no damage.
DPS 60 · Range 350 px
Another copy: another leashed lamb, and every leash a little longer; past four, the lambs bite harder instead.
WEAPON CORE
Lobs shells over clouds and wrecks. Each explodes where it lands in an AREA blast that reaches past cover.
Damage 40 · Shots 1 · Fire rate 1/s · DPS 40 · Blast radius 155 px · Lands 300 px ahead
Another copy: a second shell beside the first.
WEAPON CORE
A long thin ray that hits the first wolf in its way and MARKs it: MARKed wolves take more damage from everything.
DPS 34 · Range 700 px · MARK 4/s · MARKed take +75% damage
Another copy: a second ray close beside the first.
WEAPON CORE
One heavy shot at a time that pierces a line of wolves.
Damage 60 · Shots 1 · Fire rate 1.3/s · DPS 78 · Pierce 4
Another copy: it fires again right after each shot.
WEAPON CORE
A wide cone of pellets that hit hardest up close and fade with distance.
Damage 14 · Shots 9 · Fire rate 1.6/s · DPS 202 · Damage -12% per 100 px flown
Another copy: four more pellets in the same cone, and they reach a little further.
WEAPON CORE
A narrow fan of quick shots. A solid all-rounder.
Damage 10 · Shots 3 · Fire rate 4.2/s · DPS 126
Another copy: two more shots, and the fan a little wider.
WEAPON CORE
A fast stream of small shots.
Damage 6 · Shots 1 · Fire rate 15/s · DPS 90
Another copy: a second barrel beside the first.
Offered most: the base of a build.
COMMON · DEFENCE
More max hull.
Max hull +2
COMMON · DRONES
A drone that flies from wolf to wolf, MARKing each one and the pack around it.
MARK on what it passes · Reach 110 px
COMMON · BEAM AND AREA
Your AREA blasts knock wolves back and stun them for a moment.
Knockback 70 px · Stun 0.5 s
Needs AREA blasts
COMMON · STATUS
When you're hit, everything on screen freezes for a moment, then stays CHILLed.
CHILL after the freeze · Freeze 1 s
COMMON · DEFENCE
At half hull or less, you fire faster and fly faster.
Fire rate +40% at half hull or less · Move speed +30% at half hull or less · Blink after a hit 0.5 s longer at half hull or less
COMMON · STATUS
Your AREA blasts CHILL what they hit.
CHILL each AREA hit
Needs AREA blasts
COMMON · DRONES
A drone that orbits you and shoots the nearest wolf.
Damage 12 · Fire rate 2/s · DPS 24
COMMON · BEAM AND AREA
A ring of fire spreads out from your ship, hitting and BURNing every wolf it reaches.
BURN 2 stacks on each wolf it reaches · Damage 12 · Reach 1000 px · Every 6 s
COMMON · DRONES
Little drones dart from wolf to wolf, setting each one BURNing.
BURN 1 stack on what it passes · Reach 60 px
COMMON · STATUS
Your beams CHILL what they touch.
CHILL every 0.5 s
Needs BEAM
COMMON · BEAM AND AREA
Pulls the wolves around you together into a clump in front of you.
Pull radius 500 px · Pulls to 300 px ahead of you · Pull lasts 0.6 s · Every 8 s
COMMON · SCALING
Everything in the shop costs less: cards, repairs and new stock.
Shop prices -10%
COMMON · PROJECTILE
Your projectiles hit harder the closer the wolf they hit, fading to nothing further out.
Projectile damage +80% point blank · Fades out by 800 px
Needs PROJECTILE
COMMON · DEFENCE
Repairs your hull after every wave you clear.
Heals 1 hull a wave
COMMON · STATUS
Your projectiles BURN what they hit.
BURN 1 stack each hit
Needs PROJECTILE
COMMON · DEFENCE
You move faster.
Move speed +25%
COMMON · STATUS
Your beams put STATIC on what they touch.
STATIC 1 stack every 0.5 s
Needs BEAM
COMMON · PROJECTILE
Your projectiles hit harder, but your weapons fire more slowly.
Projectile damage +50% · Fire rate -25%
Needs PROJECTILE
COMMON · BEAM AND AREA
Part of your beam's damage spills to the wolves directly behind its target.
Spills 50% to wolves behind
Needs BEAM, a straight beam
COMMON · BEAM AND AREA
Your tether's leashes are longer: its lambs hunt further from you.
Leash reach +20% · Lamb speed +10%
Needs a tether's lambs
COMMON · DRONES
A drone flies into the pack and drops mines that explode as AREA blasts.
Damage 40 · Radius 100 px · Trigger radius 55 px · Fuse 2 s · Every 3.5 s
COMMON · STATUS
Your AREA blasts BURN what they hit.
BURN 1 stack each AREA hit
Needs AREA blasts
COMMON · BEAM AND AREA
A ring of frost spreads out from your ship, hitting and CHILLing every wolf it reaches.
CHILL on each wolf it reaches · Damage 20 · Reach 1000 px · Every 6 s
COMMON · SCALING
Your weapons fire faster.
Fire rate +15%
COMMON · PROJECTILE
Your projectiles pierce more wolves, losing damage with each one they pass.
Damage -20% per wolf passed · Pierce +2
Needs PROJECTILE
COMMON · STATUS
MARKs the toughest wolves on screen.
MARK 3 wolves every 3 s
COMMON · STATUS
Your crits BURN what they hit.
BURN 1 stack each crit
Needs a crit chance or a crit chance vs MARK
COMMON · SCALING
Your hits can crit.
Crit chance +10%
COMMON · DEFENCE
Each hit you take speeds up your weapons for a while. It stacks.
Fire rate +20% a stack · Stacks up to 3 · Lasts 5 s
COMMON · PROJECTILE
Your projectiles hit harder, and each shot nudges you backward.
Projectile damage +35% · Recoil 3 px a shot
Needs PROJECTILE
COMMON · PROJECTILE
When you're hit or block a hit, a ring of shots bursts out all around you.
Damage 15 · Ring 12 shots round you · Cooldown 1 s
COMMON · PROJECTILE
Your projectiles bounce on to the nearest wolf they haven't hit.
Bounces 1
Needs PROJECTILE
COMMON · PROJECTILE
Your projectiles ignore part of a wolf's armour, but your crit chance drops, even below zero.
Crit chance -15% · Armour 50% ignored
Needs PROJECTILE
COMMON · DRONES
A drone that chases down falling scrap and collects it, sometimes with a bonus.
Bonus scrap +50% every 4th pickup · Gathers within 100 px
COMMON · SCALING
You pick up scrap from further away.
Pickup radius +100%
COMMON · STATUS
Your beams BURN what they touch.
BURN 1 stack every 0.5 s
Needs BEAM
COMMON · BEAM AND AREA
Your AREA blasts are smaller but hit much harder.
Blast damage +50% · Blast radius -25%
Needs AREA blasts
COMMON · STATUS
Your AREA blasts put STATIC on what they hit.
STATIC 1 stack each AREA hit
Needs AREA blasts
COMMON · DEFENCE
Keep moving and you fly faster and hit harder while you do.
Damage +15% while moving · Move speed +30% · After moving 2 s
COMMON · STATUS
Your AREA blasts MARK what they hit: MARKed wolves take more damage from everything.
MARK each AREA hit
Needs AREA blasts
COMMON · STATUS
Every few hits puts STATIC on the wolf you hit.
STATIC 1 stack every 3rd hit
COMMON · STATUS
Each kill MARKs the nearest wolf.
MARK 1 wolf each kill
COMMON · BEAM AND AREA
Lightning strikes the toughest wolf on screen in an AREA blast that puts STATIC on what it hits.
STATIC 2 stacks on each wolf it strikes · Damage 40 · Radius 80 px · Every 5 s
COMMON · PAYOFFS
MARKed wolves give more XP when they die.
XP +50% from MARKed
Needs MARK
COMMON · PROJECTILE
Every few volleys fire an extra projectile.
Extra projectile 1 every 3rd volley
Needs PROJECTILE, a gun that fires volleys
COMMON · BEAM AND AREA
Your beams are much wider, so they catch more wolves, but each deals a little less.
Beam damage -20% · Beam width +100%
Needs BEAM
COMMON · PROJECTILE
Your projectiles hit elites and bosses harder.
Projectile damage +50% vs elites and bosses
Needs PROJECTILE
Offered less often, and stronger.
UNCOMMON · SCALING
You hit harder for every card you hold.
Damage +2% per card held
UNCOMMON · BEAM AND AREA
A wolf your beam leaves keeps taking damage for a moment.
Afterglow 30% of the beam · Afterglow lasts 1.5 s
Needs BEAM
UNCOMMON · BEAM AND AREA
Every AREA blast goes off a second time in the same spot, weaker.
Aftershock 50% of the blast · Aftershock after 0.5 s
Needs AREA blasts
UNCOMMON · BEAM AND AREA
Your tether's leashes are barbed: each one hurts every wolf it sweeps through.
Leash DPS 30 to every wolf it sweeps
Needs a tether's lambs
UNCOMMON · PAYOFFS
CHILLed wolves take more damage from everything.
CHILLed take +30% damage
Needs CHILL
UNCOMMON · BEAM AND AREA
Your beams build up charge and release it in a burst on everything they touch.
Pulse 4 ticks of damage at once · Pulse every 3 s
Needs BEAM
UNCOMMON · BEAM AND AREA
Every AREA blast scatters bomblets that burst around its edge a moment later.
Each bomblet 30% of the blast · Bomblets 3
Needs AREA blasts
UNCOMMON · PAYOFFS
BURN deals more damage, but wears off sooner.
BURN damage +150% · BURN length -50%
Needs BURN
UNCOMMON · DEFENCE
Your core is smaller, so you're harder to hit.
Core 60% of its size
UNCOMMON · SCALING
You hit harder the more scrap you hold. Spending it takes the bonus away.
Damage +1% per 10 scrap held · Up to +100%
UNCOMMON · PAYOFFS
STATIC hits CHILLed wolves harder.
STATIC +50% damage to CHILLed
Needs CHILL and STATIC
UNCOMMON · PROJECTILE
Every graze makes you hit harder for a while.
Projectile damage +10% a graze · Up to +80% · Lasts 5 s
Needs PROJECTILE
UNCOMMON · BEAM AND AREA
Wolves killed near you explode as an AREA blast.
Damage 40 · Radius 120 px · Kills within 200 px of you
UNCOMMON · DEFENCE
When you're hit, an AREA blast bursts around you and you can't be hit for a moment.
Damage 30 · Radius 260 px · Invulnerable 1 s · Cooldown 15 s
UNCOMMON · PAYOFFS
A wolf that piles up enough BURN bursts in an AREA blast and keeps burning.
Bursts every 8 BURN stacks · Blast damage 5 a stack · Radius 100 px
Needs BURN
UNCOMMON · PROJECTILE
When a projectile kills a wolf, its leftover damage carries on to the nearest wolf.
Goes on to 1 more wolf · Reach 250 px
Needs PROJECTILE
UNCOMMON · PROJECTILE
Your projectiles split into shards on their first hit.
Each shard 40% damage · Shards 2
Needs PROJECTILE
UNCOMMON · BEAM AND AREA
Your AREA blasts hit harder for every wolf they catch.
Blast damage +15% per wolf caught
Needs AREA blasts
UNCOMMON · SCALING
Your crits hit harder.
Crit damage +50%
Needs a crit chance or a crit chance vs MARK
UNCOMMON · PROJECTILE
Your projectiles hit harder the further they have flown.
Projectile damage +8% per 100 px flown
Needs PROJECTILE
UNCOMMON · SCALING
You hit harder the longer you go without being hit. A hit resets it.
Damage +1% a second unhit · Up to +50%
UNCOMMON · DRONES
Your drones act faster, but an enemy shot can knock one out for a few seconds.
Drone speed +50% · Knocked out 5 s when shot
Needs DRONE
UNCOMMON · PAYOFFS
STATIC discharges sooner and chains to more wolves.
Discharges at 3 stacks · Chains to 3 wolves
Needs STATIC
UNCOMMON · DEFENCE
Double-tap to dash to where you tapped. Nothing can hit you during the dash.
Dash 260 px · Invulnerable 0.4 s · Cooldown 8 s
UNCOMMON · DEFENCE
Shoots down enemy bullets that come near you.
Reach 150 px · Shots downed 1 each time · Every 1 s
UNCOMMON · SCALING
Wolves drop more scrap.
Scrap +25%
UNCOMMON · DRONES
Tiny drones that ram wolves and come back after they break.
Ram damage 15 · Drones 3 · Respawn 5 s
UNCOMMON · DEFENCE
When a shot is about to hit you, a whistle clears the shots around you.
Clears shots within 140 px · Cooldown 10 s
UNCOMMON · BEAM AND AREA
Your beam forks, each fork at reduced damage.
Each beam 55% damage · Beams 2
Needs BEAM, a straight beam
UNCOMMON · BEAM AND AREA
Your dash ends in an AREA blast where you land.
Damage 60 · Radius 120 px
Needs a dash
UNCOMMON · STATUS
Each graze charges your next hits to put STATIC on the wolves they hit.
STATIC 1 stack each charged hit · Each graze charges the next 8 hits
UNCOMMON · BEAM AND AREA
Your beam hits harder the longer it stays on one wolf.
Beam damage +10% a second on one wolf · Up to +100%
Needs BEAM
UNCOMMON · PAYOFFS
Better crit chance against MARKed wolves.
Crit chance +40% vs MARKed
Needs MARK
Offered one time in five: the cards a build turns on.
RARE · DRONES
A belled lamb flies into the pack. Wolves near it shoot at it instead of you, and it soaks up their shots. Bosses ignore it.
Lures within 300 px
RARE · PAYOFFS
MARKed wolves drop more scrap.
Scrap +100% from MARKed
Needs MARK
RARE · BEAM AND AREA
Your beam arcs from the wolf it hits to the nearest other wolf, weaker.
Arcs on to 1 more wolf · Arc damage 40% of the beam · Arc reach 150 px
Needs BEAM
RARE · PAYOFFS
A wolf that stays CHILLed long enough freezes solid for a moment and can't move or fire. Not bosses.
Freezes after 3 s CHILLed · Freeze 1 s
Needs CHILL
RARE · PAYOFFS
STATIC chains reach one more wolf and put STATIC on every wolf they hit.
Chains to 2 wolves · STATIC 2 stack each chain hit
Needs STATIC
RARE · DEFENCE
The hit that would end your run clears the screen instead, and you survive on your last pip.
Saves 1 a run
RARE · DRONES
All your drones get stronger: harder hits, faster repairs and bigger bonuses.
Drone strength +30%
Needs DRONE
RARE · PAYOFFS
MARKed wolves die outright when their hull runs low.
Kills MARKed below 25% hull
Needs MARK
RARE · PROJECTILE
Your projectiles explode in an AREA blast as they pass close to a wolf.
Blast damage 100% of the shot · Blast radius 110 px · Arms after 0.6 s
Needs PROJECTILE, a gun that fires volleys or a drone that shoots
RARE · DEFENCE
Near misses build up shield charges, and each charge blocks a hit. A blocked hit still sets off your ON DAMAGED cards.
Block every 24 grazes
RARE · DRONES
A drone that repairs your hull now and then.
Heals 1 hull · Every 20 s · Mends at most a pip every 2 s, all together
RARE · PAYOFFS
CHILLed wolves explode as an AREA blast when they die.
Damage 60 · Radius 140 px
Needs CHILL
RARE · PAYOFFS
When a BURNing wolf dies, all its BURN spreads to the wolves around it.
Radius 250 px
Needs BURN
One pick after every boss: they bend the rules, and each comes only once.
ANOMALY · NEVER TWICE
Every status you apply also applies the other three, weaker.
Other statuses at 55%
Needs BURN or CHILL or STATIC or MARK
ANOMALY · NEVER TWICE
Each Cursed card you hold makes all your damage stronger, and Cursed cards come up more often.
Damage +12% per Cursed card held · Cursed cards x2 as often
ANOMALY · NEVER TWICE
Pick another Weapon Core now. It fires alongside the rest.
Weapon Cores +1
ANOMALY · NEVER TWICE
Your drones' rams count as PROJECTILE hits: your projectile cards work on them, and armour blocks them as it does projectiles. Drone shots already count.
DRONE counts as PROJECTILE
Needs DRONE, a drone that rams
ANOMALY · NEVER TWICE
One more of every drone you own, room for twice as many, and all of them stronger. A drone that flies alone gets twice as strong instead.
Drones +1 of each kind · Drone strength +25% · A lone drone's strength +100% · Drone limit x2
Needs DRONE
ANOMALY · NEVER TWICE
One projectile in each volley homes in on the nearest wolf.
Homing shots 1 a volley
Needs PROJECTILE, a gun that fires volleys or a drone that shoots
ANOMALY · NEVER TWICE
A phantom copy trails you, firing your weapons at reduced power.
Phantom fires at 60%
ANOMALY · NEVER TWICE
Your INTERVAL abilities fire more than once, the repeats weaker.
Each at 80% · Fires 2 times
Needs INTERVAL
ANOMALY · NEVER TWICE
Your beams hit harder and count as PROJECTILE hits: your projectile cards work on them, and armour blocks them as it does projectiles.
BEAM counts as PROJECTILE · Beam damage +30%
Needs BEAM
ANOMALY · NEVER TWICE
STATIC chain hits count as ON HIT for your other abilities.
STATUS counts as ON HIT
Needs STATIC
ANOMALY · NEVER TWICE
Your AREA blasts hit harder, and count as ON HIT for your other abilities.
AREA counts as ON HIT · Blast damage +25%
Needs AREA blasts
ANOMALY · NEVER TWICE
Every kill counts as taking damage for your ON DAMAGED abilities.
ON KILL counts as ON DAMAGED
Needs ON DAMAGED
Every Weapon Core hides a merge: hold the core and the right two cards, and at the end of a wave it becomes something new. They aren't listed anywhere until you find them. The Codex keeps the ones you have.