30XX
62 ratings
Casual 30XX Guide
By robertobear
This is my first guide, and I'm simply throwing in whatever information I found the urge to find for future use. With updates officially on the backburner, Everything here should remain up to date now. I of course still has some more information to put in, as well as possibility prettying up the guide, but that's not a guarantee. You're free to ask for any information for me to add, but it may be worth checking out the Wiki first.
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Stage Lineup
Here's the current list of bosses, their respective stages, and the powers they offer to Nina and Ace Respectively.

Boss:Lethal Tempo | Area:Clockzone | Power:Aiming Gear(Nina)/Dolomite Link(Ace)


Boss:Zen Primus | Area:Burning Temple | Power:Zen Mortar(Nina)/Zen Ascent(Ace)


Boss:Echobeast | Stage:Echocave | Power:Crystal Wave(Nina)/Echo Shell(Ace)


Boss:Omega Hoot | Stage:Highvault | Power:Rending Whirl(Nina)/Raijin Call(Ace)


Boss:Legacy | Stage:Deepverse | Power:Negation Pulse(Nina)/Osafune(Ace)


Boss:Absolution | Stage:Penumbra | Power:Crushing Void(Nina)/Void Double(Ace)

Notable Keywords
Here's some notable keywords i'll be using during this guide. Note that not all of these are used ingame.

Health/HP:The green bar, which is used for surviving hits. This will generally refer to Max HP for augments and Current HP for consistent effects, but I'll try to specify when needed
Energy/NRG: The Blue bar, which is used for spending on powers. This will generally refer to Max NRG for augments and Current NRG for consistent effects, but i'll try to specify when needed.
Power Efficiency:Best thought of as "uses per power". In terms of power cost, it uses the formula 1/1+x. For example, +100% efficiency is equal to 0.5x power cost, while -90% efficiency is equal to 10x power cost.
Run Speed:Increases your movement speed by 10% per stack. each additional run speed past +8, +16, and +24 are reduced to 5%, 2.5%, and 1.25% respectively. Shortened to Speed.
Jump Height:Increases your jump height by 10% per stack. each additional Jump Height past +8, +16, and +24 are reduced to 5%, 2.5%, and 1.25% respectively. Shortened to Jump.
Strength:Increases the damage you deal to enemies. additive with other forms of Strength.
Attack Strength:Increases the damage dealt with Attack Damage by +10% per stack. Shortened to Attack
Power Strength:Increases the damage dealt by Power Damage by +10% per stack. Shortened to Power
Multiplier/+% Damage:Increases the damage dealt to enemies. However, these stack multiplicative with other forms of damage increases.
Core Points:See Core Augmentation for Details.
Charging
Holding the primary fire button(or by waiting between shots with Auto-charge) will allow you charge your shot. There are 3 notable charge levels, one of which can only be used with a core augment.

Half charge is triggered after ~0.5 seconds of charging, and is signified by the first graphic. Note that most charge bonuses do not apply to half-charges.

Base charge(or level 1) is triggered after ~1.5 seconds of charging, and is signified by it's second graphic.

Overcharge(or level 2) is triggered after ~2.5 seconds of charging, and is signified by the third graphic. Note that you can only use overcharge with Dracopert's fang.

Nina's pellets increase in both damage and size with each level. The damage goes at +50%(1.5x), +150%(2.5x), and +300%(4x) respectively.

Salvaging
Salvaging is a system added as a secondary option to equipping an augment(core or otherwise). Salving grants scrap, which is used at the Shady Dealer to trade for other items. I'll list the possible options here when I get to it.
Augmentations
Augmentations are the more generic upgrades you are expected to find during a run.

Here is a list of stat-changing augments.

Lander’s Essence(3):+10 HP. Refills Health.

Heart Container(3):+20 HP

Megaheart(4):+40 HP

Juggernaut(3):+6 HP -2 Attack/Power

Potato Battery(2):+20 NRG

Vibroseserve(3): +40 NRG

Mind Palace(3):-2 Attack/Power +100 NRG

Utilifier(2):-5 Power +120 NRG

Cerebral Nourishment Meal(4):+20 HP +40 NRG. Refills NRG

Vitaboost(3):+10 Armor +10 HP +10NRG

Striking Feather(3):-1 Attack +2 Power +20 HP/NRG

Contractor Plus(3)+10 HP/NRG +2 Attack/Power

Contractor Omega(3):+30 Health/NRG +3 Attack/Power

Power Enhancer(3):+3 Power

Pure Flame(3):+1 Power. +1 Power on Boss kill.

Vibrofocus(2): -40 NRG +4 Power +10 HP

Juiced Reserves(2):+1 Power per 2 Maximum NRG gained over the run.

Glass Cannon(2):-20 HP +2 Power/Attack

XCALBER(3):-20 NRG -2 Power +20HP +2 Attack

Spicy Incense(3):+1 Attack. +1 Attack on Boss Kill.

Fatal Fury:-10 HP +1 Attack/Power. Can be picked up an additional 4 times after the first time, but costs an additional -10 HP per copy you already have. Can’t be Salvaged
Hoarder’s Might(?):+1 Attack/Power per 20 Nuts currently held.

Thorned Hull(?):+1 Attack per 2 HP gained over the run.

Kinetic Converter(2):-1 Attack -2 Power +5 Run/Jump Speed

Speed Demon(?):+1 Run Speed. +1 Run Speed on Boss Kill.

Speed Juicer(2):+2 Run Speed

Mobility Realizer(3):+4 Run Speed

Core Extender(2): +2 Core Capacity

Core Expander(?): +5 Core Capacity

Core Wider(?):+1 Core capacity. +1 Core Capacity on boss kill.
Repros
Repros are notable from other augments in that they are allies that trail behide you, and do specific actions(sometimes independent from you).

Murderdrone:This Repro will fires large projectiles towards enemies, dealing 75 Attack damage. Each additional one increases the damage by 50%. Zookeeper Set:Increases attack speed.

Tiny Flamespewer:This Repro will fire a fan of 3 flames when enemies are in range, dealing 1.5x Power damage. Each additional one Increases the damage by 50%, and adds an additional projectile Zookeeper Set:Increases attack speed(follows shotgun rules)

Gapminder:This Repro will protect you from Hazard damage up to 3 times. Each additional one adds and extra 3 times. Zookeeper Set:Nothing?

Re-Flapp:Rank 1 turns flaps friendly, Rank 2 causes flaps to detonate on enemies to deal 50 flat damage, and additional 25 per stack afterwards. Zookeeper set:Nothing?

Orbitial Barrier:This Repro will orbit around you, protecting you from projectiles it comes in contact with. Each additional one adds to the circle, up to 8 which fully encase you(After 8 it is converted into 25 nuts) Zookeeper Set:Faster spin speed

Renewal Pod:Every 24 kills triggers an item drop. each additional rank reduces the kills required by
3.(mininum of 12) Zookeeper set:Nothing?

Penance:This Repro will fire a scythe towards enemies in a horizontal line. This projectile deals 10 attack daamage and applies a mark that increases power damage by 50%. Additional ranks of this Repro only increase damage by 50%. Zookeeper set:Attack Speed

Vital Crystal:This Repro only fires when you are at 80% or higher of your max health. These projectiles arc and deal 20 damage(+1% per bonus maximum health). Additional ranks increase damage by 50%. Zookeeper set:Attack speed, and 60% or higher of your max health.

Lil' Hoot:This Repro will awake when you consume Energy. While awake it will hit the first enemy it sees with a whirl that does 8 hits that deal 4 flat(?)damage each, or 20 damage in total. Additional ranks increase damage by 50%. Zookeeper set:passively reawakens at no cost

Reboot:This Repro will gain power when you block projectiles, or over 10 seconds. When firing a charge shot, it also fires a laser that deals 20 damage per charge level. Additional ranks deal +50% damage Zookeeper set:Nothing?

Facesmasher: Attacks when you use a half charge or higher attack, dealing 30 Attack damage. additional ranks increase damage by 100%. Zookeeper set:Increased move speed.

Thorned Revenger: This Repro will fire a circle of crystals when your health changes(heal or damage). This does 10 damage(+10% per maximum health) per spike in a 8 way fan. (Follows shotgun rules) Zookeeper set:doubles projectile count.

Related augments:
Zookeeper's Sigil(3):Repros deal an additional 25% Damage
Zookeeper's Zeal(4):Repros attack an additional 25% Faster
Splintering Twinifer(4):Future Repros are doubled.
Other Augs
Ace Exclusive: These are augments that are designed specifically for Ace On top only appearing as Ace(Or with an ace in your group?) These augs have a reroll pool of them own.

CQC Enthusiast:Adds an additional 5 Attack damage to weapons.(Ace Exclusive?)

Combo Demon:Powers have +20% Strength(?) for each unique power dealt to the enemy.(Ace Exclusive?)

Secret Techniques:The first use of each power have 4x damage. Refreshes on boss kill. (Ace Exclusive)

Surging Lubricant:The Final Hit of a combo triggers on hit effects twice.(Ace Exclusive)

Zephyr:Increases attack speed of weapon attacks(Ace Exclusive)

Nina Exclusive: This are augments that are designed specifically for Nina On top only appearing as Nina (Or with a Nina in your group?) These augs have a reroll pool of them own.

Beam Enthusiasts:+(0/1/3/6/10) Attack based on the number of beams equipped. Choice Machines will give a random beam if you pick one from them.(Nina Exclusive)

Heavy Juice:+50% Strength for powers, but gives -50% power efficiency.

Marksman's Might:+2 Pellet limit(Nina Exclusive)

Power Purist:+30 Strength(?) To unfused powers.(Nina Exclusive)

Vibrodecay:+100% Strength to powers. Using power grants a stack that grants -10% strength, up to 11 stacks.

Strength augs:: Strength augs are notable in that they additionally apply to things that don't scale with Attack and power, and are generally multiplicative to unique scaling modifers.

Coup de Grace:Dealing weapon damage Increases your next power by 10% Strength for each hit(max 100%). Expires afters 3 seconds.

Calculated Strike:Hits deal +25% Strength to undamaged targets.

Frail Glory:+30% Strength to hits. Taking knockback drops the crown. If the crown is not picked up, the effect is lost.

Counterstrike:defending against projectiles empowers your next attack by +20% Strength(Untested)

Rage Circuit:Losing or Gaining Current HP empowers your next attack by +30% Strength(Untested)

Shield Bash:Gain +3% extra Strength per 10 armor(Max 30%)

Top Shelf:Gain +30% Strength when full health.

Enhancement Augs:These alter your kit in someway that is not usually directly related to damage.

Forgotten Memento:+3 Power. Converts 2 nuts into 1 energy on power use on empty energy.

Mistimed Protector:Doubles invincibility time from damage taken.

Quantum Spook: Attacks and Powers now go though both Walls and Shields.(doesn’t peirce enemies)

Unstoppable Force:Holding dash enters an unstoppable dash state that disables weapons, powers, and foot cores. During this state, deal 2x Run speed to enemies instead of taking contact damage. Only canceled on impact with a wall.

Charging Magnets:Holding the weapon button pulls in pickups. Note this isn't directly related to Charging.

Deconstructor’s Might:Enemies explode, dealing 10 Attack damage. Can chain to new enemies.

Intensifier:Level 1 and 2 Charge attacks deal +20% damage.

xcitement Engine:1.2x movement speed on attack kill for 3 seconds.

Barbarian's Resolve:+60 HP. Armor now heals instead.

Restoration Augs: These augs restore your health, energy or armor in some way.

Armor Bloom:+60 Armor.

Armor Spreader:Armor Capsules give +10 Armor.

Armorative Plating:+10 Armor. +20 Armor on boss kill.

Enerative Plating:Refills Energy after defeating a boss.

Regenerative Plating:+20 HP. Heals 20 health on boss kill(also restores NRG?)

Enerative Plating:Refills Energy after defeating a boss.

Prototype Enhancers:These are used to improve your prototype experience.

Protobalancer:Gain 15 Nuts when picking up a Prototype

Prototype Resonator:Enhances Prototype Blessing.

System Restore:Cancles negative effects of Prototypes.

The Volunteer:Guarantees Safe Labs on future stages(when possible)

Droprate Augs:These modify or add a drop chance to enemies.

Armor Scavenger:+10 Armor. Enemies have a rare chance of exploding into 2 armor pickups.(That give 20 armor each)

Scrapmetal Scavenger: Enemies have a rare chance of dropping additional Nuts.

Vitality Scavenger:+20 HP. Enemies have a rare chance of dropping 2 health capsules that restore +10 HP each.

Seven Leaf Clover:Increases the chance of drops from enemies.

Shop Augs:These Improve your shopping experience in some way.

Shopaholic:Salvaging or picking up shop items now does both.

Shopsmasher:Salvaging shop items cost half the list price.

Thrift Actuator:Future shops have an additional item on sale.

Vending Augs:These improve vending machines in some way.

Solution Gambler:Spend 10 Nuts on Slot machines when out of Tokens.

Vendsmasher:Increases drops from destroyed Vending Machines. This can also rarely drop low-level augs(+20 HP or +20 NRG)

Nutsaving Stringwire:50% activate machines without cost.
Core Augmentations
Core augmentations are armor upgrades that apply to specific parts of your body, and generally the most valuable gear you'll get during the run. Unlike the last game, you can hold as many Core augmentations you can find, and even equip two different parts on the same body(May be a bug). In exchange, this game introduced Core Capacity. Armor pieces cost Core Capacity in order to equip. You start with a measly 7, and can currently only get more through the Permanent upgrade "Timeless Core), the augment "Core Extender, and through Salvaging.

Generally, All Head, Body, Arm, and Leg cores cost 2,3,4, and 5 cores to equip respectively. For salvaging, the Helment, body and leg are level 3, and the Arm is level 4. Though it isn't always the case due to some balance changes.
Armatort, the Unstoppable
Armatort's set is designed around brute force. The end goal of the set is to minimize the cost of taking damage, and pray you can kill the enemy before you get hit too many times. You usual idiot-resistant protective gear.

The set bonus gives you immunity to Hazard damage. Note that this refers to hazards with contact damage, and not ones that fire projectiles.

Armatort's Dome:Helmet(2CP>3CP)
Gives a 20% chance to gain 10 armor on small health pickups, and a 30% chance on large health pickups. This is increased to 30% and 60% respectively when at max hp. Note that this also allows you to pickup health capsules at full health, so it may hurt your teammate in the long run.
Resonator Helm: gives 10 additional armor when triggered, and grants a chance to restore 10 health when picking up an armor capsule

Armatort's Shell:Body
Grants immunity to both knock-back and the hit-stun caused by it.
Resonator Body:gives a 50% chance to ingore damage taken with armor

Armatort's Pound:Arm
Charge shots now destroy bullets on contact.
Resonator Arm:additional triggers on half-charges.

Armatort's Momentum:Leg
Gives you an up to 2 second hover while in the air. It's the only leg core with no vertical movement, unless you have owlhawk's legs.
Resonator Leg:Doubles flight speed
Dracopent, the Foul
Dracopent Set's can be refereed to as the attack set. Generally, this the only armor set that gives a noticeable increase in your damage output. The main goal of the set is to burst down select groups of enemies through it's bonuses given to charge shots.

The set bonus makes all of your attacks half-charged. Note that this change from 20XX means it will no longer trigger charge shot effects of other items.

Dracopent's Fang:Head
Allows you to fire off two charged weapon shots before recharging.
Resonator helm:stores one additional charge

Dracopent's Pride:Chest
Gives a 8% chance to gain 1 health upon killing an enemy with a weapon.
Resonator body:gives one additional health when triggered

Dracopent's Claw:Arm
Gives you an additional charge level for your weapons. See Charging for details.

Resonator arm:half and standard charge shots gain +1 level when fired.

Dracopent's Bound:Leg
Gives you an additional mid-air jump that is about half current jump height.
Resonator leg:Grants an additional Jump
Owlhawk, the Wise
Owlhawk's set was usually referred to as the "power" set. Without the addition of set bonuses, I prefer simply calling it the "Survivability" set. The main goal of the set is to regenerate your resources before the long-term effects of using them so much sinks in.

The set bonus gives a 1.3x power damage bonus.

Owlhawk's Focus:Helmet(2>4 CP)
This gives +50% power efficiency.
Resonator helm:gives an additional 25% power efficiency.

Owlhawk's Reign:Body
gives 1 Health when killing an enemy with a power.
Resonator body:gives +1 when triggered

Owlhawk's Talon:Arm
Doubles the NRG/Style/Glory for Nina/Ace/Delta respectively.
Resonator arm:Now triples mentioned effects.

Owlhawk's Feather:Legs
Allows you 1 second of flight in mid-air. Combing this with Armatort's legs will increase the flight time to 2 seconds.
Resonator legs:doubles flight speed
Oxjack, the Flash
Oxjack's set generally seems to just have a bunch of utility attached to it's parts that are triggered by dashing. It lacks any clear identity the other three has, but each part has specific situations where they are notably more powerful then similarly slotted items.

The set bonus gives you two additional air dashes.

Oxjack's Ken:Head
Fires a bolt based on the direction you dash. It deals 15+3x Run Speed as damage, and pierces enemies.
Resonator helm:fires 2 additional bolts alongside the base

Oxjack's Guile:Chest
Creates a shield based on the direction you dash.
Resonator body:counters with a 5 spread of projectiles that deal 8 (flat?) damage

Oxjack's Fury:Arm
Reduces the Charge Time of both your weapons to 0.75x.
Resonator arm:Further reduces charge time to 0.5x

Oxjack's Blitz:Leg(5CP>4CP)
Allows you to once dash mid-air.
Resonator legs:gives one additional air dash
Zookeeper, the Leader*
This set revolves Enhancing Repros and gaining protection from them in return.

The set bonus enhances your repros. The specifics will be on the repro page.

Zookeeper's Command: Repros act as if one level higher. One level refers to picking up the respective repro an additional time.
Resonator Helmet:grants an additional level.

Zookeeper's Phalanx:10% chance to ingore incomming damage, each repro additionally increases the cance by 8%(up to 5).
Resonator Body:gives an additional +15% chance.

Zookeeper's Wrath:Causes up to 3 attack repros to fire alongside a charge shot, including conditional repros.
Resonator arm: Now triggers up to 5 attack repros.

Zookeeper's March:gives +10 Jump height, or doubles your height from base.
Resonator legs:gives an additional +10 jump height.

*Set name is something I made up to continue the naming scheme. I am not aware of the official set name.
Vagrant the Lost*(New)
The Vagrant peices revolve around corruption. Corruption is build up by dealing primary attack hits. Reaching ~33% will give you the corruption buff, which gives a +20%(?+Multiplactive with Run speed?)) +20% strength, and an additional 1.2x multiplier for melee attacks. Reaching 100% corruption will force a vent, which by default prevents Attacks, powers, and dashing during the cool-down period.

The set bonus the prevent passive draining of corruption, and reduces the cost of venting effects by 0.5x.

Vagrant's Sonata(Helm):Allows power use during venting. While venting, powers drain corruption instead of NRG at a 3% per 1 NRG rate, and will buffer any additional NRG lost if it can't afford to.(Excludes expensive powers)
Resonator:?

Vagrant's Dissonance(Arm):Corruption buff will grant 1.5x damage N-buster and melee weapons, or 1.67x Damage to melee powers. Venting will charge your shots, draining the bar by 20% each shot.
Resonator:?

Vagrant's Yearn(Chest):Trigger's a Negation pulse that deals 20 power damage(+1% per bonus max HP) when your health changes. While venting, you reduce the timer by 17% instead of taking damage from a hit.
Resonator:Constantly fire pulses off while venting.

Vagrant's Waltz(Legs):Increases dash speed by +33%(multiplactive with other speed modifers?) While venting, your dash is an instant-preset distance that grants immunity and deals 30+6x Run Speed on contact with enemies. Dash is affected by Vagrant's Dissonance.
Resonator:Dash Speed increased to +50%.

*This name is something I made up to match the other Core sets. I'm not aware of the official set name.
Boss Augments
Boss augments are unique in that they can only be selected as a boss reward, giving up a power in the process. These augments usually relate to the power you've last picked up, and give a noticable enhancement or rework it in some way. If you did not pick up a power you will instead get a Remnant aug related to the boss you've killed.

Remnant Augs
Remnant of Time(Clockzone):Allows a mid-air jump by walking off ledges.

Remnant of Flame(Temple):Creates a barrier that protects you from one hit. Refreshed after 20 kills.

Remnant of Sound(Echocave):Allows projectiles to bounce once before destruction from surfaces.

Remnant of Wind(Highvault):Kills while airborne will refresh leg core parts(and potentially powers?) for an additional use similar to if you landed.

Remnant of Frendship(Kindness):Grants two random repros.

Remnant of Spirit(Penumbra):Picking up a Health Capsule at full health will give a 5% damage boost that stacks up to 10 times. lose stacks when taking damage(specifics unknown)

Remnant of Determination(Dustria):Allows the player ot jump ontop of enemies to deal 20(Jump?) damage on contact, preventing contact damage for themselves in the process. Note that this will generally prevent players from falling through enemies.

Remnant of Sorrow(Watergrav):Casting a power when your NRG is too low will convert health into NRG at a 1:20 Ratio to cast it.

Nina
Aiming Gear
Metal Gear:Aiming gear costs -5 NRG, but deals 0.5x damage.
Diruptor Gear:Aiming gear stun enemies for ~3 seconds(?).

Crushing Void
Efficient Void: 0.75x Cost on Crushing Void powers.
Desperate Void:Increases cost and effectiveness of Crushing Void(See Crushing Void section)

Crystal Wave
Crystal Chains:Enemies hit by Crystal Wave will freeze nearby enemies on death.
Unyielding Wave:Can now additionally freeze bosses. Restricted to 3 times, and at reduced duration.(Specifics Unknown)

Jagged Bolt
Bouncing Bolt:Homing powers pierce one enemy and re-aim to another.
Supersonic Bolt:Homing Powers have +150% projectlie speed and +25% damage.

Negation Pulse
Mirror Pulse:Reflects projectiles instead of absorbing them. This will turn the projectile 180 degrees and allow it to hurt enemies.
Pulse Engine:Defending against projectiles gives a buff that reduces the cost of your Negation Pulse powers by 5 NRG. Stacks up to 3 times, and lasts ~5 second(?).

Rending Whirl
Whirl Spur:Rending Whirl now moves based on the momentum when casting, and deal +25% damage
Unending Whirl:Your Rending Whirl Powers last 50% longer.

Zen Mortar
Serene Mortar:Your Split effects are more effective.(See Zen Mortar section)
Wild Mortar:Mortar fusions now gain 4 NRG on kill. Affected by Talon.

Autodrone
Mimic Drone:Increases Repro fusions by +25% damage
Devoted Drone:Repro fusions have +100% Power efficiency.

Ace
Zen Ascent
Furious ascent:Zen Ascent can used in the air multiple times. each cast increases the cost by 15 NRG, and power damage by 15 untill landed.
Redeemer's Ascent:Enemies hit by Zen Ascent will be marked, making the next power deal +50% damage.

Void Double
Hungering Void:Killing an enemy while Void Double is active will cause a scythe throw based on half your current stacks(retains stacks)
Void Persistence:Scythes thrown from Void double will now stick to walls for a short duriation. This will cause the scythe to deal additional ticks of damage.

Levianthan
Sacred Minow: Hitting an enemy with Leviathan inflicts a debuff that gives +3 health on kill.
Enter the Void:Increases damage and explosion radius by +30%

Dolomite Link
Severing Link:Dolomite Link now refreshes on kill. Additionally deals 2x damage and costs +10 NRG
Shield Link:Creates a short-lived AOE that clears projectiles when you grapple.(See tips for picture) Note that this doesn't grant direct projectile immunity.

Osafune
Geoshift:cancling Osafune will place you where it ended. can not be used to teleport through walls.
Shaded Strikes:adds an additional strike to the attack.(Specifics Unknown)

Raijin Call
Storm Herald:Changes Raijin Call into a 5 way lightning strike starting from ace(Picture in ace tips) Increases cost to 60 NRG and raises the power damage to 80 per bolt.
Raijin Engine:Catching the lightning will grants +25% damage for the next 3 hits instead of storing it.
Echo shell
Mobile Shell:Allows full action during the blocking peroid. note that this removes the momentum pause as well.
Mirror Shell:Reflects projectiles instead of absorbing them. This will turn the projectile 180 degrees and allow it to hurt enemies at a 1:10 damage ratio of the projectile.

Ryuuki
Falling Star:You can now jump out of Ryuusi. This will cause you to bounce off the fist with increased jump height. The fist shares the same properties of base Ryuuki.
Astral Tempest:Ryuuki's impact deals 1.25x damage, and causes you to fall at twice as fast(doesn't appear to affect the sparks?)
Other Tips(Augmentations)
Here are some other things to mention about Augmentations, but didn't what cluttering my other pages.

Leg Cores can be equipped together. Dracopert is boosted by the jump speed of Zoopkeer. Owlhawk gets the duration to match Amaratort. Oxjack's dash is changed by Vagrant's. The order of air jumps are Dracopert>Owlhawk/Armatort.

Power efficiency can be deceptive on the surface, due to having diminishing returns in comparison to true cost reduction. For example, the highest efficiency you can currently reach is 467%, which is comparable to ~0.22x cost on powers. this also means Nina's Heavy Juice Aug has less impact on your power cost at higher efficiency amounts.

Anything that mitigates knockback, such as Armatorts Shell or Armor, will prevent the dropping of Frail Glory. This can be used to more safely use this augment.

Given that the average amount of Scrap an augment gives is 2, Re-rolling an augment that only grants 1 will generally give you one additional salvage. you'll similarly lose a chance at a Scrap if you do so with 3 or above.
Notable Interactions
Here are a list of examples of some interactions with powers or weapons that will be useful when charting your future runs. Any hazard or enemy that is lacking an interaction(that i'm currently aware of) will not be on this list.

Clock zone gears can be reflected by Ace's Echoshell or absorbed by Nina's Crushing Void.(also increases size in the process)


Clock Zone Miniboss can be Stunned By Ace's Raijin Thunder, or Nina's Jagged Bolt.


Clock zone elevators are stopped for the duration of connected Rending Whirls.


Fire Temple conveyor belts can be stunned by Ace's Ryuusi.


Fire Temple Turrets can be permanantly frozen by Nina's Crystal Wave.


Zen Primus' Totems are instantly destroyed by Ryuusi.


Echocave's Alarms can be destroyed by Nina's Crushing Void


Echocave's Tunnel moles are forced out of hiding by Ace's Ryuusi, or Nina's Crushing Void.


Echo Beast's Sound Waves are destroyed by both Ace's Osafune, and Nina's Negation Pulse.

Highvault's whirlbot tornados can by hit by Ace's Zen Ascent(The tornado is set ablaze to deal damage to nearby enemies as well), or Nina's Aiming gear in order to deal bonus damage to it.


highvault's double jump platforms increase the height gained and damage done from Rising Pheonix for the duration of the wings.

Omega Hoot is a boss uniquely weak to being directly frozen by Nina's Crystal wave, and no longer rains thunder for the fight afterwards.


Deepverse Moving Lasers(They still respawn), and the Mini bosses' Laser Mines are destroyed by Ace's Raijin Call, and Nina's Jagged Bolt.


Deepverse Boltpairs are rotated by Nina's Aiming Gear


Deepverse Timed Platforms are Temporarily locked by Nina's Crystal Wave.


Penumbra Turrets are stunned by Nina's Negation Pulse


Penumbra Minivoid Spawners are destroyed by Nina's Zen Mortar, and Ace's Leviathan


Penumbra Stationary Voids, and Absolution's Crushing Voids are destroyed by Ace's Osafune, and Nina's Rending Whirl

Absolution's Tainted Glass are instantly destroyed by Ace's Ryuusi


Nina's Zen Mortar, and Ace's Leviathan can damage Capital puni-shment by hitting the fists, it will also bounce him back if you hit him during the spinning attack.
Nina

Nina's your classic jump-and-shooter, and she hasn't changed too much in these years. Nina gains 0.5 NRG on hit, as well as 10/20 NRG from small/large Health capsules. Nina also has the ability to fuse two weapons together. As of the update 35.0 the majority of the powers are unique, but each combination of powers now only has one fusion(cutting the power total from 64 to 36) These powers will still be repeated on each power page for simplicity.
Nina's Weapons
Currently, Nina doesn't have any truly unique weapons for her to switch to. Instead, she gets weapon modifications that (arguably) enhance the weapon in exchange for Core Capacity. Currently, Weapon modifications work when equipped with each-other. All of Nina's weapons are considered bottom rarity for Salvaging.

All of nina's weapons deal 10 damage, alongside a charge modifer of +50%/+150%/+300% unless specificied otherwise. When an enemy is hit by a multiple-projectile from Nina's buster, the first 8 extra projectiles will deal 0.125x damage, and any further projectiles will deal 0.05x damage. This is also used on a few other items, and will be referred to as Shotgunning.

In addition, bosses take half damage after the first volley of the weapon, and will be invincible for a short period after being hit by 3 volleys. However, If multiple shots connect at the same time, they do not receive the damage reduction, and will properly connect regardless of the actual number of pellets before going into I-frames(if the threshold was reached).

N-Buster

Your standard lemon shooter. mash the button to rapid fire. Each pellet does 10 attack damage, while charging it doubles the damage, as well giving it a much bigger hitbox. Charge shots also pierce through defeated enemies.


Retrobeam
Costs 2 Cores.
fires a shot behide you that deals 1.2x the damage.


VertiBeam
Cost 3 Cores.
Adds two pellets that fire upwards and downwards respectively.


Forkalator
Costs 3 Cores.
adds two pellets that fly diagonally infront of you.


Retrofork
Costs 1 Core
Fires 2 shots diangaly behide you.

Scattershot
Costs 2 Cores.
Replaces primary pellet with a 5 pellet spread of projectiles, but has limited range.


Toy Beam
Costs 0 Cores
Grants +5 Cores while active, but makes your shots slightly deviate each time they are fired.

Wavy Beam
Costs 3 Core Capacity.
Pellets move through walls, and Charge shots go through enemies and shields. In exchange, the pellets move in an down and up pattern.


Arc Shot
Costs 1 Core Capacity.
Instead of firing in a straight line, goes straight upwards before curving downwards, or upwards with the Wavy Beam. This weapon deals 1.2x damage when the beam is curving downwards.


Rocket Beam
Cost 3 Cores
Pellets start of initially slow, but speed up over time. damage is now split up into two instances of 0.6x damage(or 1.2x in total), but charge shots can no longer pierce on kill. Ingores I-frames(?), and Shotgunning.

Verity Beam
Costs 3 Cores
Removes your pellet limit, and fires pellets (?) faster, but prevents charging and reduces the size and damage of those pellets by 0.4x(?). this weapon also partially pierces I-frames.

Chonk Beam
Costs 2 Cores
Fires larger, but slower pellets that deal 1.1x damage.

Bouncy Beam
Costs 1 Core
causes projectiles to bounce off walls instead of being destroyed. Has some anti-syngery with on-projectile destruction as well as wall piercing effects.

Wall Beam
Costs 1 Core
pellets that collide with a wall will spawn two copies of itself that climb the wall in opposite directions. Has some anti-syngery with on-projectile destruction as well as wall piercing effects.

Spiral Beam
Cost 1 Core
Beams now move in a spiral pattern, and pierce walls perpendicular to it.

Aim Beam
Cost 2 Cores
pellets are now angled based which direction you are holding your movement keys.

Sniper Beam
Cost 2 Cores
shots must be atleast half-charged before firing. shots are now larger, faster, and deal 2x damage

Plasma Beam
Cost 3 Cores
Charge shots always piece enemies, and leave damage field that deals 3 ticks over 0.5 seconds, dealing 0.3x Power Strength each. Ignores I-frames, and shotgunning.

Seeker Beam
Cost 3 Cores
Beams now angles and shot-home towards nearby enemies.

Juice Beam
Cost 4 Cores
pressing an empty power slot fires a charge shot for 10 NRG. this effect shares the 1 second power cool down.

Chaos Beam
Cost 5 Cores
Replaces your charge shot with a random base power.

Sage Beam
Costs 4 Cores
Replaces your charge shot with a copy of the power in your first slot, and reduces the cost of it by 15 NRG.
Nina's Powers
Currently, there are six powers. I will be explaining each power individually below, but here are some general notes about the modifiers they give when used as fusion.

Aiming Gear(Aim):Allows you to change the direction the power is fired.

Crushing Void(Amplify):Noticably stronger effects then other powers, but has the highest cost powers of the fusion types.

Crystal Wave(Freeze):Freezes enemies on hit, or creates crystal blocks. also has a crystal spike theme

Jagged Bolt(Homing):Projectiles will move towards enemies.

Negation Pulse(Shield):Allows weapon to destroy projectiles.

Rending Whirl(Persist):Gives the weapon a lingering effect, or extends it's duration.

Zen Mortar(Echo):Gives a secondary effect upon using the power again, limiting power spam slightly.

Autodrone(Repro):Uses Repros for it's attacks, some of which trigger Repro syngeries.
Aiming Gear(New)
Aiming Gear(Costs 5 NRG) Aiming gear fires a projectile that can by aimed in 8 direcitons based on the held movement keys. Gears will slide along walls if at an angle, deal 20 Power Damage, and pierce on kill.


+Crushing Void(Costs 20 NRG) causes you to charge foward based on the direciton you aimed; contact immunity for the duration and dealing 40+8x Run Speed as damage on contact.


+Crystal wave(Costs 8 NRG)Fires a crystal shard based on the direction you aim;dealing 20 power damage, and freezing an enemy on hit or creating an ice block on contact.


+Jagged Bolt(Costs 10 NRG) fires 3 smaller gears that home into nearby enemies; dealing 10 Power damage each.


+Negation Pulse(Costs 10 NRG) 4 gears orbit around you untill they come in contact with a threat:destroying a projectile or dealing 20 power damage. otherwise they have unlimited duriation


+Rending Whirl(Costs 12 NRG) now fires the tornado from the barrel and outwards based on the direction you aim.


+Zen Mortar(Costs 10 NRG) Mortar can now be aimed, and echo effect changed to firing 8 gears in all directions, each dealing 10 damage

+Autodrone(Costs 8 NRG) Fires 2 Gear Rollys that Fire Diagonally from where you aim and deal 25 power damage each.
Crushing Void(New)
Crushing Void(Costs 20 NRG) Fires a void foward, pulling in enemies in range and dealing 70 power damage on contact.
Desperate Void:Increases the cost to 30, and fires a larger green void that deals 90 Power Damage.
+Aiming Gear(Costs 20 NRG) causes you to charge foward based on the direciton you aimed;Granted Contact immunity, and dealing 40+6x Run speed to enemies. Can only dash once in the air, but is refreshed when hitting an enemy.
Desperate Void:Increases the cost to 25. Removes Aerial Dash limit.


+Crystal Wave(Costs 25 NRG) After a short delay, fires several pulses around you that freeze enemies for 3 seconds.
Desperate Void:Increased the cost to 35. Greatly increased pulse radius.


+Jagged Bolt(Costs 20 NRG)Fires a smaller void over that stops, and rapidly fires up to 8 Bolts that deal each 16 power damage.
Desperate Void:Increases the cost to 40. Increases bolt damage to 21.


+Negation Pulse(Costs 50 NRG)after a short delay, fire a massive pulse that does 80 power damage on contact
Desperate Void:Increases Increases the cost to 1000. I'll leave this a surprise.


+Rending Whirl(Costs 40 NRG) Does 11 ticks of 25 damage over 1.5 seconds, or 275 damage in total.
Desperate Void:Increases cost to 60 NRG, tick damage increased to 37.5, or 412 damage in total.


+Zen Mortar(Costs 20 NRG) Fires an void that activates when you press the power key, which stops it from moving in order to pull in enemies again, and fires two additional voids. Pressing it a third time will cause those inactive voids to launch two mortars. all projectiles from this power deal 70 power damage.
Desperate Void:Increases cost to 30 NRG. The primary void is larger, and all related projectiles deal 90 Power damage.


+Autodrone(Costs 8 NRG) Crushing void is now centered on you; dealing 30 power damage per tick at 5 ticks per second on contact. drains 8 NRG per second while active.
Desperate Void:Increases Drain to 12 NRG per second, and now deals 37.5 Power Damage per tick.
Crystal Wave(New)
Crystal Wave(Costs 10 NRG) Fires a wave foward that goes through enemies, freezing enemies for 3 seconds.


+Aiming Gear(Costs 8 NRG)Fires a crystal shard based on the direction you aim;dealing 20 power damage and freezing an enemy on hit or creating an ice block on contact.


+Crushing Void(Costs 25 NRG) After a short delay, fires several pulses around you that freeze enemies for 3 seconds.


+Negation Pulse(Costs 15 NRG) Pulse moves based on your current momentum, dealing 30 power damage and freezing enemies.


+Jagged Bolt(Costs 10 NRG) Fires a smaller wave that homes in, but doesn't pierce

+Rending Whirl(Costs 10 NRG)Fire a Three crystals up and down that pierce through walls, and enemies on kill, dealing 40 Power damage each.

+Zen Mortar(Costs 10 NRG)Fires a shard foward that does 50 power damage. pressing the power key again will split it into 9 shards dealing 20 power damage each. Applies to Shotgunning.


+Autodrone(Costs 12 NRG)Fires a ridable block that flies forward for ~3 seconds, and freezes enemies on contact.
Jagged Bolt(New)
Jagged Bolt(Costs 10 NRG) Fires a bolt that homes in an enemy once, delaing 35 Power damage on contact, and piercing on kill.


+Aiming Gear(Costs 8 NRG) fires 3 smaller gears that home into nearby enemies; delaing 10 Power damage each.


+Crystal Wave(Costs 8 NRG) Fires a smaller wave that homes in, but doesn't pierce

+Crushing Void(Costs 20 NRG)Fires a smaller void over that stops, and rapidly fires up to 8 Bolts that deal 16 power damage each.


Negation Pulse(Costs 5 NRG)fires 3 smaller pulses that passively float away untlil activated. When a projectile is in range, it activates and homes to the nearest threat, destroying the projectile or dealing 20 power damage to the target.


+Rending Whirl(Costs 12 NRG)Fires a smaller bolt that pierces walls, and deals 20 power damage. this also marks the target for 3(?) seconds; causing buster shots to home into the target.


+Zen Mortar(Costs 5 NRG) Fires a mortar that launches itself straight towards an enemy after a delay, dealing 20 power damage each.


+Autodrone(Costs 5 NRG) Fires an Angle Bolter that Shocks the nearest enemy, dealing 20 power damage per tick at 5? ticks per second on contact. Drains 10 NRG per second. Enemies killed by this grant 1 Health.
Negation Pulse(New)
Negation Pulse(Costs 10 NRG)fires a pulse around you, dealing 30 power damage to enemies and destroying projectiles on contact.


+Aiming Gear(Costs 10 NRG) 4 gears orbit around you untill they come in contact with a threat:destroying a projectile or dealing 20 power damage. otherwise they have unlimited duriation


+Crushing Void(Costs 50 NRG)after a short delay, fire a massive pulse that does 80 power damage on contact


+Crystal Wave(Costs 12 NRG) Pulse moves based on your current meumentem, dealing 30 power damage and freezing enemies.


Jagged Bolt(Costs 5 NRG)fires 3 smaller pulses that passively float away until activated. When a projectile is in range, it activates and homes to the nearest threat, destroying the projectile or dealing 20 power damage to the target.


+Rending Whirl(Costs 1 NRG) Activates a negation field that destroyies all projectiles in range, but deals no damage to enemies. This power drains 6(?) NRG per second, and jams weapons and powers during usuage. Defending with this power grants a stackable buff that grants +? Strength on your next hit.


+Zen mortar(Costs 12 NRG) sends a totem down directly infront you that lands on the first solid platform. it then activates a passive barrier that destroys projectiles on contact. Pressing the power key again fires 3 mortars in an fan away from you, each dealing 40 power damage.


+Autodrone(Costs 15 NRG) Fires a Legacy drone that fires tiny pulses for 30 power damage each. Hitting it with an enemy, wall, or any attack releases a much larger pulse that deals 50 Power damage.
Rending Whirl(New)
Rending whirl(10 NRG) Fires a tornado that does 5 ticks over 0.6 seconds. dealing 15 damage per tick, or 75 damage on total. Tornado additionally peirces walls and enemies.


+Aiming Gear(Costs 20 NRG) now fires the tornado from the barrel and outwards based on the direction you aim.


+Crushing Void(Costs 40 NRG) Does 11 ticks of 25 damage over 1.5 seconds, or 275 damage in total.


+Crystal Wave(Costs 10 NRG)Fire a Three crystals up and down that pierce through walls, and enemies on kill, dealing 40 Power damage each.

+Jagged Bolt(Costs 12 NRG)Fires a smaller bolt that pierces walls and deals 25 power damage. Enemies hit by it are marked for 2 seconds that causes buster shots to home towards the enemy.


+Negatin Pulse(Costs 1 NRG) activates a negation field that destroyies all projectiles in range, but deals on damage to enemies. This power drains 10 NRG per second, and jams weapons and powers during usuage. Projectiles Defend by this grant a stacking buff that grants +? Strength on your next atack.


+Zen Mortar(Costs 15 NRG) When pressing the power key again, the mortar will instead float in the air to fire 25 mortars that deal 40 power damage each. Applies Shotgunning


+Autodrone(Costs 10 NRG)Summons a Li'l Hoot that buffs allies for a duration. Increasing Nina's pellet count, and increasing the attack speed of Ace and Repros.
Zen Mortar(New)
Zen Mortar(Costs 10 NRG)Fires a mortar that fires straight upwards, and is affected by gravity, dealing 50 power damage on hit that pierces on kill, or explodes on contact. pressing the power key again will fire two(four with Serene) mortars perpendicular to it.


+Aiming Gear(Costs 20 NRG) Mortar can now be aimed, and echo effect changed to firing 8(12 With Serene) gears in all directions, each dealing 10 damage

+Crushing Void(Costs 20 NRG) Fires an inactive void that deals 50 power damage(4x to non-bosses) on contact. Pressing the power key again will cause it to stop moving in order to pull in enemies again.


+Crystal Wave(Costs 15 NRG)Fires a shard foward that does 50 power damage. pressing the power key again will split it into 9(11 With Serene) shards dealing 20 power damage each. Applies Shotgunning



+Jagged Bolt(Costs 15 NRG) Fires a mortar that launches itself straight towards an enemy after a delay, dealing 20 power damage on contact.


+Negation Pulse(Costs 12 NRG) sends a totem down directly infront you that lands on the first solid platform. it then activates a passive barrier that destories projectiles on contact. Pressing the power key again fires 3(5 With Serene) mortars in an fan away from you, each dealing 40 power damage.



+Rending Whirl(Costs 10 NRG) When pressing the power key again, the mortar will instead float in the air to fire 25 mortars that deal 40 power damage each. Applies Shotgunning. (Missing Serene info)


+Autodrone(Cost 12 NRG)Fires a Zen Heretic that launches upwards. Pressing the Power Key again launches it downwards. On contact it deals 50 power strength(60 when diving), and splits into 4 fireballs in a vertically and horizontatly that deal 20 power damage each. Applies shotgunning
Autodrone(New)
Autodrone(20 NRG) summons a repro that fires 4 stars towards enemies in a 60(?) Degree range in-front of it, before disappearing. These stars deal 25 attack damage and pierce enemies.


+Aiming Gear(Costs 8 NRG) Fires 2 Gear Rollys that Fire Diagonally from where you aim and deal 25 power damage each.

+Crystal Wave(Costs 12 NRG)Fires a ridable block that flies forward for ~3 seconds, and freezes enemies on contact.

Crushing Void (Costs 8 NRG) Crushing void is now centered on you; dealing 30 power damage per tick at 5 ticks per second on contact. drains 8 NRG per second while active.


+Jagged Bolt(Costs 5 NRG) Fires an Angle Bolter that Shocks the nearest enemy, dealing 20 power damage per tick at 5? ticks per second on contact. Drains 10 NRG per second. Enemies killed by this grant 1 Health.

+Negation Pulse(Costs 15 NRG) Fires a Legacy drone that fires tiny pulses for 30 power damage each. Hitting it with an enemy, wall, or any attack releases a much larger pulse that deals 50 Power damage.

+Rending Whirl(Costs 10 NRG)Summons a Li'l Hoot that buffs you for a duration. Increasing Nina's pellet count, and increasing the attack speed of Ace and Repros.

+Zen Mortar(Cost 12 NRG)Fires a Zen Heretic that launches upwards. Pressing the Power Key again launches it downwards. On contact it deals 50 power strength(60 when diving), and splits into 4 fireballs in a vertically and horizontatly that deal 20 power damage each. Applies shotgunning
Other tips(Nina)
Here are some other things to mention about Nina, but didn't what cluttering my other pages.

as Pellet count beams fall off heavily due to Shotgunning, it's generally recommended to get other beam types when you already have one.

Due to energy gained being based on hit count, you'll recover more NRG at lower damage amounts. In more pratical usuage, two normal shots will restore 2-3 times more NRG then a charge shot, unless that charge shot kills enemies in single hit.

Remember that energy is much more plentiful then the previous game. You'll generally maintain full energy even if you use your powers to cover your weapon's weakness, or simply block projectiles that would otherwise hit you.

Similarly, most mid-bosses give a large cache of health capsules after the fight, these will usually restore most of your energy bar as well.

While Pulse + Whirl disables your weapons, your Repros will still attack for you. this notably includes Autodrone itself, which has toggle fusions at the cost of further increased drain.

Additionally, some fusions gain the function of other fusions when switched. This can be referred to as a triple fusion. This currently only seems works with Void+Pulse and other pulse fusions. The most notable of these is Void+Pulse>Pulse+Whirl, which causes a free pulse field that doesn't jam you.
Ace

Ace exchanges a ranged weapon for a variety of mid-short ranged tools. Aside a completely new set of power. While Nina gets the power to equip weapons together for a fusion, ace can equip all of his powers at once. He also has a higher NRG on kill(4) in exchange for a lower NRG gain from health capsules(10)
Weapon Augs
Weapon augs are used to compliment you're currently held weapons. These will spawn on the second slot of Choice Machines, and have a +33% chance to replacing the weapon there for each weapon you've picked up. Generally there is one for the primary attack, and one for the Unleash.

A-Saber
Resonant Saber:Killing enemies will fire a homing projectile that deals 20 Attack damage. Triggers on hit effects.
Saber Impulse:unleash is now bounced foward by primary attacks with the saber.
Tonbokiri
Deadly Precision:Hitting with the tip of the spear now does +35% damage. hitting with anywhere else does 0x damage.
Super Tombo:Unleash can now be stood on in the air. Also noticeably slows down it's projectile speed, and causes it to drain at ? NRG/second.
Lucavi
Phase Knives:attack now flies noticeably farther.
Effortless Blades:Unleash costs 0 NRG
Lara
Shock Actuator:Charge attacks can launch shock waves in the air.
Wavethrower:Unleash now deals 60 damage, but costs 30 NRG.
Grandmaster
Rapid Fists:While above level 1 Charge, attacks deal +20% damage
Lingering Fist:Marked enemies now deal +50% damage when launched.
Dawnbind
Stylestrike:Attacks deal 1.3x while at full style.
Chainbind:Stunned effect causes enemies to take +50% damage to powers.
Gracefull Spinning:Aerial attacks now grant a featherfall effect(hold down to use normal gravity)
Reaper's Call:Unleash now peirces enemies.
Edgewall
Magnetic Edge:Charge attacks also return to now.
Cycling Edge:Defending your own projectiles now triggers Defend effects(including charging)
Critical Blade:Uncharged Attacks now also apply mark status onto enemies.
Lethal Evade:Unleash now deals damage to enemies, dealing 30+6x Run Speed as damage.
Ace's Powers
Instead of fusion, Ace has the ability to equip all 8(though currently 6) powers at the same time. this is done by pushing up or down as well as the respective power key. Here are the default commands for each power. Note that you can change the position of these powers at any time.

^,P1 Zen Ascent
^,P2 Void Double
^,P3 Leviathan
P1 Unleash Blade
P2 Dolomite Link
P3 Osafune
v,P1 Raijin Call
v,P2 Echo Shell
v P3,Ryuuki

Zen Ascent is a flaming uppercut that deals 20 Power damage. can be used as both an anti-air tool, and as an additional mid-air jump.


The clone will move along with Ace, staying on the side it was summoned. Pressing the button again will deactivate the clone, causing it to fire two scythes diagonally upwards. The scythes deal damage relative to the number of successful hits dealt by Ace while the clone was active. Drains 20(?) NRG per second while active


Leviathan is a mine that is thrown in an upwards arc at the cost of 20 NRG. It will slide on the ground after landing, but on contact or after a duriaton it explodes, dealing 50 power damage on contact. This power is unique in having direct syngeries with other powers. most notably Zen Ascent, Dolomite Link, Raijin Call, and Ryuuki. This will put in Ace's tips for space.


Unleash Blade is a skill that changes based on the weapon you have equipped. Refer to Ace's Weapons for more details.

Dolomite Link is a whip that pulls you towards the first enemy hits. Upon impact, you are invincible for a very short amount of time after the launch, and deal 20+ 3x Jump Height, or 20 Power damage to enemies around the target, depending on which is higher.


Osafune freezes you in the air in order to dash be-hide an enemy and slash twice at the cost of 10 NRG. Each hit deals 25 Power damage.


Raijin Call summons lightning from the sky, dealing 40 Power damage to everything in it's path at the cost of 20 NRG. Additionally, you can catch the lightning in order to fire fowards with your next attack.


Costs 20 NRG. Ryuusei summons a downward fist that causes you to slam down, dealing 50 Power Damage to enemies you hit on the way. The damage is increased by 50% up to 2 times based on the distance you fall. 2 sparks will follow the floor on impact, dealing 20 power damage each.


Echo Shell puts you into a counter state at the cost of 10 NRG. If you get hit by a projectile during this counter state, you fire off a fan 5 Kunai. Each one deals 8 Power damage, and you are invincible during the counter attack animation.
Ace's Weapons
Ace has a larger collection of weapons then Nina's. While Ace's weapons do not functionally change by charging it(other then the raw damage boost), he does have a skill that changes depending on his weapon. Unike nina, ace lacks an half-charges. leaving him with only one charge modifer, which is increased by 1.5x for Dracopert's Fang's overcharge.

Unleash Blade is a power that changes based on the weapon equiped. These powers cost 5 NRG unless specified otherwise. These powers can also be used at 0 NRG in exchange for reducing it's damage to one, unless specified otherwise

A-Saber
Basic attack:3 slash combo that deals 12/12/20 damage. Charge attacks has a +100% charge modifier, and extends the hitbox further with a second crescent.
Unleashed: throws a boomerang that deals a 10 Power damage per a short distance before returning to you. Catching the boomerang resets the style cost and cooldown of the skill.


Lara
This weapon costs 3 cores to use.
Basic Attack:a single slow swing that deals 25 damage. Charging the weapon has no charge modifer, but sends out a 30 damage shockwave when it hits the ground. Lara does not gain NRG on hit
Unleashed:Throws the hammer in an arc for 25 damage.

Tonbokiri
Basic attack:2 swing combo that does 18/22 Damage. Charge attack has a +50% charge modifer, and 2x damage when hit with the tip.
unleashed:Throw the spear fowards, dealing 20 Damage. The spear will stick to the wall it hits, and can be used as a platform. Surging it doubles the damage and duration of the stuck spear.


Lucavi
Basic attack:Fires a mid-range kunai that does 12 damage, and can be rapid fired. Charge attack instead fires a single large kunai with no charge modifer, but marks the target for ? seconds, which causes the kunai to aim towards it.
Unleash:20 NRG unleash a 7 slash combo, each dealing 12 attack damage, for total of 84. Individual slashes have a +100% charge modifer.


Grandmaster
Basic Attack:throw out a three punch combo that deals 14 damage each. Charge instead builds up from dealing 3 hits, and decays over time. Basic attacks can not use charge.
Unleash:Throw a single strong punch that deals 20 damage. This attack also has a +200% charge modifier, but consumes the charge after use.


Thanatos
Basic Attack:Deals a 3 swing combo that each deals 12 damage. Attacking in the air causes it to spin, dealing a minimum of 7 hits across a single attack that deal 12 damage each. Charging has a +100% modifier, and applies to the entire spin.
Unleash:Throws a scythe that deals 20 damage, marking the target for ? seconds. killing a nearby enemy will instantly kill the marked target, or deals ? damage to bosses.


Laurent
Basic Attack:Deals a 2 swing combo that deals 12 damage each. Charge attack gives a +100% damage modifier, and marks the opposite side of the enemy. hitting the marked side will deal 5x damage and remove the mark
Unleash:Dashes through enemies and projectiles. you are invincible during the animation.


Edgewall
Basic Attack:Fires up to 3 blades that deal 13 damage for a short distance before returning to you. Weapon instead charges by blocking one projectile, and decays overtime. Charge attack has a +400% modifer, and fires a large blade that deals a single hit, but still pierces enemies.
Unleash:Creates a barrier that blocks projectiles. Holding the button will sustain the barrier at the cost of ? NRG a second.


Dawnbind
Basic Attack:swings a single time for 20 damage. Swings can be angled up or down 45 degrees to hit enemies. charge attack has no modifier, but extends the hit-box to all 3 possibles angles.
Unleash:Throws out a Bolas that deals 10 damage. enemies hit by it will be stunned by ? seconds.

Other Tips(Ace)
Here are some other things to mention about Ace, but didn't what cluttering my other pages.

Remember that energy is much more plentiful then the previous game, combined with many of his mobility skills being free ace has little to no worry about running out of energy compared to Nina.

Echoshell's counter will also stun the Penumbra's miniboss.

.Echo Shell Cancels your downwards momentum, without removing your dash speed. This usually causes you to go slightly farther then usual. When combined with Osafune, this can greatly increase your jump distance, though is rather time-consuming.

Echo Shell can also counter your own projectiles, most notable with A-Saber's Unleash Blade.

Fire Ascent will launch Leviathan upwards and fire into a spread of Zen Mortars.

Raijun Thunder will cause Leviathan in a spread of thunders. These thunders can similarly be caught.

Dolomite link can attach to Leviathan, and Ryuusi will bounce off of it. These both explode as normal however.

Leviathan combos:


Storm Herald:Note that while the projectiles appear to falling down, they are flying outward from ace. it's a visual bug.


Shielded Link:The Shield starts the moment the whip connects with an object, and stops a short duriation after jumping off the object.
Delta
The third character, and a new one for the series. He starts with both the A-saber, and the N-buster. Similarly, he gets acces to both of their weapons from Contemplation shrines. In exchange, he can not passively charge. instead, doing 3 hits with of one weapons charges the other. Similarly, he has an even chance of getting ace's or nina's powers from bosses.

Delta builds up Glory each hit he deals with weapons. at 20 glory, he can use a special action to restore all of his NRG, and gain an additive +50% strength and movespeed boost for 5 seconds. Combined with being able to either ace's or nina's powers from bosses(at an equal chance), ace's powers were given a 0.5x cost multiplier, and nina's were given a 2x cost multiplier to compensate.

While Delta uses all of the powers the same way the other two can, he cannot use Ace's Unleash blade, weapon augs, or Nina's Fusions. Because of it, i'll only be listing notable differences in the weapons in the next page.
Delta's Weapon differences
Dracopert arm:In order to over charge, you must build up to 6 stacks.
Oxjack Arm:+1 stack per hit, and an additional +1 when resonated
Grandmaster:As Grandmaster normally can't charge attack, charge attack is now the unleash.
Edgewall:basic attack is now the unleash. Defending a projectile grants a charge shot for nina's weapons.
Laurent:basic attack is now the unleash. Charge attack allows the unleash to deal damage.
Aiming Gear:automatically aims towards enemies
Dally
The team's old companion now joins in them in combat in the Catastrophe armor. Dally functions much like Nina:Using beams to build a flat amount of energy to use for powers. However, her beams do not naturally charge, can instead be held to rapid fire. Additionally, Each hit from her beams build up charge, which allows her to use a super at 20. Given that more traditional charging is replaced with Supers, I'll mention any Augments in the next page.
Dally's Aug differences
Dracopent's Fang:Grants +20 charge capacity. Resonator grants an additional +20.
Dracopent's Claw: Grants +30% strength to Dally's Supers. Resonator still upgrades half-charges to full charge.
Dracopent Set:Forces Dally's Beams into half-charges.
Oxjack's Fury:Grants +1 charge per hit. grants an additional +1 charge per hit when resonated.
Zookeeper's Wrath: Effect now applies on Super instead. Resonator unchanged.
Armatort's Pound:Effect now applies on Super instead. Resonator no longer works(?)
Charge Intensifier now applies is bonus as Strength to Supers.
Burn for Glory, and Charging Force similarly only apply their benefits to Supers.
Bells
Bells take up what would normally be power augments for other characters. Bells are augments that can be equipped to your weapons, powers, or supers to apply notable effects on them. Aside from spawning where Power Augments would normally, they are additionally the Silver rewards at Contemplation Shrines. As most of the effects here are universal across effects, I'll list generalities here and go into specifics later when relevant.

Bell of Novae: Projectile count is multiplied by 5x, in exchange for firing anywhere within 360 degrees from the projectile's creation, and dealing 0.5x damage. Note that beams always apply shot-gunning, while non-beams only apply shot-gunning when it already had it. Shot-gunning effects can only deal up to 0.75x damage it's original damage to a single target, while non-shot-gunning powers can go up to 2.5x.


Homing Bell: Projectiles Home towards enemies. Note that effects that fire multiple projectiles at once tend to aim towards the same enemy, making them much more vulnerable to shot-gunning.

Roaring Bell: Allows projectiles to pierce enemies. Additionally, Beams/Powers/Supers Grant 1/2/2 charge on hit, per enemy.


Chaining Bell: Projectiles now re-aim towards one additional enemy on hit. Note that this removes Enemy Piercing in the process.


Vibrant Bell: Grants 4 NRG on hit, per enemy. Only World Igniter has reduced NRG gain at 1.5 NRG. Unaffected by Owlhawk's Talon.

Vengefull Bell: Gaining or Losing HP grants a stack of Punishment:10 stacks from taking damage, up to 10 stacks based on the amount healed. At 2/10/30 stacks Beams/Powers/Supers equipped with this bell can consume them make them free, alongside granting a 1.3x multiplier.

Bell of the Archmagus: Spends up to 10 NRG to deal non-scaling damage at a 1:4 ratio. Beams apply it's cost per volley, and each volley apply once per enemy, while Powers generally only applies to the first hit. This non-scaling damage is applied before the rapid fire penalty, but otherwise is rarely effected by other modifiers.

Zealous Bell: Rapid fire effects fire faster. Non-rapid fire effects move quicker. Both of these seem to have different numerical differences across effects, but I'll say it's roughly 4/3rds multiplier.

One-two Bell: Adds up to +100% Strength for the next of use of any other power or super. Beams grant +5% per hit, Powers grant 2% for every 1 NRG drained(after power efficiency), and Supers grant +100% on use.

Stoic Bell: Prevents the effects from building or draining NRG. Beams deal 1.5x damage, otherwise deals 0.5x. Supers additionally cost half charge. This notably prevents Vibrant Bell from working, but Archmagus still drains NRG.

Blocking Bell: Effects now destroy enemy projectiles on hit.
Dally's Weapons
Both Charge, and NRG gain is only gained once per shot, per enemy. This is regardless of how many projectiles hit the enemy, or any secondary property it might have. As most of Dally's weapons are rapid fire, the norm for them have 2/3rds damage modifier against bosses in exchange for ignoring their combo mechanic. As such, I will only mention beams when they break this pattern.

D-Vulcan: Fires pellets straight for at 9 shots per second, each dealing 8 Attack Damage, and generating 2.5 NRG.

Zealous:12 shots per second

Lead Chugger: Fires a spread of 5 pellets at 6 shots per second that deal 15 Attack damage, and generate 3 NRG. Applies shotgunning

Zealous:8 shots per second

Energy Viper: Fires a homing tazer at 9 shots per second that deal 2 Attack damage each, and generate 6 NRG

Zealous:12 shots per second

Condor Claw: Fires a melee-range claw at 7 shots per second that deal 6 Attack damage each, and generate 10 NRG

Zealous:9 shots per second

Solar Siphon:Fires mid-range spread of 3 projectiles at 9 shots per second that deal 5 Attack damage, and generate 3 NRG. Applies shotgunning

Zealous:12 shots per second

Farseer: Fires long range projectiles at 7 shots per second, each dealing 8 Attack damage, and generating 2 NRG.

Zealous:9 shots per second

High Charity Fires Long range projectiles at 9 shots per second, each dealing 3 Attack damage, and generating 3 NRG. additionally, each hit causes a debuff that deals 10 Attack damage after a short delay, which stacks up to 10 times. Debuff is unaffected by bell modifers. Debuff deals full damage to bosses

Zealous:12 shots per second
One-two:Boosts the damage of the debuff, but doesn't consume stacks.

Acid Bubbler: Fires an arcing projectile at 9 shots per second, each dealing 8 Attack damage, and generating 4 NRG. Aiming alters arc.

Zealous:12 shots per second

Twin Tines: Fires a 2 way fork at 7 shots per second that deal 12 Attack damage, and generate 4 NRG. Aimable

Zealous:9 shots per second

Catling Gun: Fires a short-range pellets at 15 shots per seconds that deal 7 Attack damage, and generate 2 NRG

Zealous:20 shots per second

Patience & Understanding: Creates bubbles at 9 shots per second that deal 8 Attack damage, and generate 3 NRG. The bubbles build around you when held, and fire at once when released. The oldest bubble is fired once you reach ? held bubbles. Aimable.

Zealous:12 shots per second

Falcon's Cry:Fires a long-range falcon at 1 shot per second that deal 50 Attack damage, and generate 8 NRG. Trigger's Combo immunity, but deals full damage to bosses.

Zealous:~1.3 shots per second.

Raucous Rythem:Fires a long-range burst 4 projectiles that average out at 7 shots per second, dealing 10/10/10/30 Attack damage, and generating 4 NRG

Zealous:9 shots per second.

Precion Pummeler:Fires a mid-range rocket at 2 shots per second. If this rocket is destroyed early, it fizzles, dealing 3 Attack damage, and generating 3 NRG. Otherwise, the rocket explodes, dealing 30 Attack damage, and generating 10 NRG. Explosion deals full damage to bosses.
Zealous:3 shots per second

Homing:Prevents the explosion from occuring.
Stoic:Explosion still generates NRG
Roaring:Charge gain doesn't apply to the explosion
Vibrant:NRG gain doesn't apply to the explosion.

Beam Ball:Fires an arcing ball at 9 shots per second that deal 10 Attack damage and generate 4 NRG. Aimable.

Zealous:12 shots per second.
Dally's Powers
Mischief missile(10 NRG):Fires a single missile that deals 15 Power damage. Can be held to rapid fire at ~8 shots per second, and simiarly ingores the combo mechanic of bosses at a 2/3rds damage penalty. Also allows for diagonal aiming.

Zealous:~11 shots per second

World Igniter(3 NRG)Fires a short spout of flame that doeals 15 Power damage. Can be held to rapid fire at ~15 shots per second, and simiarly ingores the combo mechanic of bosses at a 2/3rds damage penalty. Also allows for cardinal aiming, and boosts Dally when aimed downwards.

Zealous:~20 shots per second

Crystal Crush(10 NRG) Spawns 5 crystals downwards that deal 40 power damage. Applies Shotgunning.

Novae:Each crystal creates a nova of 5 crystals, that all aim downwards with ~180 degrees of variance.

Slicing Maelstorm(10 NRG) Fires a spinning blade that does 20 Power damage(Per second?) when in contact with the enemy. Can be Cardinally aimed, and additionally redirected mid-air at the additional cost of 5 NRG. Deals 10 damage to the user when it contacts them.

Novae:The second redirect causes all blades to match your direction.
Homing:Projectiles tilt towards the enemy, but otherwise non-functional.
Chaining:No effect

Kumoneko(20 NRG): Shoots a cloud forward that functions as a platform. while in the air, it will placed under you for convenient platforming. Pressing the power button with the first half of the cloud's duration causes it to explode into 8 bolts, each dealing 20 Power damage(with shotgunning).

Novae:Applies to the clouds, but not the lightning.
Homing:Applies to the lightning, but not the clouds.
Archmagus:Applies to the cloud, which allows it to deal damage, and trigger hit effects on enemies. Notably including granting 1 charge innately.

Wildfire Yarn(20 NRG): Shoots an arcing pellet forward dealing 20 Power damage. Once it collides with a wall or platform, it creates a line of fire that deals 30 damage doesn't scale with most modifiers, including those caused by Bells.

Chaining:The main projectile chains, and will still detonate even if destroyed by hitting a second enemy. Fire is unaffected by it.
Homing:The Main projectile Homes. This projectile has a notable lifetime, so can often loop around a single enemy a few times before detonating (assuming it doesn't collide with something). Fire is unaffected by it.

Denial Wave(20 NRG) generates a barrier that blocks projectiles for it's duration. Once it expires(or pressing the button again) causes it shoot forward, dealing 30 power damage, or 60 if it blocked a projectile.

Novae:Does not create additional projectiles

Murder Mitten(10 NRG):Launches a fist foward, dealing 30 Power damage. Can be aimed Diagonally. If this power kills an enemy, it will turn it in into a projectile, which when throw deals it's max HP as damage to enemies(mininum 20). This damage is unaffected by modifiers, but the enemy projectile is still modified by bells.

Novae: Doesn't apply the damage penalty. Applies the projectile increase to the enemies, but not the fist.
Chaining: Doesn't apply to either part.

Vile Totem(10 NRG):Spawns a totem that fires the most recently fired beam for 3 seconds(counting time before landing). Vile Totem transfer it's bell effect to this, and function the same as your primary beam. The Totem does 50 power damage on impact, but is unaffected by bells equipped on it.

Stoic:Reduces the cost of Vile Totem, but increases the damage of the beam without preventing NRG gain.
One-Two:Hitting with either the Totem or the Beams does not remove stacks, though the Totem is affected by the boost.
Vengefull:Consumes stacks, and removes NRG Cost, but does not apply the damage boost the totem nor it's beams.
Zealous:Does not work through the Beam or Focus Up, so must be equipped on the Totem to apply.
Dally's Supers
Consummate V(20 Charge):Alllows to fly for 3 seconds, automatically firing 10 power damage fireballs at 9 shots per second if enemies are below you. Note that this currently doesn't have the rapid fire modifier, as such does much less to bosses.

Zealous: Increases fire rate to 12 shots per second.
Novae:Prevents homing, and doesn't generate additional projectiles(bugged?)
Archmagus:Drains NRG, and grants the 40 damage to each fireball shot.
Vibrate:Applies to each projectile.
Roaring:Applies to each projectile.

Cat-kuhouha(20 Charge):Creates a nova of 8 projectiles that deal 50 power damage(applies shotgunning)

Novae:Does not add projectiles(still reduces Damage)
Homing:Doesn't apply.

Beaming Gaze(20 Charge):Fires 3 lasers that deal 60 power damage(applies shotgunning)

Homing:Doesn't apply
Chaining:doesn't apply

Focus Up(20 Charge):Grants +4 movement speed, +20% attack speed, and applies it's bell to other effects for 5 seconds.


Giga Void(10 Charge):Generates a void that deals 1 power damage at 6 ticks per second over 3 seconds, and increases in size by (?) per hit. After that duration(or by canceling early) it collapses, dealing 50 power damage to every enemy in range, which is further multiplied by 1+0.02 times the number of hits done during the channeled phase. Ingores boss combo. Unaffected by projectile modifiers.

Roaring Bell:Causes the Void to only hit each enemy once(bugged?)
Stoic Bell:Giga Void remains at 10 charge.

Volt Tackle(20 Charges):Charges foward, granting damage immunity while 40+0.75x(?) Speed damage on contact. can be cast 2 additional times at no cost. Unaffected by projectile modifiers.

Archmagus:Applies both the damage bonus and NRG cost to each hit
Vibrant:No effect
Roaring:No effect
Vengefull:Only consumes stacks on the last charge, which allows additional recasts if timed out before it.

Productivity Boost(20 Charge)rains down 4 fists from the sky, each dealing 60 power damage. Does not have shotgunning.

Novae:Each projectile creates a 5 projectile nova at it's spawn point with 180 degrees of variance.
Archmagus:Applies the damage bonus to each projectile, despite only draining NRG once.
Vibrate:Applies to each projectile.
Roaring:Applies to each projectile.

Cosmic Claw(20 Charge):unleashes a massive slash, instantly killing normal enemies, but otherwise dealing 100 power damage. Unaffected by projectile modifiers

Novae:Despite not being a projectile, Novae works as expected.
Chaining:Stalls animation when chaining is possible(Bug?)
Story Guide(Spoilerly)
Here's some pretty blunt explaination to all the steps for the story. So if you're looking for more vague guidance, this one isn't for you. Note that you can do most of the part quests in any order, but there is two main points where all the hints come in.

Step 1:Clear stage 9
Step 2:To the right of the main room, you'll find a large object in front of the set of doors, interacting with it teleport to you where all the lore items will be in the future, as well as hints to grab them.
2A:Sealing Record Key Return to the tutorial stage(from the main menu) after grabbing Zen Mortar, backtrack all the way to beginning and go up the particularly tight wall jumping segment. After some more platforming, you'll have a more proper fight with Kur, so it may be worth upgrading your Memory Index.
2B: Essence of the Sealed Hero Use the Sealing Record Key on an Echocave Lore Capsule
2C: Multiversal Map The Echocave lore capsules mention a seed, which is red text: waveformcollapse. Typing this into Seed Racer will send you to this item
2D: Imbued Chronovane Take the three peices of the chronovain, and enter Highvault. If you fail the event itself, you can retry at the lore room.
2E: Coalesced Entropy Complete a full set of the Vagrant cores and enter Deepverse. This can be done with four peices, or three peices with Patchwork prototypes. If you fail the event itself, you can retry at the lore room.
Step 3:Enter the middle-left capsule.
Step 4:Enter the middle-right capsule. This area will give you hints for four more items through the final Lore Capsule there.
4A:Compressed Chronopulse Clear stage 9 while playing Rush Job. it's on the left of the hub area
4B: Causation Invalidater Grab 3 Prototypes and enter Fire Temple. even if you fail the event itself, you can retry at the lore room.
4C: Cathedral Coordinates gather 50 Scrap and enter Dustria. even if you fail the event itself, you can retry at the lore room.
4D: Memento of Harmony clear stage 8 without Cores or Boss Powers. You can't use weapons, but you can use Remnants and Ace's Saber Unleash
Step 5:Enter the Middle capsule
Step 6:Finish stage 9 While carrying the Symbol of Peace. It will spawn on the right side of Safe Labs
Vagrant, the Lost*(Old)
Vagrant pieces have a unique hidden effect referred to as Corruption. Corruption builds up for each hit done with primary attacks, and cools down after stopping. after ~33% corruption you gain a 1.2x damage multiplier and a ? movement speed boost. this is signified by green flames. The flames turn orange once you reach ~66% corruption, but this seems purely visual. reaching 100% will force a vent, which gives a player a unique stun, and deal 2 damage to them. This vent will also reset the gauge to 0%.

The set bonus is a +33% corruption at base. This is enough to trigger corruption with a single hit of your primary weapon(if it isn't active already).

Vagrant's Sonata(Helm):gives +50% power efficiency at ~33% Corruption.

Vagrant's Dissonance(Arm):+2 Attack strength. prevents the usage of weapon cores. At ~33% corruption ace gains a 2x damage multiplier with it's saber, while nina gains the ability to pierce on kill with uncharged shots.

Vagrant's Yearn(Chest):Venting now heals 2 health, instead of taking damage. However, the means you lose the I-frames you would of got from taking damage, and the stun still applies.

Vagrant's Waltz(Legs):Dash time is now near-instant, and you are invincible during the dash. In exchange the dash now has a cooldown. Air dashes from Oxjack ignore this cooldown(But still trigger it for grounded dashes).

*This name is something I made up to match the other Core sets. I'm not aware of the official set name.
Uncertain Blessing(Old)
Uncertain Blessing's are this game's versions of the prototype augments. Ontop of having premade prototypes in the pool, there is a system that puts together 1 positive and 1 negative prototype together in order to make a custom one.

Positives

Everfont:Removes the energy cost of powers(Removed)

Force:Increase the your Attack-based damage by 1.5x. Resonator increases the damage to 1.75x

Sagelens: Increase your Power-based damage by 1.5x. Resonator increases the damage to 1.75x

Hysteria:All future non-blessing augments give a copy of itself to you on pickup. Doesn't apply to Salvaging. Resonator adds an additional copy on pickup.

Core:Sets your Core Capacity to 99. Resonator gives 2 random Core Augments.

Clover:Gain one free Re-roll on each augment. Resonator gives an additional free Re-roll.

Archive:Gain three random Core Augments. You still have to pay the core capacity cost of equipping them. Resonator gives 2 additional Core augments.

Grab Bag:Gain three random (basic) Augments. Resonator gives 2 additional augments.

Mender:Heal to full after defeating a boss. Resonator gives also gives +2 max health on boss kill.

Nutfinder: Nut drops give twice as much. Resonator gives no additional effect(?)

Negatives

Powerless:2x power cost. multiplicative with the Power Efficiency stat.

Noodleshot: Adds a 0.25x Multiplier to your Attack Damage.

Outcast: Increases cost of shop items by 100%. old shop items keep their current price?

Stoic:You gain no benefit from Movement augments or Movement-based Cores(All other cores and augments function fine)

Defiant:Bosses gain 50%(?) more HP(This augment made no effect during my testing, but may of been some form of bug, or simply a fault of my testing. My videos are in the playlist)

Immaterial:You cannot Equip Cores.

Uncharging: You cannot charge your weapons. Does not effect powers.

Famine: Health capsules have a chance 50% to offer no health in return, but still restores your energy. This applies to both large and small capsules.

Debilitating: Taking damage will also reduce your hp by that amount. This indirectly prevents any form of healing in the process.

Fragile:You take double damage from all sources. This modifier is multiplicative, and includes red vending machines.

Premade prototypes

Edges of Madness: Rerolls your entire inventory.

Contractor Beta:+2 power/attack strenght, and max HP/NRG. additionally gives a damage
multiplipler based on your current health. This goes up to 1.2x at full health, but as low as 0.3x at 0% health.

Final Shell:sets your maximum hp to 1. every maximum health lost this way gives 2 armor. Resonator gives 3 armor.

Purifying Waters:Converts all of your current powers into nuts. also gives a small amount of nuts at base. Specifics untested.

Zookeeper's Burden:gives 1 of every Repro, but disables attacks and charging. This also causes some attack repros to respond when you press the attack the key.
Aiming Gear(Old)
Aiming Gear fires a fairly fast projectile that deals up to 20 Power damage before expiring. Currently, this costs 0.5 energy, can be fired in 8 directions, and will slide off platforms that are not perpendicular to it.


Gear+Void(Charge):Fires 3 gears at the cost of 1 bar, and has no charge level.


Gear+Crystal(Wave):Freezes enemies, no longer deals damage.

Gear+Bolt(Homing):Fires 3 smaller gears that home on enemies and deal 15 power damage each.


Gear+Pulse(Shield):Currently does nothing(?)

Gear+Whirl(Persist):After the projectile is destroyed, it leaves an AOE that does 20 damage(currently doesn't scale with power?) at the rate of 5 Ticks per second over 5 Seconds.


Gear+Mortar(Echo):Using the power again will cause the gear to split into 8, each firing at a different angle.

Crushing Void(Old)
Crushing Void fires a slow-moving projectile that deals 50 power damage. Charging the weapon increases the size, speed, and damage by 50% per charge level, in exchange for 1 additional energy each charge. All of Void's powers have two charge levels.


Void+Gear(Aim):Allows you to fire the projectile in the 8 possible directions.

Void+Wave(Freeze): Changes the weapon. Instead, spawn an ice-block below you. It will fly fowards untill it expires. This block can pass through enemies(?) and deals 50 damage for each tick the enemy is overlapping it. The starting cost is 2


Void+Bolt(Homing):The Void now moves towards enemies.

Void+Pulse(Shield):Allows the Void to both pull in and destroy projectiles. Grows in size and damage each time it does.

Void+Whirl(Persist):Changes the weapon. Instead, form a void around you as a lingering AOE that deals 15 Damage at a rate of 5 Ticks per second for 5 Seconds. The Void will stay on you until it expires.


Void+Mortar(Echo):Using the power again will cause the cause the void to explode, deals 50 damage across twice it's area(This currently does not scale with any stat?). The explosion damage also seems to increase based on how much the void dealt(at the rate of roughly half?) Also, this fusion gives a 100% the charge modifier as opposed to the standard 50% on powers, giving a noticeable damage increase when charged(?).
Crystal Wave(Old)
Crystal wave fires a projectile that freezes basic enemies it hits. This weapon does not deal any damage, but can be used to stall the enemies, or simply as platforms to reach higher areas. The starting cost is 1.

Wave+Gear(Aim):Allows you to fire it in the 8 possible directions.

Wave+Void(Charge):The charged version of the weapon fires three pulses around you to freeze enemies at the cost of two energy.


Wave+Bolt(Homing): Fires a smaller wave that homes on a single enemy and freezes it.

Wave+Pulse(Shield):Causes the weapon to turn projectiles into ice blocks, destroying them in the process

Wave+Whirl(Persist):Increases the duration of the freeze. Currently, it seems to last around a minute.

Wave+Mortar(Echo): Using the power again will turn the projectile into an ice block.
Jagged Bolt(Old)
Fires a lightning bolt that deals 50 Power damage. The Bolt is fired at an upward angle, and can Re-aim itself once.


Aiming Gear:Can be fired in 8 Directions

Crushing Void:Charged up bolt instead does 100 Power damage, and pierces enemies and walls.

Crystal Wave:Enemies now spawn on ice block on death, but damage is reduced to 25.

Negation Pulse: Destroys projectiles on contact, and stuns larger enemies.

Rending Whirl:Pierces enemies and walls.

Zen Mortar:Pressing the power button again splits two bolts perpendicular to it. secondary bolts can also re-aim once.
Negation Pulse(Old)
Negation pulse fires an AOE centered around you. The Pulse will deal 20 Power damage to enemies, and destroy projectiles. The starting cost of this power is 1.


Pulse+Gear(Aim):Allows you to aim the pulse in the 8 possible directions


Pulse+Void(Charge):The charged version of this weapon will deals 100 power damage and covers most of the screen. the charged version costs 4.


Pulse+Wave(Freeze):Causes the pulse to freeze enemies, but removes the damage of the weapon.


Pulse+Bolt(Homing):Currently does nothing(?)

Pulse+Whirl(Persist):Changes the weapon. The weapon creates four bubbles that orbit around you. bubbles will deal 20 power damage to enemies, and destroy projectiles, but are destroyed by the first threat it connects with. The bubbles otherwise have unlimited duration.


Pulse+Mortar(Echo): Using the power again will cause the pulse to split into 8, each firing at a different angle.
Rending Whirl(Old)
Rending Whirl fires a vertical line centered on you, dealing 15 power damage at a rate of 5 Ticks per second for 2 Seconds or a total of 120 power damage(the startup animation loses 2 ticks?). This both hits above and below you a fair distance, but has limited horizontal range. The starting cost is 1.


Whirl+Gear(Aim):Allows you to fire in 8 possible directions. Weapon instead starts from the tip of the barrel and moves forward.


Whirl+Void(Charge): Charging Increases the duration to 10 seconds, but reduces the damage to 10, for a total of 500 damage. Also increases the range


Whirl+Wave(Freeze):Causes enemies to spawn ice-blocks on death.

Whirl+Bolt(homing):Tornado will move towards an enemy(can only move left or right)

Whirl+Pulse(Shield): Causes the tornado to reflect projectiles. Reflected projectiles can damage enemies.

Whirl+Mortar(Echo):Using the power again will split the tornado into two, the tornados move in opposite directions. These tornadoes also deal 15 power damage per tick for 8 ticks.
Zen Mortar(Old)
Zen Mortar fires a projectile straight upwards. This weapon is affected by gravity, so will fall straight down after some time. On impact, it will deal 50 Power damage to the enemy. Using the power again will cause it to explode, firing two additional Mortars perpendicular to the first. The starting cost of this Power is 1.


Mortar+Gear(Aim):Allows you to fire in the 8 possible directions.

Mortar+Void(Charge):Charging the weapon makes the main projectile slightly bigger, and deal 60 damage. Using the power again will instead splits into 6, which are not affected by the charge bonus.(currently cost 2 regardless if charged)


Mortar+Wave(Freeze):Spawns an ice block at the detonation point.

Mortar+Bolt(Homing):Secondary mortars will be fired towards an enemy.

Mortar+Pulse(Shield):Using the power again will also cause an lingering AOE to spawn at the detonation point that destroy projectiles on contact.


Mortar+Whirl(Persist): Using the power again will freeze the mortar in place in order to spit out up to 50 smaller mortars that deal 10 damage each(doesn't scale with any stat?) over it's duration. The main explosion will end early if it hits an enemy, dealing 50 Power damage.
Autodrone(Old)
Autodrone summons a repro that fires 4 stars towards enemies in a 60(?) Degree range in-front of it, before disappearing. These stars deal 25 attack damage and pierce enemies. This power is unique in having a base power cost of 2.



Aiming Gear:Fires 6 Gears that deal 15 damage in any direction before disappearing.

Crushing Void:Nothing(Bugged)

Crystal Wave:Fires 4 Waves towards enemies in-front of it before disappearing. Notably ingores already frozen enemies.

Negation Pulse:Fires 4 pulses when a projectile or enemy enters the range before disappearing.

Rending Whirl:Fires 4 Whirls when an enemy enters it's range before disappearing

Zen Mortar:Fires 4 Mortars when enemies are above it before disappearing. Mortars will be automatically split at peak of it's height.
Other tips(Nina)(Old)
This is some old notes about nina's previous fusion system.

Shield fusions with persistent AOEs can be used to effectively "turn off" stationary projectile spammers. The most notable of these are Zen Mortar, Rending Whirl, and Crushing Void.

Crushing Void will knock down vending machines when fully powered. For health machines in particular, this will usually refund itself too.

Whirl+Shield's projectile reflection will also stun Penumbra's mini-boss. Similar to if you reflected them with the mirrors instead.

Currently, Legacy will not move until his drones reach their next position, So freezing them can stall the time before he attacks again. Most notable with Crystal Wave+Rending Whirl(Persist), which can freeze non-boss enemies for nearly a minute.

Currently, Echo effects do not check if the power used is the same as the currently active projectiles. While this has very little pratically(epecailly in real-time co-op), it creates some humurous results when you're allowed the time to set it up. Here's some combos I found.

Rending Whirl+Aim>Echo/Zen Mortar+Charge>Shield


Negation Pulse+Persist>Echo/Aiming Gear+Persist>Echo
19 Comments
lil Dec 3, 2023 @ 6:54am 
Anybody know what the color-coding of the platforms when choosing next level of the run, mean?
IronBeard Aug 18, 2023 @ 6:55am 
the memory index is missing from this guide
robertobear  [author] Jul 20, 2023 @ 5:19pm 
My guide, The 30XX wiki, and The 30XX Discord are the main sources i'm aware of for this game. If you can't find any information in those spots, you're alwasy free to ask within the discord itself. I don't really expect to add a story segment to this guide atleast until full release, which is coming quite close now.
Dave2kool4skool Jul 18, 2023 @ 5:27pm 
Are there any guides on how to get the rev device?
FocusManiac Mar 23, 2023 @ 3:17am 
i can't equip plasma beam for some reason?
chanlin Jul 27, 2022 @ 6:59pm 
Nina's crushing void pulls the sound alarms (traps that react to you making noise) in Echocave off the wall and destroys them.
robertobear  [author] Dec 23, 2021 @ 10:42am 
^^; The wiki will be a lot more comprehensive then this by the end of the game's updates. I'm still missing a lot of things such as enemy stats, hazards, and general behaviors of every stage. Plus I gave up updating the aug or salvage list a long time ago. Nowadays I mostly just test things 2 or so hours a week then read the discord for any extra information.

If i'm being honest the real reason why I named it that is because I like the sound of the name. I'm of course thankful for the compliments. Convenience was definitely one of my main goals when trying to make it as I also like checking up on my guide ingame.
Depose Dec 22, 2021 @ 4:54pm 
I meant that in a good way, I realize that may come off as a negative. great work dude, I plan on referencing this as I play.
Depose Dec 22, 2021 @ 4:53pm 
casual my ass, I haven't read through the entire thing yet but I would call this comprehensive, not casual.
SirH Dec 10, 2021 @ 2:29pm 
Penumbra's stained glass phase also takes a ton of damage from Ryuuki. I saw it do 999 i think and seemed to instantly destroy a color per use.