MADNESS: Project Nexus

MADNESS: Project Nexus

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[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips)
Von May und 1 Helfern
[Major Spoiler alert!!!] : This guide contains major spoilers for Arena-mode. I would recommend viewers to turn back if they haven`t finished their first playthrough of Arena.

This guide is for players who have completed the arena for the first time, or players who want to dive deeper into the mode.
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About the End-Game

[So, you have seen the truth of the 'Nowhere', and you had the courage to make a choice.
First of all, I TRULY compliment those who have come this far.
Your hard work would seem like nothing at first, but soon you will realize that your restart was indeed worth-it.

For you have become a upstanding killing-machine, let us seek the End-game content of Arena-mode!!!]
1. Imprints
------------------------------------
What is an Imprint?
------------------------------------

After you reached the nowhere and sacrificed yourself to save 'Nevada', you will recieve something called an 'Imprint'.

Imprints gives you [+1] upgrades on all stats of the origins you had previously, and also certain 'origins' can be selected when you have the right amount of imprints.

[+1] upgrades applies to all minions too. If you have a lot of imprints, your minions will be strong just as you.

Unlike cash, tokens and weapons(which doesn`t go over to the new game), imprints will stack every time, making your character stronger little by little.

But [+1] does not mean much, considering the effort and time you have given up for a new game.
So let us talk about the real prize of Imprints....
2. Origins
So, I didn`t talk about 'certain' origins at the beginner`s guide.
It is because talking about those origins in the first play-through doesn`t mean much for the player.

But since now we have the 'rights' for having these imprints, let us see what origins we can choose!!

In this section i will review all of the origins, but unlike the description at the beginner`s guide, each origin will be explored in greater depth.

I will divide each section with Basic Origins(part 1&2) and Imprint required Origins(each for 1 and 2).
2-1 [Basic Origin part. 1]
1. Noob :

[Focus Skill] : None

[Weak Skill] : None

[Special Trait & Bonuses] : None

[Drawbacks] : None

[One word commentary] : Based Origin

['Noob', unlike the name implies is a very solid choice for people who wants solid gameplay.
Every basic playstyle can be performed with Noob, and you can even up your stats fairly quick.
Also this is the only origin that can level up to 30, as you can have all the core Lv.3 skills.

The overall balance of the character is just too perfect, it might be a bit boring for certain people.
Do not expect the 'best' in noob, but he will certainly do 'better than average' every single time.]


- - - - -


2. Undercover Agent :

[Focus Skill] : Ranged - You can obtain 'Ranged' expert skills.
1. Mobile accuracy : Your bullet spread does not get affected by your movements
2. Perfect Sights : Your bullet spread while shooting are fully recovered whenever hitting an enemy
3. Precision shooter : Your sweet spot(the green area of your aim direction) will be a death zone for the enemy, almost instantly reducing their tac-bar to zero.

[Weak Skill] : Melee - You cannot obtain skills over "Melee Lv. 3"

[Special Trait & Bonuses] :
1. [+1] Handgun Magazine count for each pistol
2. Non-Auto guns can be shot 20% faster
3. (Special)Your pistol shots now stunlock enemies when hitting them directly & will have an upgraded sweet spot.
3. (Special)Agency & Nexus enemies will not attack you until you/your hirelings start attacking.

[Drawbacks] : -35% Encumbrance Max (Your reduced 'Encumbrance' will force you to wear less armor, and will greatly damage your speed and dodge if you try to deny it)

[Two word commentary] : Pistol Gaming

[The new 'Agent' became a very reliable gunner origin after the recent update.
The newly added stunlock mechanic for all your pistol shots is quite game-changing.

Now if you hit an enemy with your pistol shot, they will be stunned as if they are hit by unarmed/melee attacks, and will not be able to attack back before the stun duration ends.

The Handgun Mag [+1] bonus of your origin and the default cloth's [+1], both help greatly for the start-middle of your game since the pistols are your go-2 weapon.

The Agent origin awards you greatly when played as a scavenger. A lot of enemies in Arena Mode are equipped with pistols, and you can pick up their dropped weapons while running around the map. This is great, as your pistol ammo runs out rather quickly.

Encumbrance Max -35% used to be a big deal while playing this origin, but it now became an indication that you should be using light-weight armor that gives you more pistol ammo.

Also remember, some unique pistols can sorta-work as other gun types.

- "Otis-33" pistol : SMG
- "Nex-.410" pistol : Shotgun
- "Revolver" : Non-auto rifle/Sniper Rifle

Although not very useful after the fight starts, the former "infiltration" ability still exists, meaning you can still better position yourself before the round starts in some missions.]

Agent Demonstration(Turn on subtitles)

https://www.youtube.com/watch?v=puFKLFlJf6g

- - - - -


3. Terrible Experiment :

[Focus Skill] : Acrobatic - You can obtain 'Acrobatic' expert skills
1. Landmower : Bladed melee weapons will not be thrown straight, but sideways. Also it pierces through all normal sized(or under) enemies which has 1 corpus.
2. Tac-Sprint : While you are running, your tac-bar will be more durable from incoming damage(except from unarmed and melee damage).
3. Head leap : The skill says that 'you will pop over the head of an enemy you`re facing by tapping Space', but you also have to press 'shift' at the same time too.(Original finder : Dereck) Head leaps make you completely dodge through hordes of enemies, and its best to be used in tight situations like in corners.

[Weak Skill] : Ranged - You cannot obtain skills over "Ranged Lv. 3"

[Special Trait & Bonuses] :
1. (Special)Whenever you kill an enemy horribly(gore kill, such as decapitation) or perform a takedown, there is a chance that enemies will jump and 'back away from you' for a few seconds
2. [+2] Unarmed damage

[Drawbacks] : You receive 25% more damage from fire.(Environmental fire damage are also implied)

[Two word commentary] : Unarmed Hybrid

['Experiment'`s true value comes from its throwing skills and unarmed damage. After obtaining some acrobatic specific skills, you can throw all sorts of heavy stuff as if you are throwing pebbles. Even the 'Dragon Slayer' can be thrown like a giant shuriken!!

You will need 'much more grinding' than other origins to make his throwing skills viable, but once you reach a certain level, you will have the ability to wipe 2/3 of the enemies with one cleverly thrown melee weapon. (First you need to unlock the landmower skill for it)

But I have to say, a lot of the maps does not fit very much for the throwing part, as ledges will make you totally lose your thrown melee weapon throughout the mission, and some small hallways can make your thrown melee 'stuck' rather easily. 'Hard sell' and 'Slaughter Time', are the example places where you will struggle a lot only by throwing weapons.

Also the +2 damage on unarmed is no joke. You can even 'almost' match up to patient with unarmed(although patient is slightly better). My friend 'TioRast' has reached wave 85(tough) with an only-unarmed experiment. This thing can be a beast at the right hands.

Also, besides of throwing and punching, you are most likely to be the fastest origin of all. Your dodge is extremely spammable, as your 'Head Leap' skill makes you able to bail out from every tight corners.

I would say experiment is a 'Hybrid' of Unarmed and Acrobatics. You will fly high with these two by your side.

If you are used to projectile throwing, and also like punching the 'hell' out of people, picking this origin would be a very fun way to play the game.]

Experiment Demonstration(Turn on subtitles)

https://www.youtube.com/watch?v=S3jZfTc4lmU
(2-1.5) [Agent only Tricks]
As your non-auto guns shoot 20% faster, some weapons that are underwhelming as other origins can be very devastating when you play as Agent.

The best weapon to use for this upside, I recommend the 'Reaper-410'

You can basically shoot it like a minigun if you can time each shot.
Lets just compare what it looks like when Agents shoots it, VS. other origin shoots it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2654442497
https://steamcommunity.com/sharedfiles/filedetails/?id=2654443327

Although the bullet spread would be huge if you keep spamming it, this is one of the quickest ways to melt down bosses or great numbers of enemies at once as agent.
(2-1.6) [Experiment & Offering recommended Tricks]
---------------------------------------------
About 'Duck Fishing'
---------------------------------------------

'Duck Fishing' is a trick you can do when you have the 'Shuriken Arc(acrobatic)' skill unlocked.
The trick lets you forcefully drag out enemies into cliffs and hazards, even though you are facing them directly.

https://steamcommunity.com/sharedfiles/filedetails/?id=2654451446
https://steamcommunity.com/sharedfiles/filedetails/?id=2654345426

And yes. You can easily one-shot Half-mag units and some mid-bosses like 'Merc Gunners' or 'N51 Officers' with this trick.

The trick is fairly simple.

1. Obtain any hook weapons(Meathook, Hook, Grappling Hook).

2. Throw and hit an enemy with 'Q + Mouse 1'. While standing in-front of a cliff or a hole(hazard areas also work).

3. As the enemy is being dragged towards you, quickly dodge out of the way so the enemy can tumble into its own death. The better your dodge is, the more distance your enemies will be dragged.


Even though I recommend this skill for Experiment and Offering users, other Origins that doesnt have 'Acrobatic' as a weak skill can do the same trick.

And, hey.
Become the master Fisherman :)
2-2 [Basic Origin part. 2]
4. Ronin Mercenary :

[Focus Skill] : Melee - You can obtain 'Melee' expert skills.
1. Block Breaker : Your melee swings will neglect guarding enemies if your heavy attacks(shift + m1) connects & you have a bigger weapon. Hitting the same attack with a critical has a chance of disarming the enemy, but if the enemy has tac-bar remaining that tac bar will be reduced significantly.
2. Block Bullets : When you hold your guard with your right mouse butten, all incoming bullets up front will be guarded as if you are blocking with a shield.
3. Deflect bullets : You can now deflect incoming bullets while guarding. The deflected bullets damage enemies if hit(but it hits rarely as bullets spread is enormous). Shouldnt be too relied on, as you cannot heal while reflecting bullets.

[Weak Skill] : Unarmed - You cannot obtain skills over "Unarmed Lv. 3"

[Special Trait & Bonuses] :
1. 10% more cash bonuses from missions
2. (Special)If a enemy is dazed, you can choose to spend your money and convert that enemy throughout the current wave by holding [shift] while performing a takedown

[Drawbacks] : [-5] max hireling level, meaning your hirelings cannot level up to the highest even though you train them.

[Two word commentary] : Versatile Swordsman

['Mercenary' is a melee based origin, but has no downsides on ranged. It means you can still both utilize ranged and melee weapons easily. Because of this, mercenary can be a great choice if you want to use both melee and guns.

'Bribe' works if an enemy is dazed with 1 corpus left. As it costs a very small amount, try to bribe enemies if you have the chance. G03LMs can also be bribed when they are in anger state.

Hireling level cap drawback is a bit hurting in the end-game, but it isnt really a deal of the gameplay itself. It is safe to say that the 'Mercenary' origin doesnt have a great weakness.]

Ronin Mercenary Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=aAUZc70xplc

- - - - -


5. Escaped Patient :

[Focus Skill] : Unarmed - You can obtain 'Unarmed' expert skills.
1. Stunning Fist : Unarmed combo over 10 will have greater chance to make your enemies dazed for a short period of time. It is possible to do takedown after takedown, while gaining more and more combo counts.
2. Dodge Tackle : Enemies will be knocked down when you do a normal-dodge onto them(not snap-dodge).
3. Guard Melee : You can guard against even melee attacks, countering those attacks is also possible.

[Weak Skill] : Acrobatics - You cannot obtain skills over "Acrobatics Lv. 3"

[Special Trait & Bonuses] :
1. If you get lose a corpus, there will be a chance for a un-hittable 'Ghost Friend' to appear during the mission. The ghost will keep on teleporting around the map, attacking enemies with fists. After a wave is finished, the ghost will also disappear. Enemies will get aggro towards the ghost, but cannot damage him without explosives.
2. Your resist on getting dizzy is increased. [This is not applied for resisting 'dazed']

[Drawbacks] : None!!!

[Two word commentary] : Combo Monster

['Patient' is a very strong origin from start to finish. No drawbacks, and the weak skill doesnt damage the gameplay itself very much. I could say that patient is a direct upgrade of Noob.

The patient`s raw strength comes from his unarmed combos. Once you get the expert skills, you can perform unstoppable takedown chains against swarming enemies. Your unarmed attacks will work like semi-explosives, dazing and stunning enemies in a great radius. Even charging enemies will stop dead in their tracks if they are caught within the explosive radius of your machine-gun fists.

Also melee and ranged weapons will always be useful too when playing as patient, as you don`t have any weakness for those.

The 'Ghost Friend' is a good bonus, as will usually spawn and teleport behind your enemies to take their aggro away from you. Also as backup soldiers, it will do takedowns for you. It feels great when this guy spawns on hard maps like nexus or hard sell.

In the recent update, the ghost friend also got a decent buff, which now allows it to move faster & spawn with a weapon!

Just know that you cannot have the 'ninja roll' with this origin, as your acrobatics will be stuck under Lv.3...

Anyways, 'Great' choice, very 'Madness' fitting, amazing to play as. I highly recommend trying this origin.]

Escaped Patient Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=RqrxqVFBVys
(2-2.5) [Mercenary only Tricks]
If you hold [shift] while initiating a takedown on a 'dazed & single corpus remaining' enemy, you can pay a small amount of money to make that enemy into your ally for that current wave.

There are two ways to 'hire' your enemies easily.

Either A, you punch them to become dazed(higher imprints lets you have greater chances to daze your enemy)
https://steamcommunity.com/sharedfiles/filedetails/?id=2654447575

Or B, you use flashbangs to make them dazed. Works better than fists.
https://steamcommunity.com/sharedfiles/filedetails/?id=2654446629

The maximum cash amount spent for hiring an enemy is only around '48' or slightly above.
So don`t worry so much spending your small pocket money to bribe your enemies!
(2-2.7) [Patient only Tricks (pt.2)]
https://steamcommunity.com/sharedfiles/filedetails/?id=2853748447


https://steamcommunity.com/sharedfiles/filedetails/?id=2853750347


https://steamcommunity.com/sharedfiles/filedetails/?id=2853753351


https://steamcommunity.com/sharedfiles/filedetails/?id=2853754598


https://steamcommunity.com/sharedfiles/filedetails/?id=2853755833


----------------------------------
About 'Slide Tackle' (works for Massive too)
----------------------------------









This trick is found by "Explo" & "Dei"

'Slide Tackle' is a technique you can use while sliding, Under the "Dodge-Tackle" skill effect.
After you do a full-dodge, you can slide-pickup into enemies to knock them over.

These are the requirements to perform this.
1. [Dodge Tackle] skill for Unarmed + [Pickup, Leaping] skill for Acrobatics
2. Full dodge(not snap-dodge)
3. Dash towards an enemy
4. Drop a weapon with "R", and pick up right after with "Q" while dashing.

Just know that being stunned by an enemy unarmed/melee attack will cancel the effect.
If that happens, just full-dodge again.

This also works for "Massive"
2-3 [1 Imprint Required Origins]
These Origins cannot be unlocked at the first gameplay, but will automatically be unlocked after the player has the required Imprints.

- - - - -

6. Disquieted One :

[Focus Skill] : Melee - You can obtain 'Melee' expert skills.
1. Block Breaker : Your melee swings will neglect guarding enemies if your heavy attacks(shift + m1) connects & you have a bigger weapon. Hitting the same attack with a critical has a chance of disarming the enemy, but if the enemy has tac-bar remaining that tac bar will be reduced significantly.
2. Block Bullets : When you hold your guard with your right mouse butten, all incoming bullets up front will be guarded as if you are blocking with a shield. Also, your melee weapon`s durable doesnt decrease because of blocking.
3. Deflect bullets : You can now deflect incoming bullets while guarding. The deflected bullets damage enemies if hit(but it hits rarely as bullets spread is enormous). Shouldnt be too relied on, as you cannot heal while reflecting bullets.

[Weak Skill] : Ranged - You cannot obtain skills over "Ranged Lv. 3"

[Special Trait & Bonuses] :
1. You deal 20% more damage when using bladed melee weapons.
2. (Special)You can teleport around the map while holding a melee weapon
3. (Special)Your melee weapons have same effects by the 'Improvised weapon skill'

[Drawbacks] : You deal 20% less damage when using guns.

[Two word commentary] : Teleporting Chainsaw

['Disquieted' is an origin that is only aimed for melee-based combat. Other options like unarmed and ranged will far less useful when playing as Disquieted.

Picking this class gives you two options to play.
1. Will you use a 'strong melee weapon' to slice enemies like butter?
2. Will you sacrifice a melee weapon to 'insta-kill' an enemy?

And yes, you can kill enemies instantly with 'any' melee weapon, only by pressing 'E' for a takedown. Even G0L3Ms without armor? Just flip its helmet off and stick in any 3 melee weapon.
Even shields can be used for this, only when you have a melee weapon in your main hand(Found by 'Pyrochicken').

You can also teleport towards far away enemies(There is no cooldown!!!). The range of the teleport isn`t very long, but it will make you dart towards a pesky enemy just outside your range. Since your melee attacks gets faster every combo count, are practically a 'teleporting chainsaw'.

If you worry about getting hit from enemy bullets, your tac-bar will be restored 2~3 times as much while you are slicing on and on through your enemies. (Use the 'Nano-Respirators'. It makes you instantly gain health in a blink of a second)
Don`t worry about getting hit as Disquieted. Worry about 'how to restore your health' by killing more enemies.

The downside with this power comes to your 'grinding time'.
You will have to grind 2~3 times more with unarmed and acrobatics to make his stats evenly, since you cannot get any attributes with 'Ranged' skills.

Even though at the end game, you will be an unstoppable force in close-combat.
If you like melee weapons, this Origin will be the best option for you.]

'Disquieted one' Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=WFoTTKZI3Ug&t=193s

- - - - -


7. An Offering :

[Focus Skill] : Acrobatic - You can obtain 'Acrobatic' expert skills
1. Landmower : Bladed melee weapons will not be thrown straight, but sideways. Also it pierces through all normal sized(or under) enemies which has 1 corpus.
2. Tac-Sprint : While you are running, your tac-bar will be more durable from incoming damage(except from unarmed and melee damage).
3. Head leap : The skill says that 'you will pop over the head of an enemy you`re facing by tapping Space', but you also have to press 'shift' at the same time too.(Original finder : Dereck) Head leaps make you completely dodge through hordes of enemies, and its best to be used in tight situations like in corners.

[Weak Skill] : Unarmed - You cannot obtain skills over "Unarmed Lv.3"

[Special Trait & Bonuses] :
1. (Special) Enemies you killed has a chance to be revived into a 'friendly ghost'. Most of the enemies can be revived, even 'G0L3M's.

















2. (Special) Your throwables(Throwing daggers, etc.) will go through multiple targets if it cleanly kills them(if their single remaining corpus is definitely broken by your throwable). As throwables are most likely to be stuck if they are hit in the enemies` torso, it is best advised to throw them at head level(Just aim slightly behind them).
3. (Special) Instead of normal takedowns(not assassinate takedowns) you will perform an execution onto an enemy. You will fully recover your damaged corpus, and heal one broken corpus.
4. (Special) Whenever you perform a gore kill(killing an enemy horribly), there will be a chance for enemies to walk away from you.

[Drawbacks] : None, but it has the lowest base health of all origins.

[Two word commentary] : Unkillable Ninja

['Offering' is a extremely versatile origin that is aimed for dodging incoming damage and utilizing throwing mechanics. Basically, think of this origin as a Ninja. An extremely fast character which throws deadly shurikens at enemies. But in this case, you throw hammers, axes, bats, blades, hooks, and even a 'pee-pee toilet(I mean, literally)' at enemies. And man I tell you, those are deadly.

Also, your thrown weapons will penetrate multiple enemies if you can kill them with one single projectile. This is extremely useful in the first-mid game, as you can easily get more 'Acrobatic' xp.

You can also make ghosts by killing enemies, which works like an 'Bunshin' which ninjas make. They are not useful in damage as they are weak, but they will get much more aggro from enemies, giving you more space in the battlefield.

Most importantly, this is the only origin that can 'SELF HEAL' in battle!! If you perform a normal standing takedown(enemies which are knocked onto the ground are killed differently), you will regain a single lost corpus and turn all damage you received into zero. I mean... this special is totally nuts, as now you can challenge into the infinite waves way easier.

Use the 'flash bang' at the later missions! You will have great chances to daze enemies without direct hitting them with your blunt weapons.(Recommended from TV)

Your gore kills can occur even by throwing daggers or axes at enemies, which easily gives you more space to run away from tight corners. I mean, this is just a cherry topping on a wedding cake.

By the way, this thing has NO DOWNSIDES.

You wanna pew pew? : 'SURE!'
You wanna slice slice? : 'SURE!'
You wanna punch punch? : 'Yeah.... kinda.... but SURE, WHY NOT?'

If I pick the 2nd overpowered origin of arena mode, that would be either the 'Offering' or the 'Massive'. If you have a lot of skill in this game, this thing clearly beats massive.]

'An Offering' Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=0KShHsCIOO8
(2-3.5) [Disquieted only Tricks]
--------------------------------------
About 'Charge Teleport'
--------------------------------------

'Charge Teleport' is a trick that I found while playing as disquieted.
Unlike most origins that are stuck at its own spot while initiating a charge-up melee attack, disquieted can 'teleport' while doing the charge-up attack.

https://steamcommunity.com/sharedfiles/filedetails/?id=2652767540

https://steamcommunity.com/sharedfiles/filedetails/?id=2652768222

https://steamcommunity.com/sharedfiles/filedetails/?id=2652768646

(as the max uploadable file size for guides are 2MB, I made seperate artworks for you to see.)

This tricks makes you do really cool kills like these, and requires very little practice with timing.
Just follow these simple steps, and you will do insane damage anywhere, anytime.

1. Keep your 'charge-up' attack : First, while charging up your melee attack, press 'Ctrl' on your keyboard to keep your charge. Letting go of your 'Ctrl' will initiate your charge-up right away.

2. Charge Teleport : As soon as you initiating your charge-up, quickly click at your nearby enemy. It as same as using the normal teleport of disquieted, but you need do this pretty quickly.

3. Combine 1&2 accordingly. Sometimes mix in charge-up cancel(snap dodging while charging up) would be needed for you to avoid incoming damage.

This trick might not sound like a big deal at first, but this can totally change your disquieted game style once you get used to it.

This trick can be partially done with other origins too, but the range is too short to notice much difference.


--------------------------------------
About 'Shield/Kick Teleport'
--------------------------------------

Both 'Shield & Kick Teleport' are tricks I've found.
If you have a melee weapon in hand, you can teleport with a Shield/Kick attack without swinging your melee weapon.

All you need to do is...

1. Have a melee weapon in your main hand, equip the shield or get the 'Kick' skill.
2. Put your cursor above your enemy.
3. Press "Alt"(for shield bash), or "Alt + Shift"(for kicks) to teleport.
4. Double press the same button to do a critical attack (ex. Alt + Alt for crit shield bash, while teleporting)

This Is very useful against takedown against G03LMs, as you can quickly close the distance without worrying about your melee attack delay.

https://steamcommunity.com/sharedfiles/filedetails/?id=2789885713

https://www.youtube.com/watch?v=tUbc0J42zso
(2-3.6) [Offering only Tricks]
'TV' found this amazing trick while playing as Offering.

You easily get free health just by using 'Flashbangs'.
Throw it at groups of enemies, and just take them down if they are dazed while standing(doesnt work when they are downed).



https://steamcommunity.com/sharedfiles/filedetails/?id=2654444230


Btw, this picture is not seperate clips. Its actually done with just one flashbang.
This also works with fists, but it is not that practical(unless you have lots of imprints).
2-4 [2 Imprint Required Origins]
8. The Massive :

[Focus Skill] : Unarmed - You can obtain 'Unarmed' expert skills.
1. Stunning Fist : Unarmed combo over 10 will have greater chance to make your enemies dazed for a short period of time. It is possible to do takedown after takedown, while gaining more and more combo counts.
2. Dodge Tackle : Enemies will be knocked down when you do a normal-dodge onto them(not snap-dodge).
3. Guard Melee : You can guard against even melee attacks, countering those attacks is also possible.

[Weak Skill] : Acrobatic - You cannot obtain skills over "Acrobatic Lv. 3"

[Special Trait & Bonuses] :
1. Your resist against dizzying attacks is increased by 50%
2. (Special)Your corpus count(Max : 10) and body size will be bigger everytime you unlock a core skill. This special does not give you any benefit with core skills from Acrobatics(This means you have nine core skills to get bigger and stronger).
3. (Special)Your stats will be very biased on [Strength] and [Endurance], and you can only upgrade those two stats when you are unlocking new skills.
4. You will perform half-mag charge ups rather than unarmed and melee charge-ups.

[Drawbacks] : Non-Auto guns are shot 50% slower each bullet. & Your Ranged accuracy will be cut by -40%.

[Two word commentary] : Walking Tank

['Massive' is slow. And that I mean 'extremely' slow.
Leveling him up is slow, his walk speed is slow, his voice is slow, like nearly everything made for this origin is slow.

But that slowness also comes with a extreme upside.
You are a beast on both health and raw power.

About [Health] : Unlike the other origins, Massive's maximum corpus will go up to 10. Making you one of the most toughest beings in the arena-mode itself.
About [Raw Power] : Your charge-up attacks become half-mag charge ups. You can knock every single enemy in your way with the 1st charge up, and get to far away/higher places with the 2nd charge up. Also, your kicks will be extremely deadly and even pierce through 'G0L3M Armor' if your stats are right.

Sacrificing your speed, will become a unfair boss-mob itself.

You will make enemies tumble at your feet, giant or non-giant. The same 'giants' which grabbed you and kicked you around? Now you can block them as they try to knock you down, counter them as they try to grab you. For 'You' have the upper hand this time.

And you will absolutely feel like a boss while stomping your unlucky foes. Enemy heads popping like popcorn, as your unarmed combo counts goes over the rooftop.

Just keep on mind that your 1st charge up will also damage your hirelings, and falling from even small heights will damage you.

Even though your ranged weapons will have more spread, you will have no downsides on the damage itself. So its basically not that big of a deal if you use the 'sweet spot'.

Do not use 'shift' for level your head aim unless you are fighting against Giant enemies. For some reason your aim will as the same height as your head(why???).

So, if you don`t mind being slow now and then, try the Massive.
You will become a 'Tank' that is made out of flesh, and trample through hordes of lesser beings.]

'The Massive' Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=0Z17Q5txSnM

- - - - -


9. Tinkerer :

[Focus Skill] : Ranged - You can obtain 'Ranged' expert skills.
1. Mobile accuracy : Your bullet spread does not get affected by your movements
2. Perfect Sights : Your bullet spread while shooting are fully recovered whenever hitting an enemy
3. Precision shooter : Your sweet spot(the green area of your aim direction) will be a death zone for the enemy, almost instantly reducing their tac-bar to zero.

[Weak Skill] : Unarmed - You cannot obtain skills over "Unarmed Lv. 3"

[Special Trait & Bonuses] :
1. [+1] Extra magazine(applies to all ranged weapons).
2. (Special) You can use any ranged-weapon parts to any ranged-weapon.(Ex : Rockets to a regular pistol)

[Drawbacks] : You recieve 20% more damage from unarmed & melee attacks

[Two word commentary] : Most Overpowered

['Tinkerer' is an origin with allows you to have the 'most customizable ranged-weapons' in arena mode.

To understand this, you have to know that each ranged weapons has its own weapon parts.
For laser rifles, those have laser batteries. For dissonant weapons, those have dissonant batteries.
Normally, these specific weapon parts cannot be equipped with other weapons. There are boundaries.

But Tinkerer does not have these boundaries. Which means you can now attach lasers to cheap pistols, rockets to auto-rifles... and so on. You can make a pistol that shoots 35 enemy-melting dissonant missiles, or make a smg which has 150 bullets for each clip. You can hold these with BOTH HANDS(♥♥♥♥♥♥♥♥♥).

The workbench provides so much nonsense for Tinkerer, its better off testing each feature by yourself. Why do you need a black market, when you can build that rocket launcher with your own hands?

The only downside is that tinkerer receives more damage against melee and unarmed enemies. But if you have moderate skill on melee, this wouldn`t be much of a problem. Also, his overall insane firepower can exterminate anyone in the field before they even have a chance to get close to you.

'G0L3M's? Pfffft. Just shoot some rockets with your pistol to dust them out of the map. Your Dissonance/Rocket explosion penetrates the G0L3M Armor.

I mean, REALLY. This Origin is ♥♥♥♥♥♥ up.


All of these purple thingy is a volley of dissonance cannons.
It follows enemies, knocks down enemies, blows up enemies, hurts your eyeballs...
All that nonsense man.

Even the cheapest modifiable pistol?


Now 'this' is an abomination.
Tinkerer is by far the most overpowered origin in arena-mode, hands down.]


'Tinkerer' Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=19qXiK8eirE
(2-4.5) [Massive Only Tricks]
[Unlike other origins, 'Massive' has a different charge-up skill for unarmed and melee.

The first charge up lets you 'shoot' your whole body as a cannonball and knock almost all enemies in your way, dealing massive damage.

Your second charge up lets you to Jump great heights to reach places without getting any fall damage. You will always directly land on where your mouse cursor is, if only you are not stopped by ceilings or walls.]


----------------------------------
[About "Trimp Jumping"]
----------------------------------

If you have played TF2, you would have heard about 'demoknight-trimping.'
It is a trick that lets you glide through the air with tremendous speed by using a upward slope.

You can do almost the same thing with Massive.


Yes. This is possible with only first charge.

You can trimp with objects which has a shorter height than your waist.
This includes chairs, trashcans, knocked down enemies, slopes, small bumps on the ground, etc.

You might have experienced unwanted falls into pits because this trimp jumping unexpectedly happened. To fix this, you have to understand the next trick.



----------------------------------
[About "Charge Jumping"]
----------------------------------

Yeah, your charge distance differs time to time.
And it is because of your mouse cursor position.


Positioning your mouse cursor far from you makes you charge straight(almost sliding to the ground). Also, your charge distance are fixed to the minimum.


Positioning your mouse cursor close to you makes you jump in the air while charging. Also your charge distance are extremely far. You will get fall damage as you do this.

The problem is that your 'little jump' will turn your enemy heads into a trimping object.
This is why you sometimes fly across the map and fall into deadly pits.
So watch out when there are cliffs in map as playing as massive.



----------------------------------
[About "Charge Rush"]
----------------------------------

This trick is found by 'DJ Cucaracha'

You can now Rush with Massive, while dealing extreme damage to your enemies!
https://steamcommunity.com/sharedfiles/filedetails/?id=2701393375

The process is pretty simple.

1. Do a first charge-up.

2. As soon as you initiate the charge-up, you quickly Snap-Dodge out of it.

3.Run directly at enemies at full speed.

{{Caution}}

Whenever you are doing this, a bug can sometimes happen.
If this bug happens, you cannot snap-dodge anymore, but full-dodge all the time.

To fix this, just use a 'FULL' first charge-up(which means you don`t cancel it, and wait for the final motions too). After this, you will be able to snap-dodge again.

{{Alternative Trick}}

There is an alternative to do this trick too!! (Found by me.)

All you need to do is to ragdoll yourself while performing the first charge-up, and then rush into enemies! This will nearly always work even though the snap-dodge bug happens.

There is a second alternative found by "Nico Las".

You can "Guard-Cancel"(guarding) right after the first charge-up sound.
Getting the right timing could be fairly difficult though.


----------------------------------
[About "Shield Charge"(or Rush saving)]
----------------------------------

This trick is found by me[22.01.02].

What you need to do is equip a shield, and then use it to change direction or even charge-rush multiple times.

It will be better if you have 'Guard Mobility(unarmed)', or 'Block Mobility(melee)'

https://steamcommunity.com/sharedfiles/filedetails/?id=2740237219

{{How to do it}}

1. Do an ordinary charge-rush while equipping a shield.

2. While having enough momentum, quickly hold up your shield.

3. Move to a safer location & face your direction.(is better to not move at all before charging again)

4. Charge again at your direction.


Demonstartion Video

https://www.youtube.com/watch?v=IVgyB4ragzE

{{Alternative Trick(unarmed)}} - (Also found by the master.May)

1. Do an ordinary charge-rush

2. Stop dead on your tracks(stop moving) once you hit enemies.

3. Face your direction while not moving at all.

4. Charge again at your direction.


----------------------------------
[About "Massive Judo"]
----------------------------------

This trick is found by Deimos[22.03.02].

You can get a Free Takedown against an enemy with a "Massive Judo" trick.
You can even takedown enemies that you aren't supposed to.(Enemies like the Tower Guard)

You need to know "Charge-Rush" in order to do this.

https://www.youtube.com/watch?v=YPPDfcasCj4

{{How to do it}}

1. Do an ordinary "Charge Rush"
2. While under the effect, do a "Dash attack" at an enemy(punch while dashing)


----------------------------------
[About "Market Gardening" & "Rocket Jumping"]
----------------------------------

https://steamcommunity.com/sharedfiles/filedetails/?id=2846846521
https://steamcommunity.com/sharedfiles/filedetails/?id=2846849330
2-5 [3 Imprint Required Origins]
10. Magiturge :

[Focus Skill] : None

[Weak Skill] : None

[Special Trait & Bonuses] : You can use the "SECRET AREA" that is located right outside your base, You can use "Wizard" specific weapons

[Drawbacks] : { -75% }Encumburance Max & { -2 } Extra Magazine, Base health is only 10

[One word commentary] : Fragile Wizard

["Magiturge", is a very unique origin. Like the Tinkerer, his main source of power doesn't come from his skill set, but weapons that he uses.

Playing as Magiturge, you will have access to a secret door right next to your base entrance. Here, you can purchase & mod "Wizard" weapons that have all sorts of different power.


The 4 "True Wands" are your go-to weapon, as they can be modded with all sorts of parts & gems to max out their firepower. Also, these weapons grant you infinite-ammo, but with a certain price that debuffs your character.

Every magic projectile completely ignores the enemy tac-bar, while also dealing full crit-damage. With a combination of good parts, you can pour all kinds of magic into hordes of enemies.

However, the downsides are quite hefty. Especially the 10 base health will punish you more than you can ever imagine. The "Plastic Wand", which is probably the best wand of all four, will give you a daze debuff after reloading. While under this effect, you cannot dash or properly use your tac-bar, leading yourself to hurt by enemies WAY more than it needs to be.

There are a lot of WTF moments, like getting one-shot by a "Nexus-engineer shotgun" or "N51-Overwatch's N.K.50 sniper rifle". Since you aren't protected by loads of armor because of your Encumbrance max penalty, every high-damaging enemy sightline is presumably a hallway straight to hell.

There is one solution though, killing them first before they kill you. You need to utilize corners and obstacles while pre-firing into incoming enemies. Your reflexes are key to this, as both you and your enemy will have the same height in lethality.

Use hirelings. USE THEM. The unarmed hirelings are the best, as they can wear lots of armor, while stunning enemies with their fists. They are also great against G03LMs in the final mission, as G03LMs are one of Magiturge's biggest counter.]

'Magiturge' Demonstration(turn on subtitles pls)

https://www.youtube.com/watch?v=K9GwV1iwtQ8
(2-5.5) "Magiturge" only tricks
----------------------------------
[About "Dodge-Dashing"]
----------------------------------

https://steamcommunity.com/sharedfiles/filedetails/?id=2828635094

The "True Wand:Plastic" will probably be the best wand of the four, but gives you a daze debuff for every reload. Under the daze effect, your character cannot dash, resulting enemies quickly closing up towards you.

You can avoid this however, if you have the "Snap-dodge" & "Dodge-shoot" skill.
Keep snap-dodging while holding down your L.mouse button. Your wand will keep on firing constantly, while you somewhat maintain that fast movement.

Snap-dodging is a little bit better than "Full-dodging", as there are no pause-fire between each dodge. However, if you're about to get surrounded, use full dodge like normal.

----------------------------------
[About "Magic Jumping"]
----------------------------------

https://steamcommunity.com/sharedfiles/filedetails/?id=2828185542

This is a really weird trick.

The "True Wand:Steel" gives you a penalty of disarming yourself, and making you knocked up into the air(in a random direction & height). Using this, you can reach places that cannot be reached normally.

However, as it is totally RANDOM which way you'll head to, you'll usually have to try multiple times to get the right direction once or twice.


The only place I found this trick to be somewhat useful, is one of the tall closets in "Haunted House" mission, since you can start the next wave without coming back down.

----------------------------------
[About "Staff Aiming"]
----------------------------------

https://steamcommunity.com/sharedfiles/filedetails/?id=2849918168
(2-5.6) About "Magic" Weapons
Wand Parts
What they normally do
Wood
1. More projectile per shot
2. Lesser ammo
3. Slower projectile speed
4. The "True Wand: Wood" powers nearby enemies when reloading(shown by red skull, 8 seconds)
Steel
1. Faster projectiles
2. Bigger explosion radius
3. Better melee piercing(pistol whip)
4. Reloading the "Ture Wand: Steel" makes you drop your weapon, while knocking you far into the air
BoneMeat
1. Better tracking(projectiles follow enemies)
2. More ammo per reload
3. Better melee piercing(pistol whip)
4. The "Ture Wand: Bonemeat" makes your corpus get damaged a lot when reloading(Damages corpus + 8 second bleed)
Plastic
1. Faster fire rate(the wand is full-auto)
2. Lesser ammo count(Talisman)
3. The "Ture Wand: Plastic" gives you a Daze debuff for 8 seconds when reloading
Gem
1. Gem: Kinetic - Less damage, projectiles ragdolls & pushes enemies on hit(low-health enemies are pushed much further).
2. Gem: Cyro - Slows enemies with a "Freeze" debuff(5 second)
3. Gem: Thaumergy - Dissonance shots, auto-targets enemies a little bit.
4. Gem: Caustic - Has a small projectile size, debuffs an enemy with an "Irradiate effect"(1 damage * 9 ticks)
5. Gem: Static - Electric damage, fast speed
6. Gem: Fire - Fire. Burns enemies overtime(0.3 damage * 10 ticks).
7. Gem: Toxic - Slow, toxic gas-like projectile. Damage overtime(0.2 damage * 19 ticks).
8. Gem: Jolt - +20 Ammo per reload. Best speed. Low in damage
9. Gem: Doom - Curses an enemy on hit(enemies that have a doom curse on them will take 50 damage after 8 seconds), the timer resets if the enemy is hit again while having the curse.

Recommended Wand Combinations
Wand Parts
How to use it
"Auto-Shotgun Wands"
1. True Wand: Plastic
2. Wood Wand Ring
3. Wood Wand Talisman
4. Plastic Wand Core
5. Wood Wand Extension
6. Wood Wand Pommel
7. Whatever gem you prefer
Spam at enemies
"Mine-field Wands"
1. True Wand: Wood
2. Plastic Wand Ring
3. Wood Wand Talisman
4. Wood Wand Core
5. Wood Wand Extension
6. Wood Wand Pommel
7. Gem: Cyro
Shoot behind/ahead of you while running away
"Jump Tick"
1. True Wand: Steel
2. Wood Wand Ring
3. Plastic Wand Talisman
4. Wood Wand Core
5. Wood Wand Extension
6. Wood Wand Pommel
7. Gem: Doom
Best wand for the "Magic Jump" trick
"Auto-Rifle Wands"
1. True Wand: Plastic
2. Wood Wand Ring
3. Plastic Wand Talisman
4. Plastic Wand Core
5. Plastic Wand Extension
6. Bonemeat Wand Pommel
7. Gem: Jolt
Use it like a Rifle.

Other Magic weapons
What they do
Wizard Staffs
Charge-up attacks are different(1st charge-up is a high-damaging explosion{15 damage}, 2nd charge-up shoots 3 projectiles that deals 10 damage each, then ends with the same explosion). Other than that, they work like a normal melee weapon.
Magic Books
1. Tome of Doom : Shoots a single projectile that curses an enemy on hit. (enemies that have a doom curse on them will take 50 damage after 8 seconds), the timer resets if the enemy is hit again while having the curse.
2. Tome of Magic : Shoots 3 weak projectiles that auto-targets enemies. The further the enemy is, the easier it is to hit all three projectile(3.5~5.5 damage per projectile).
3. Tome of DeRez : Shoots 3 slow moving projectiles that deals lots of damage(17 per projectile), it is easier to hit enemies that are close to you.
+++ Origin Tier List +++

THIS IS A 'PERSONAL' TIER LIST(with some other highly skilled people`s thoughts).
All origins can be used in any way, I`m not saying any of them are useless.

- - - - - - - - - - -
God : Downright broken. Difficulty becomes a joke.
- - - - - - - - - - -

{{Tinkerer}} - Being PURPLE himself.

(Having nearly all access to weapon parts, he can just win every origin on all of the fields. Speed-Running, Easy Gameplay, Infinite-wave Runs, Token Farming, Cash Farming... etc)

- - - - - - - - - - -
OP : Overpowered. Extremely powerful in all difficulties when given the right conditions.
- - - - - - - - - - -

{{Massive}} - Specialized in Speed-Running & Easy Game-play.

(Having 10 corpus & a special charge-up attack that knocks down even G03LM type enemies, he is just an unstoppable force that can cheese the game real fast.)

{{Offering}} - Specialized in Infinite-wave runs.

(Although having very weak health at first, after having more than +10 imprints, this thing can reach very high waves by healing itself. The free ghosts given at any random kill, can also take aggro away from you.)

{{Disquieted}} - Specialized in Token farming & Melee Game-play.

(The best token farming mission as for now is 'Fast Track'. Disquieted has the second-fastest clearing time on "Fast track". The specials you can use while playing as him give you extra benefits for doing only-melee.)

- - - - - - - - - - -
Superior : Powerful all-around. Does their main job very well, while still being useful in other fields.
- - - - - - - - - - -

{{Mercenary}} - Specialized in Cash farming.

(+10% bonus cash can make a great difference if entered infinite waves. A pretty distinctive special that can make a great impact when having the right stats, and can switch between Melee & Ranged at any given time.)

{{Magiturge}} - Has the most toys to play with.

(The "pocket dimension" grants you lots of toys that other origins can only dream of. The infinite ammo mechanic is powerful, but the low health & reload penalty is enough to make the origin OP.)

- - - - - - - - - - -
Specialized : Great in their own field. Has unique abilities that make the origin different from one another.
- - - - - - - - - - -

{{Agent}} - Classic choice, with a good starting bonus.

(Used to be pretty underwhelming, but now, pretty awesome. The stun-pistol mechanic rewards you from picking up dropped pistols and now fits perfectly with the light-armor style. Now I enjoy playing as Agent.)

{{Patient}} - Hardcore unarmed gameplay.

(Although a lot of people hate it, the Patient is a GOOD origin. Even though it is hidden by Massive's shadow, his fast mobility & basic attack sets let you lead the unarmed combo streak in a completely different environment. The sheer amount of rush while stacking hundreds of combo meters under constant pressure will give you a totally different experience.

It's basically a "Doom guy" origin.)

{{Experiment}} - For people who want a colorful experience.

(Experiment is a hybrid origin that also is specialized in throwing stuff. If you're sick of constantly using a single attack type, the Experiment has lots of tools to try out & play with. It's a very jester-like origin.)

- - - - - - - - - - -
Average : Just average. Nothing very special, but still useful.
- - - - - - - - - - -

{{Noob}} - Great for new players

(Unlocking all basic Core.III skills, he gives you a great opportunity to try out all kinds of basic gameplay. Noob is just average as he lacks his own personality. Just know I'm not saying "Average = bad" here.)
◄{Origin Stat-table}►
This is a 'Recommended' table for players that struggles at giving right attributes to their character. It`s totally fine for you to grow any stat you like. I`ll be frowning if you complain over this.

As all origins have different stats at first, so it is meaningless to write the exact numbers here.

Each stat will marked between '50 ~ 0', and the average of '25'.
Think the number as a 'Ratio' rather than an exact stat number.


{{Origin}}
*Strength*
*Endurance*
*Dexterity*
*Tactics*
{Why?}
[Noob]
25
25
25
25
"For balanced gameplay"
[Agent]
20
20
25
35
"For better shooting capability"
[Experiment]
20
30
40
10
"Because you run and throw a lot"
[Mercenary]
30
30
20
20
"To have enough stat for both Melee&Ranged"
[Patient]
20
30
30
20
"To punch fast"
[Disquieted]
30
30
30
10
"To swing fast"
[Offering]
10
30
40
20
"Because you have very low HP"
[Massive]
60
40
0
0
"You don`t need encumbrance that much"
[Tinkerer]
30
30
20
20
"PURPLE"
[Magiturge]
20
25
35
20
"Higher Dexterity = Easier to avoid enemy sightlines"
3. Sub-Stats(Attributes)
By now, you would know what stats(Attributes) are.
[Strength], [Endurance], [Dexterity], and [Tactics]... And they are the numbers that somewhat impact the gameplay.

Sub-Stats are a bit different. They do impact the gameplay, but 'directly'. These sub-stats also gives you chances of doing certain stuff. For example, your 'Force' will increase your chance of knocking down enemies when swung. Here are all the sub-stats and what they do in-game.

[Force] : The average between Strength & Endurance
- Recoil Reduction : Recoil will be slightly reduced for every point. (Very minor)
- Unarmed Damage : Your fist`s damage scale is increased slightly for every point. (Minor, but high force enables to instantly kill weak enemies)
- Blunt stun : Your chance to knock enemies to the ground is increased for every point. (Only for blunt weapons)
- Weapon Speed;Big : Your large melee weapons(ex:dragon slayer) are swung a little bit faster for every point. (Extremely minor.)
- Unarmed Armor Piercing : Your charged-up unarmed attacks can do damage to armored enemies if this sub-stat is extremely high.(Possible for Massive)

[Lethality] : The average between Strength & Dexterity
- Melee Damage : Your melee damage scale is increased slightly for every point. (Very minor, high lethality enables to instantly kill weak enemies)
- Throw Distance : You can throw weapons and throwables a bit further.
- Melee Armor Piercing : Your charged-up melee attacks can pierce through armored enemies if this sub-stat is extremely high.(Possible for Disquieted)(I was able to pierce through normal G0L3M armor with 45 Lethality.)

[Critical] : The average between Strength & Tactics
- Unarmed Stun : Your unarmed attacks have greater chance to 'daze' your enemies. (This means a lot for patient or massive)
- CQC Crit Damage : Your Critical damage will be greater for every point. (Damage seems to be a bit random)
- Slash Stun : Your slashing weapons will have greater chance to make your enemies 'dizzy' (Unlike unarmed stun, this does not daze your enemies.)

[Athletics] : The average between Endurance & Dexterity
- Sprint Speed : Your movement speed by sprinting will increase.
- Block Power : Your health handle much more from blocking.
- Resist Knockdown : Your chance of being knocked down will be reduced for every point. (Minor, as most knockdown damage such as explosions and half-mag charge are guaranteed for the player to be knocked down)
- CQC speed : Your melee and unarmed attacks are faster for each point (Major, as even a bit quicker attack means you hit your target first and cancel its attack)

[Strive] : The average between Endurance & Tactics
- Trauma Recovery : Your corpus repairs a bit faster for each point.
- Knockdown Power : Your chances to knock down an enemy will be increased. (This stat is not yet confirmed if it does make an impact)
- Recoil Recovery : Your recoil recovery will recover faster after you stop shooting. (Minor impact in-game)

[Senses] : The average between Dexterity and Tactics
- Ranged Crit Damage : You deal more crit damage with your firearm and throwables. (Seems to be random at times, as your damage varies for what part you hit your target)
- Aiming Walk Speed : You can walk a little bit faster while aiming for every point. (You can move a bit even you press both [Shift] and [Right mouse] when you have enough points)
- Reload Speed : you can reload faster. (Does impact majorly)
- Ranged Accuracy : Your bullet spread decreases for every point. (Does give you more accuracy)


[Tip : Some origins depend on some sub-stats, so look on eye whether you want to upgrade a stat or not.]
4. Tokens

[Token is a currency that lets you purchase customizables or weapons, armor and upgrades. And you can obtain these tokens in only two ways finishing a mission with a high difficulty(this can be done only once per gameplay), or by killing token robots.]











-------------------------------------
[What is a 'Token Robot'?]
-------------------------------------

A 'token robot' is a mob in game which appears in most chopper-dave missions, and if a player is playing on high difficulties(Tough or Madness) & high waves(Usually on the end-waves).

Most of the time it only appears once every wave, and its appearance is indicated with an unusual green highlighted circle.


It`s spawn location seem to be totally random, so it is best advised to play on small maps like slaughter time to farm from these robots, as some missions make players difficult to reach every location on the map.


The robot will stay for a few seconds and then disappear, so it is advised to destroy it first before it goes away.


When you succeed to destroy it, it will leave a single token like the bonuses of arena-mode.
The token will also disappear after a short time if you don`t grab it first.


-------------------------------------
[What can I do with a Token?]
-------------------------------------

Tokens let you buy exclusive items and changes from the 'Fence' and 'Loft mirror'

[About Fence]

'Fence' will be automatically appear in the front of your base after you`ve finished the fickle friends mission. He sells the Director`s Cape, Three exclusive melee weapons, and Augments, and some paints that you can colorize you and your hirelings` armor.

Here are the names of 'Must-Buy' Alphaware.

Chameleon Veil :
Lets you have 200% tac-bar when equipped. Extremely useful for ranged-based origins that tends to avoid close combat.










Nano-Respirators :
It lets you have 300% health regen for each corpus. Extremely useful for close-combat origins, for they require fast healing between executions.










Binary Sword :
The initial durable is 200, and once it is broken, you have a second short-versioned binary sword that has less durable and range, but still does the same damage. It is also the sword that 'Jesus' carries in the madness series. You can hold it with two hands.








[Nexus Blade] :
The best elemented-melee weapon in arena mode. Durable is highest 300, and counts as an explosive when broken. Negative damage instantly deletes enemies when the last hit removes a corpus. You can hold it with two hands.




[About the Loft Mirror]


The 'Loft Mirror' lets you have costumes for you to look differently.
You can change your appearance, such as 'Hank', or a 'Zed', or different body colors.

These appearances tends to be a bit expensive, so do mind of the price.
5. Weapons (Introduction)
Yes, 'Weapons'. And boy, I must say, there are a 'LOT'.
As there are a lot of weapon types, I`ll only introduce you the recommendable ones.

The weapons here picked by the community and are recommended for you to try out.
I`m not recommending these as of 'You must use this, or you are dum-dum.'

If you like other weapons, go for it!!!
We all seek madness after all.
(5-1) [Melee Weapons]


{{{Normal sized Melee}}} : Normally your go 2 melee weapons.




Shock Baton
[Yeah. Price is a bit expensive, but you swing these stuff really fast with both hands. You can also penetrate enemy armor, which means you can kill all kinds of bosses pretty quickly.]















Fireaxe & Door Breacher
















[Both are great at its own thing, one for slashing, one for bashing. Heavy & Charge-up swings are amazing with these too.]

Shock Longsword
[It looks as if its durability is only 50, but the weapon doesnt break after the first 50 durability is gone. It actually just loses its element, and becomes a 100-durable sword. Pretty cool, a lot of people don`t know this so... yeah. I like this thing btw :3]












Katana & Binary Sword - (Fence)
















[Both are good for its own reason. 'Katana' has one of the highest durability and swing speed, and 'Binary Sword' has extremely high damage with amazing reach. You can dual wield these together to have the fastest swing speed possible.]


Nexus Blade - (Fence)
[A negative-elemented, highest-durability, fasts-winging, great-piercing, ear-drumming, explosive, not-at-all-copyright-issued, cool-a-ss-♥♥♥♥♥♥♥ sword. End of story.]















Grappling Hook & Okay Boomer
















[One is best for hooking enemies, the other is best for throw and catch.
Don`t ruin the joke. Or I`ll call you a boomer.]


Baseball Bat /or Wooden Nailbat















[Oh I bet you didn`t expect this.
This is recommended for you when you are playing as the 'Massive'

Let me explain.
When you charge attack with your melee weapon(or unarmed), a lot of your enemies will get dazed. And when you do a takedown on those enemies, one of 2 things will happen.

1. You will do a quick 'stomp(unarmed)' or 'chop(melee)' takedown at your knocked down enemy.
2. You will do a very slow 'unarmed' takedown at your standing enemy.

The problem is that the 2nd, standing takedown happens to be 'very slow'. Of course you will get more health recharge while you do this, but you will lose some chances to takedown 1~2 more enemies as their dazed condition will disappear.

Well, guess what?
If you have the Bat equipped, you will always do a home-run takedown against standing enemies!!!
These home-run takedowns are extremely quick. Plus the taunt and gore are amazing.
You will always get more chances to takedown 2~3 more enemies with this.

So, try using the 'Baseball Bat'. Or if you wish to be a bit more cruel, go for the nailed one.]






{{{Heavy Melee Weapons}}} : Hard to time for each hit, but very satisfying when it actually hits.





Spike Mace & Dragonslayer















[Well, they do the highest damage. One bashes, one slashes... Pick what you want.
Also, the Spike Mace tends to fly everywhere if you throw and it hits a wall by its handle, so you it is possible to have a lucky kill with it... or you can lose it until that whole mission. Your choice.]
(5-2) [Pistols & SMG]


{{{Pistols}}} : Most of them are very cheap, has great accuracy and decent damage.





Northern Striker Mk.19 & Nevadean Pistol Mk.911 Long
















[These are early-unlocked pistols which has decent damage and ammo per clip. Decent price too.]



Nexus Laser Pistolette















[This weapon is underestimated by its size. It has 100% guaranteed accuracy, deals fire damage with great piercing. You can mod it to have a larger ammo clip, making it have 35 ammo instead of 11.]


Otis-33
[Basically a SMG which uses pistol ammo. Pretty good at spamming too.]















Nevadean-500 Magnum Longbarrel & BM.44 Magnum Full Size
['N-500' is the same weapon the 'Savior' likes to carry. Great damage with great piercing, but with only 5 ammo per clip. 'BM.44' is similar to N-500, but has 6 ammo instead of 5.]



Nex-.410 Shotgun Revolver
[Its a shotgun which uses pistol ammo. The price is extremely cheap too.]



















{{{SMGs}}} : Moderately expensive, insane fire rate. Melts enemies at close combat.





Bullpup Model Mk.90(P90) & Nevadean Ballistic Supression(BZN)















[Loads of ammo, decent damage. Not much to explain.]
(5-3) [Shotguns & Rifles]


{{{Shotguns}}} : Most of them are very cheap, followed by great damage. Also an extremely cruel way to kill your enemies.





Nevadan Defense
[Takes a lot of time to reload, but this has one of the fastest fire rate for a non-auto gun. You can dual wield these, and just pour 18 shells of bullsh-it into anyone`s face that you truly hate. Over-all, a very gentleman`s weapon.]











Nevadean Bulldozer 12 guage(N.Dozer)
[It`s a cheap auto-firing shotgun with great ammo count. 'Nough said.]














Reaper-410
[A non-auto shotgun that has 2 burst fire per click. Extremely useful when playing as Agent, as you get +40% fire rate instead of +20%.]












Nevadean Dozer Model E - (Black market)
[One of the most broken weapon in the game. Although the price is quite steep, but it deals insane damage with amazing piercing. Did I say that this thing kills a G0L3M with 3 shots? It just becomes an easy game when you have 2~3 of these.]















{{{Rifles}}} : Fairly expensive with lots of ammo. Most of them are trustworthy weapons.




Bren & Pr-AR
















[Single shots with decent ammo and piercing. Fair price too.
Loved by some dorks that complains about wasting a few cannonballs while playing as the most overpowered origin.]


Nevadean Alloy model 762 & Nevadian Scar















[Both great but expensive. Scar has some piercing attached, so that`s also good.]


Nexus Laser Carbine & Nexus Laser Rifle - (Black market)















[These are very powerful. 100% accuracy, also melts enemies like butter. Its better to mod the Nexus Laser Carbine, just to have 35 ammo instead of 20.]
(5-4) [Heavy-Weapons]


{{{Heavy Weapons}}} : They can be purchased through the black market. Most of them are rather expensive, and very worth the price. Also, a lot of these are only able to be single-wielded.





Firebug
[This is a fairly cheap weapon that shoots molotovs. Not joking here, they exactly do the same damage. I recommend this weapon for those poor guys who had a hard time against the vampires. You can melt those bastards with this one.]











Flamethrower
[Fun to use. Though fun doesnt last long. You`ll understand what I mean once you use it.]















M32 Launcher
[You can dual wield these. Extremely spammable. Great for pouring your hatred to enemies.]













Fourpack & N-1 HEavy BA-Zücker















[These are good rocket launchers. Fourpack has 8 rockets, and BA-Zücker has 20. Of course the BA-Zücker would be the better choice here, as other stats are just the same.]



Heavy-machine-gun Family(PKN, NexTek 6000, Nevadean Assault Weapon Model 2500)





























[The H family. A bullsh-it ton of ammo counting up from 75(PKN)~150(AN-2500). Very 'mod-able', with amazing fire rate. 'PKN' & 'Nextek 6000' has piercing with higher damage. 'AN-2500' has the third-most highest fire rate in the game(900) with the second-highest ammo count(150) per clip. Follow your taste, these weapons will never disappoint you. Even when you are playing as tinkerer, these are the best weapon to shove your 35 purple stuff in.]


Dissonance Family






























[The great Dissonance family. Lancer and ScatterGun consumes a lot of ammo, but comes with a 'lot' of piercing. Basically, your ammo melts as the enemies melt. The Dissonance Cannon is however the best explosive weapon in the game for now(except for weapons that tinkerer makes). 35 ammo of purple stuff which can kill any normal sized enemy with two clean shots. All three of these weapons have homing projectiles too.]



Minigun
[Aww, you want this don`t you?
But guess what, you need $615,755 to have one. Aww.
Seems like you have to spend hours and hours on missions over and over again.

......But seriously, how can one have such a gorgeous looking weapon?
My man, just its actually very simple. All you need to do is spend 1~2 hours on infinite waves.(Or do 24~25 times of Complete Heist mission)
Just upgrade your character sturdy enough to climb up all the waves until you reach like the 70~80th wave. (Good F-king luck. XD)

Or maybe.... You can try modding your save file by learning from my 'Hacker`s Guide'. Which will save you lots of time and effort.

Anyways, this weapon is really something. With having the highest number at both 'Ammo per clip' and 'Fire rate', this thing eats enemies alive.]
6. Armor & Overcap
Ursprünglich geschrieben von May:
"Armor" are clothes that give the character protection from enemy attacks, while also giving additional ammo / special bonuses. Some of them will even further buffs in exchange for some penalties, so make sure you are equipping the right armor suitable for your game style.

{Armor Type}
{Icon}
{Part}
{Where to purchase}
Hat & Helments
Hat
Quartermaster
Goggles
Face
Quartermaster
Masks
Face(except the "Armored Filter")
Quartermaster
Mouth
Mouth
Quartermaster
Body Armor
Armor
Quartermaster
Outfits
Outfit
Quartermaster / Some missions(Slaughter Time/Hard Sell/Fickle Friends)
Back
Back
Quartermaster / Fence(Alphaware - Director's Cape)
Belt
Belt
Quartermaster
Gloves
Gloves
Quartermaster
Boots
Boots
Quartermaster
Fullhead
Fullhead
Quartermaster
Ear
Ear
Quartermaster
Shoulders
Shoulders
Quartermaster
Augments
Augment
Fence(Alphaware)


Armor type
Usage
Merit
Hat & Helmet / Mask / Mouth / Fullhead / Ear
Protects the "HEAD"
High armor compared to low encumbrance
Armor / Outfit / Shoulders
Protects the "BODY"
High armor in the cost of high encumbrance & some give you ammo bonuses
Backpack & Belt
Gives extra ammo / Protects the "BODY" of your character
Extra ammo / protection in the cost of encumbrance
Gloves
Increase unarmed damage / Non-auto Fire rate / Protects the "BODY"
The only way of increasing unarmed damage outside of increased character stats
Augments
Increases the users stat / gives special bonuses
Nano Inspirators / Chameleon Veil are OP armor

----------------------------------
About "OverCap"
----------------------------------

Ursprünglich geschrieben von TioRast:
"Overcap" is a set of penalties given when the character has exceeded the encumbrance cap. These penalties could make a huge impact if the player doesn't have enough skill, or doesn't have a countermeasure for it.

{Overcap Level}
{Preview}
{Penalty}
{Conditions}
"Yellow"
* {-1} Acrobatics Core Level(dodge)
* {-1} Tac-Bar Level
After exceeding your current Encumbrance Cap
"Red"
* No Sprint
* Shorter Snap-Dodge
* {-2} Acrobatics Core Level(dodge)
* {-2} Tac-Bar Level
Exceeding 12 points above Encumbrance Cap


- Losing one level of your tac-bar can leave you vulnerable to bullet spamming enemies

- Losing one Arobatics Core makes snap-dodge as your savior for mobility

- The "Yellow" penalty can be taken if you can handle crowds fast enough without getting killed.

- Origins such as "Magiturge", "Patience" and "Massive(even with imprints)" is not recommended to overcap. Magiturge depends on avoiding damage due to he´s low health and glass cannon nature, while Patience and Massive only has Acrobatics core 2

- Hirelings who've only reached "novice" for actrobatics shouldn't be overcapped(they will start taking full damage rather than grazing). Only hirelings with the "Acrobatics:core 2" skill are decent enough to overcap.

- Do not overcap "Stuntsmans"(acrobatic specialized hirelings), as they rely on their "tactical master " skill to fight gun wielding enemies.
7. Further gameplay tips
----------------------------------
About 'Charge-Cancel'
----------------------------------

'Charge-Cancel' is a technique you can use while charging up either a melee weapon or your unarmed attack.

These are the requirements to perform this.
1. [Punch, Charge-Up] /or [Swing, Charge-Up] skill.
2. [Snap-Dodge] skill for acrobat.

Whenever you are charging up 1~2 on unarmed or melee, you can snap dodge(quickly taping space bar) away from an enemy to quickly avoid getting hit and being canceled. Use 'W.A.S.D' on your keyboard to make your snap dodge head to a certain direction.

This cancel is very useful in [Murder Room], as there are a lot of grabbing and melee based enemies.
As your charge will be canceled when getting hit by unarmed or melee, just use this technique to avoid damage.

----------------------------------
How to hold 'Charge-Up'
----------------------------------

Hold [Ctrl] or [Q] on your keyboard while charging up your unarmed or melee.
You can save your level.2 charge-up infinitely.


----------------------------------
"Charge-Up 360"
----------------------------------

https://steamcommunity.com/sharedfiles/filedetails/?id=2840199991

Ever time you start a charge-up attack, there's a single frame that you're able to change your direction.

Flick your mouse to the right side(150~160 degreess) from your aim to extend your melee swing, and click right away.

If done correctly, you'll be able to extend your melee swing covering all 360 angles.


----------------------------------
"Hook-charge"
----------------------------------

https://steamcommunity.com/sharedfiles/filedetails/?id=2845782419


----------------------------------
Partial Akimbo
----------------------------------

You would know about holding two guns in two hands, or two swords in two hands.
But what about one gun and one sword for two hands?

You definitely can!

Just have [Dual Wield Melee] and [Dual Wield, Ranged], and you can use a gun and a melee weapon at the same time(light/advanced skill depends on what weapon you choose).

Know that you can use melee weapon by pressing [middle mouse] button.
You can do some cool things with this technique.

Demonstration by my character :



----------------------------------
About 'Ragdoll-Jump'
----------------------------------

'Ragdoll-Jump' is a technique(made by me :D) that you do by combining 'dodge' and 'K' button. If done correctly, your character becomes a ragdoll that jumps up a 'little' bit higher then your normal dodge jump. You can do some wacky things like this.


Also, you can basically 'yeet' yourself by doing this while falling from highgrounds and take twice the falling damage!! (Why does anyone does this? I don`t know.)


-----------------------------------------------------
About making 'Perfect Aim'
-----------------------------------------------------

Some heavy-weapons like the N-60, and the minigun has very large bullet spread.
You can negate this bullet spread to a near zero by following these steps.

1. Required Skills (All Ranged)
- [Stationary Recovery]
- [Off-Hand Aim]
- [Auto-Fire Compensation]

Or maybe even
- [Headshot](optional)
- [Cover Bracing](optional)

2. While keep shooting your gun, press [right mouse] button and stand still(or go behind cover if you have cover bracing). Your giant spread will quickly reduce into a perfect storm of bullets right into the middle. Combine with [Shift] if you have [Headshot] skill available.

https://steamcommunity.com/sharedfiles/filedetails/?id=2654452558


--------------------------------------------------------------
Having only Thug And Gymnast Hirelings
--------------------------------------------------------------

You would say, 'Hey, you should hire gunman for shooting.'
But no, I don`t think that gunman is very viable for a hireling.

The most important stat in your hireling is 'how much damage they can endure'.
Not how much damage they can do to your enemies.

Lets face it. Even if you bring a hireling max squad, it is more likely for you to do 70% of the damage.
Hirelings, they do stupid things. Even if you give them each commands, they will be dumdum and become gumgum fast.

You don`t bring a hireling expecting that somehow they`ll kill an enemy that you cannot kill.
You bring a hireling to make enemies turn away from you, so you can kill it yourself.

If you have a gunman or a clubber as a hireling, there are chances that they cannot wear some high-quality armor because their [Endurance] & [Encumbrance] are low.

Health first. Damage next.
Reviving your hirelings takes a lot of bloody money(if you do not have insurance).

I do not like hiring gunman at all. If you have a good gun, give those guns to Gymnast and Thugs.
They will have almost the same ammo like gunmen if you give them the right equipment.

Sometimes bringing 1~2 melee or unarmed hirelings would be nice, as those attacks stuns the enemy on the spot.



----------------------------------
About 'Stealth Charge-up'
----------------------------------

(This trick is found by "Taranza Clone" from the M:PN discord server)

'Stealth Charge-up' is a technique you can use to do a charge-up attack without needing to fix yourself in one place.

These are the requirements to perform this.
1. "Left-Click", quickly followed by HOLDING your "Ctrl" key(also works with "Q").
2. Release Ctrl when you want to do the attack.(clicking makes you use the attack right away)

You can even RUN while holding your charge-up!
Which means you can now use charge-up attacks at any given time.

https://www.youtube.com/watch?v=Zhxrao5zsTc&t=41s


----------------------------------
How to 'Chad-Pose'
----------------------------------




















This trick is found by "Leaffen"

To pose like a 'Chad', you only need to follow 4 steps.

1. [Charge-Up] skill for either Melee/Unarmed
2. Have at least one ranged weapon in your inventory
3. Do a charge-up until 2nd, and open your inventory with the "i" command
4. Equip the gun in your hand.

You will be stuck in that charge-up state until you do a quick "Alt" attack, or disarm that gun with the inventory.
Also, you look awesome with guns.
[EX.] People who have helped me throughout making this guide
TV :He is currently helping me to refine rough edges and add information to this guide. He helps me most on Origins. Huge thanks for him for lending me a hand.

TioRast : He helped me correct lots of info about Origins. Very skilled at this game too.

Donated Saves :
- 6 Imprinted [Tinkerer] By 'TV' : Was used for testing all types of modifiable unarmed weapons.
- 2 Imprinted [Massive] By 'Admiral Gigaton' : Was used for testing 'Massive' and 'Disquieted One'
- 0 Imprinted [Mercenary] By 'Explo☄' : Was used for testing mercenary in depth
- 4 Imprinted [Tinkerer] By 'The Bread Man' : Was used for testing some glitches
- 8 Imprinted [Experiment] By 'TioRast' : Is being used for my entertainment.


Also, look! Its sonic

My experience by far
[Noob] : Lv 30 [3 times] (Finished - All Missions Finished above madness difficulty)
[Agent] : Lv 29 [2 times] (Finished - All Missions Finished above madness difficulty)(I really hated this one)
[Experiment] : Lv 29 [2 times] (Finished - All Missions Finished above madness difficulty)
[Mercenary] : Lv 29 [3 times] (Finished - All Missions Finished above madness difficulty)
[Patient] : Lv 29 [5 times] (Finished - All Missions finished above madness difficulty)
[Disquieted] : Lv 24 [4 times] (Finished - All Missions Finished above tough difficulty)(Didnt use any unranged skills at all, why level is at 24)
[Offering] : Lv 29 [4 times] (Finished - All Missions Finished above madness difficulty)
[Massive] : Lv 29 [6 times] (Finished - All Missions Finished above madness difficulty)
[Tinkerer] : Lv 29 [8 times] (Finished - All Missions Finished above madness difficulty)

Yep. I`ve been playing a lot.
Hope these experiences help you trust my guide.
244 Kommentare
The_creeper02 15. Apr. um 6:26 
where is the creber origin?
combater56 1. Jan. um 3:05 
Got my fourth imprint, this is informative. I picked Mercenary for my next playthrough. This is something I need to keep in mind.
Eldwitch 2. Juli 2024 um 10:44 
Are you going to update this guide with the creber origin? Perfectly fine if not, just wondering!
TioRast  [Autor] 12. Juni 2024 um 9:53 
only mercenary and offering can´t dropkick ( heavy dash attack skill ) due to unarmed weakness
Vortigaunt :3 12. Juni 2024 um 0:41 
can EVERY class dropkick or can specific classes dropkick only?
Tony 26. Mai 2024 um 16:52 
tinkerer and massive are just so bloody fun to play
kingsley master 7. Feb. 2024 um 4:27 
with the magic jump trick, you say it only has 1 useful area, in the hounted house mission, as you can activate the wave from their, you can actually comand your hirlingsto press thebutton with
ctrl + m1.:jarate:
Shmoomoo 7. Juli 2023 um 14:49 
so basicly what im getting from this is tinkerer and massive are the "lord deaths of murder mountain"
TioRast  [Autor] 20. Apr. 2023 um 21:17 
Dual wielding light melees such as batons, crowbars etc etc its good to compensate some low damage, as for gun & melee more alike being able to block and keep distance since like Large and Huge melees, doing a parry will not stun your opponent so its more like to keep a distance with a group
Shakon_Krogen 20. Apr. 2023 um 20:23 
i Believe that it depends on what weapon you're dual wielding for example dual wielding a crowbar and handaxe is good but dual wielding anything heavier get worse and worse