The city is sealed and the miasma is rising. Fill your beak with herbs, light your lantern, and walk the night streets, quarter by quarter.
Choose a bonus
Dawn comes to the city. Keep going into endless tiers, or go home with your earnings.
Get both attacks to Lv.3 in a run. The fusion then always shows up as a choice. It takes one slot and replaces both.
Moving. Drag anywhere (or WASD). Your attacks fire by themselves.
Tiers. Kills fill the tier bar. Clear a tier and pick a bonus. Bosses (tiers 5, 10, 15...) must die before you move on. After 60 s with a boss, the miasma rolls in.
Attacks. 6 slots, levels 1 to 5. Each level-up card lists exactly what that level adds (more damage, plus things like extra bolts, pierce or a bigger area).
Fusions. Some attack pairs fuse when both are strong enough. You have to find them. A fusion takes one slot and replaces both.
Where it comes from. From tier 2, the drains belch miasma near you every few seconds (a red dashed circle shows where, 1.5 s before; standing in it when it bursts hurts). Miasma carriers leave a cloud when they die. Bosses and elite crows drop miasma too.
HERBS. Your beak is stuffed with herbs. In the yellow-green miasma they burn down about 20 per second. Out of it they recover 3 per second.
Burnt out. At 0 herbs you lose 7% of your max HP every second you stay in miasma. Step out!
Herb Ward slows the burn: at 80% (the max) it is about 10 per second.
Herb bundles (dropped by kills) refill half your herbs. Med kits heal a quarter of your HP.
Fire from your attacks burns miasma away fast, and a Smoke Ring clears the clouds it rolls through. Your own vinegar clouds are blue and never hurt you.
The miasma rolls in. After 60 s against a boss the whole street counts as miasma, and it gets worse every second. Kill bosses quickly.
Ordinary enemies only hurt you by touch. Only bosses and elites (purple-ringed) shoot or throw things.
Items. Purple-ringed enemies carry an item. You find out what it is when it drops.
On screen. Each enemy shows its HP and its damage per hit (before your DEF). Your stats are bottom left; pause for the full list.
HP is your life. At 0 you fall and the run ends.
ATK is the base damage of every attack. Each attack hits for ATK x its own power x its level.
DEF softens hits: you take hit x hit / (hit + DEF). DEF equal to the hit halves it. Every hit still takes at least 2% of your max HP.
LCK makes rarer bonus cards and more canisters and med kits. It never changes item drops.
DPS is your damage per second over the last 5 seconds. Pause shows it per attack.
Crit is the chance a hit crits (5% to start, max 100%). Crit DMG is how hard: 150% to start.
Atk Speed makes attacks fire more often: +100% = twice as often (max +400%).
Size makes blasts, rings, spikes and clouds bigger. Projectile adds shots or blades to most attacks (max +10).
Duration makes clouds, turrets and other lasting things last longer.
Resist cuts damage again after DEF (max 80%).
Regen heals that much HP each second. Lifesteal heals a share of the damage you deal (max 20%, and at most 2% of max HP per hit).
Move is your speed (max +150%).
Herbs is how long you can breathe miasma. Herb Ward makes them burn slower (max 80%).
XP, Seals, Silver give more of each.
Loot raises every item's drop chance (Loot +100% = twice as likely).
Seals (the Council's wax seals) come from clearing tiers and bosses. They buy upgrades in the FIELD MANUAL. Spend half of a page to open the next. Every 4th page is a supplies page with big flat stats.
Silver comes from kills. It buys gear from the APOTHECARY. Gear never changes.
KIT. Wear a beak Mask (stats every run level), Arms, Robes and Kit items.
Orders are one-time goals with rewards. Field pay earns seals while you are away.