MASKED UP!FRONTIER SPLIT · BETA

Beta 1.1 · Drag or WASD to move. Attacks fire by themselves.

CHOOSE YOUR ATTACK

TIER CLEARED!

Choose a bonus

PAUSED

YOU FELL

THE GAS COLOSSUS FALLS!

The front is clear. Keep going into endless tiers, or go home with your earnings.

OPTIONS

CUSTOM BUY

FIELD MANUAL

Page 1

STORE

FUSIONS

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.

ATTACK EVOLUTION

Each attack earns Mastery from its share of the damage in your runs (more for higher tiers). Spend Mastery + scrap + medals to evolve it. Every attack has its own perks at every tier; fusions get the best of their parts.

VALOR

ORDERS FROM HQ

GUIDE

Playing

Tiers. Kills fill the tier bar. Clear a tier and pick a bonus. Every few tiers a boss comes as its own half tier (Tier 3.5 ...): it must fall before you move on, and gives a bonus pick when it does.

Attacks. 6 slots, levels 1 to 5. Each level-up card lists what that level adds.

Fusions. Some attack pairs fuse when both are Lv.3+. You have to find them. A fusion takes one slot and replaces both.

Levels. Kills give XP. Levels pour in at the start of a tier and slow down; the next tier's tougher enemies push them up again. Your Mask gives stats for every level. Enemies grow fast too, and so do the flat stats (ATK, HP, DEF, LCK, Regen) from gear, pages and cards.

Gas

Where it comes from. From tier 2, gas shells land near you (a red dashed circle shows where, 1.5 s before). Gas troops leave a cloud when they die. Bosses and elite bombers drop gas too.

FILTER. In gas your filter drains about 20 a second; out of it, it refills 3 a second. At 0 you lose 7% of your max HP every second you stay in. Step out!

No healing pickups. Clearing a tier heals 10% of your HP.

Fire from your attacks burns gas clouds away fast. Your own poison is blue and never hurts you.

The gas rolls in. After 60 s against a boss the whole field counts as gas, and it gets worse every second. Kill bosses quickly.

Enemies

Ordinary enemies only hurt you by touch. Only bosses and purple-ringed elites 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). Pause shows your full stats.

Your stats

ATK is the base damage of every attack: ATK x the attack's power x its level.

DEF softens hits: you take hit x hit / (hit + DEF), so DEF equal to the hit halves it. Every hit still takes at least 2% of your max HP. Resist cuts damage again after DEF (max 80%).

LCK makes rarer bonus cards. It never changes item drops.

Crit starts at 5% (max 150%). Over 100%, every hit crits and the extra becomes SUPERCRITS (x3 more, shown with a !). Crit DMG starts at 150%.

Atk Speed +100% = twice as often (max +400%). Size makes blasts, auras and clouds bigger. Projectile adds shots to most attacks (max +10). Duration makes lasting things last longer.

Regen heals that much HP a second. Lifesteal heals a share of the damage you deal, at most 0.5% of max HP per hit.

Gas Seal makes your filter drain slower (max 80%). Loot raises every item's drop chance (+100% = twice as likely). Elite DMG is more damage to bosses and ringed elites.

Between runs

Medals come from tiers and bosses and buy upgrades in the FIELD MANUAL. Spend half of a page to open the next.

Scrap comes from kills and buys gear in the STORE. Spare scrap can be traded for medals (Scrap Exchange, in the Field Manual).

Mk II, Mk III are stronger versions of an item and replace the old one where you wear it. GEAR keeps old ones under OLD VERSIONS to compare.

Refit: when a field item you have drops again it gets a Refit (up to 5): +50% to its flat and per-level stats, +25% to the rest. An elite's item always drops in the end if you keep hunting it.

Orders are one-time goals with rewards. Field pay earns medals while you are away.

GEAR