Effects Codex
Wave effects, game effects and trait specials decide how a match actually plays out. Plan accordingly.
The catalog
Filter it down.
Pick a game, then a kind of effect.
Angels Strike First
AMBUSH · WAVE
Wave 1 only. A chance to hit first for 2x damage.
Needs
- Bind 1+ ANGEL or LEGENDARY ANGEL.
Chance
- 3% per ANGEL
- 7% per LEGENDARY ANGEL
- Light adds +1% at 100, +3% at 200, +5% at 300
Teruko's Blessing
AMBUSH · WAVE
A chance for an extra wave after the boss falls on Wave 7.
Needs
- Bind Teruko tokens.
Chance
- 10% per qualifying player. Stacks.
Lights Out
AMBUSH · WAVE
Wave 7 only. A chance for 3x damage.
Needs
- Bind tokens with the C'est Noir backdrop.
Chance
- 10% base, +1% per extra token.
Suffocating Darkness
AMBUSH · WAVE
Wave 3 risk and reward. A chance to add enemy reinforcements. If it triggers for you, you can earn The Dark ARCs at game end.
Needs
- 200+ Darkness from bound NFTs.
Chance
- Trigger 3% at 200 Darkness, up to 12% at 500+
- Horde increase 4% to 11%
- Stacks when several players trigger
PROG3N Convergence
AMBUSH · WAVE
Wave 4. A chance to shrink the horde before Wave 5.
Needs
- Bind all four PROG3N (Fire, Particle, Gooopy, Smoke). A LEGENDARY PROG3N can replace any.
Chance
- 3% base, +0.5% per LEGENDARY PROG3N
- Reduction 30% with one player, 40% with two, 50% with three or more
Hope of the Lonely
AMBUSH · WAVE
A rare surge of resolve. 2.5x damage for everyone who hits this wave.
Needs
- Wave 5, with at most 3 players before it
- Every player has played all of waves 1 to 4
Chance
- 25% when all requirements are met. Stacks with Breakpoint and Inner Strength.
Inner Strength
AMBUSH · WAVE
Boosts your final damage after other effects.
Needs
- Boss fights only. Bind 1+ SPIRIT and play 3+ waves.
Power
- 1 SPIRIT is 1.05x, then +1% per extra SPIRIT.
Quantum Destruction
AMBUSH · WAVE
A chance for a 4x devastating hit.
Needs
- Boss fights only. Bind 1+ SEMIGOD on Wave 1.
Chance
- 10% base, 20% if you join within 5 seconds.
THE LAST SUPPER
AMBUSH · WAVE
During a Reaper fight, fill all 12 seats of a Prism with Adepts to set THE LAST SUPPER.
Every Last Supper Prism carries its own balance of Light and Darkness. Whichever side holds more weight determines how the Supper unfolds. If multiple Last Supper Prisms enter the fight, their Light and Darkness are combined before the path is chosen. A tie favors Light.
The most powerful Last Supper at the table determines the Reaper's execution point. Additional Prisms strengthen the Supper's rewards, but they do not make the Reaper fall any sooner.
Once the Reaper reaches the active HP threshold, THE LAST SUPPER vanquishes it immediately.
An Angel in SLOT13 makes it stronger
- ANGEL — the Reaper dies sooner
- LEGENDARY ANGEL — the Reaper dies the soonest
If Light is higher
- Communion — dies at 25% HP
- Salvation — Angel in SLOT13 — dies at 33% HP
- Resurrection — Legendary Angel in SLOT13 — dies at 40% HP
If Darkness is higher
- The Betrayal — dies at 13% HP
- Judas' Kiss — Angel in SLOT13 — dies at 20% HP
- Golgotha — Legendary Angel in SLOT13 — dies at 25% HP
THE LAST SUPPER Feast
AMBUSH · GAME
If you win the fight, everyone who played gets their normal ARC, plus the bonus below. You get nothing extra if the fight is lost. Only the first 4 Last Supper Prisms count.
Needs
- You have to win the Reaper fight.
Light
- 1 Prism — +50 ARC
- 2 Prisms — +75 ARC
- 3 Prisms — +90 ARC
- 4 Prisms — +100 ARC
Darkness
- 1 Prism — 1 Dark Lumen
- 2 Prisms — 1 Dark Lumen + 25 ARC
- 3 Prisms — 1 Dark Lumen + 50 ARC
- 4 Prisms — 2 Dark Lumens. The second Lumen replaces the bonus ARC.
Breakpoint
AMBUSH · WAVE
2x damage. You keep 10% of earned ARC and 90% is shared with others.
Needs
- Hit 100% ARC Load at game start and play 4+ waves.
Stacks with
- Angels Strike First, Lights Out, and Inner Strength.
Failed Strike
AMBUSH · WAVE
A bad effect. When it triggers, your attack does 0 damage that wave. Add defense or lower attack to avoid it.
Needs
- Attack much higher than defense, a ratio over 1.25 to 1.
Chance
- 5% miss at 1.26, rising to 35% at a 3.01+ ratio. Stay at 1.25 or below to avoid it.
Light Bonus
AMBUSH · GAME
Extra ARC when you win.
Needs
- Win with 100+ Light, playing 3+ waves and at least half of them.
Payout
- 100 Light: +2 ARC, up to +10 ARC at 300+.
Dark Bonus
AMBUSH · GAME
Extra ARC when you lose.
Needs
- Lose with 100+ Dark, playing 3+ waves and at least half of them.
Payout
- 100 Dark: +2 ARC, up to +15 ARC at 300+.
Gooop ARC Multiplier
AMBUSH · GAME
Multiplies your final ARC payout.
Needs
- 40+ Gooop from bound NFTs.
Payout
- 1.0x below 40, then 1.1x, 1.2x, 1.3x, 1.4x, and 1.5x at 300+.
The Dark ARCs
AMBUSH · GAME
On a win, 10% of the reinforcements come back as ARC. On a loss, a 25% share. This replaces the regular bonuses for that game.
Needs
- You triggered Suffocating Darkness in that game.
Split
- Split among everyone who triggered it.
ARC Load Share
AMBUSH · GAME
Your share of the ARC that Breakpoint players give up.
Needs
- You are not at Breakpoint.
Payout
- Even split, capped at 35% of your own payout.
Legendary Lumen
AMBUSH · GAME
A chance at +1 Dark Lumen.
Needs
- Win with a bound LEGENDARY PROG3N, having played every wave.
Chance
- 2% base, +0.25% per token, max 3%.
Adept Pair Dark Lumen
AMBUSH · GAME
A chance at +1 Dark Lumen for everyone who played 3+ waves.
Needs
- Win with a Male and Female Adept bound. A LEGENDARY ADEPT counts for either. Combined stats over 300, playing 3+ waves.
Chance
- 2.5% base, +0.8% per qualifying player.
Boundless Hero
AMBUSH · GAME
A chance at +1 Dark Lumen, based on the total ARC you have ever spent.
Needs
- Win with no bound tokens, having played every wave.
Chance
- No roll under 1,500 spent, then 2%, up to 6% at 89,000+.
Is That Dogshit?!
ATTACTICS · WAVE
A secret button can appear on one wave between 8 and 14. Clicking it skips your action and rolls a random reward, paid only if the game succeeds.
Needs
- 100+ Gooop, and you must play 3+ waves before Wave 8.
Chance
- 4% at 100 Gooop, up to 20% at 600. Rewards range from nothing to ARC, attack, and Dark Lumen, for you or the team.
Rewrite Fate
ATTACTICS · WAVE
Once per battle, after Wave 2, undo the last wave and replay it. The enemy repeats its move. You can choose differently.
Needs
- Bind 1+ SEMIGOD.
Limits
- No penalty, no rerolls, no extra ARC.
PROG3N Stunned-Wave Options
ATTACTICS · WAVE
Special buttons appear on stunned waves: Inferno, Regroup, Screen, Transcend, and Gamble.
Needs
- The Agents are stunned because your team fully blocked the Darkness's capture. Bind the matching PROG3N to use that wave's button.
Chance
- Most buttons start at 20% and cap at 30% as more players click. Gamble starts at 5% and caps at 8%.
Failed Strike
ATTACTICS · WAVE
A bad effect. When it triggers, your attack does 0 damage that wave.
Needs
- Attack much higher than defense, a ratio over 1.25 to 1.
Chance
- 5% miss at 1.26, rising to 35% at a 3.01+ ratio.
Light Bonus
ATTACTICS · GAME
Extra ARC when you win. Attactics pays double the Ambush amounts.
Needs
- Win with 100+ Light, playing 3+ waves and at least half of them.
Payout
- 100 Light: +4 ARC, up to +20 ARC at 300+.
Dark Bonus
ATTACTICS · GAME
Extra ARC when you lose. Attactics pays double the Ambush amounts.
Needs
- Lose with 100+ Dark, playing 3+ waves and at least half of them.
Payout
- 100 Dark: +4 ARC, up to +30 ARC at 300+.
Gooop ARC Multiplier
ATTACTICS · GAME
Multiplies your final ARC payout.
Needs
- 40+ Gooop from bound NFTs.
Payout
- 1.0x below 40, climbing to 1.5x at 300+.
Ain' No Cyborg Gut Time Fo Dat
ATTACTICS · GAME
Bonus ARC for a quick win, folded into your total at game end.
Needs
- Bind a CYBORG or LEGENDARY CYBORG, win in under 7 waves, and play 3+ waves.
Payout
- CYBORG: +15 ARC base
- LEGENDARY CYBORG: +40 ARC
- Extra tokens add half of the previous
PROG3N Gamble
ATTACTICS · GAME
+1 Dark Lumen when the Gamble roll succeeds.
Needs
- Win the game, click Gamble on a stunned wave, and play at least half the waves.
Chance
- 5% base, +1% per extra clicker, max 8%.
Trait specials
Bound to a hero.
Set one as your active Trait Special in the Portal, then deploy it with the question-mark reaction on Ambush waves 1 to 4.
Hamster Habitat
MALE ADEPT · HAMSTER HABITAT DOME
Bind a qualifying token, set it as your active Trait Special in the User Portal, then react with the question mark on Ambush waves 1 to 4. One successful deploy per game.
40%
Scurries off (wave plays normally)
30%
Returns with 100 ARC
20%
Returns with 1 Dark Lumen
5%
Squad distracted (half team damage)
5%
Nuclear (horde wiped this wave)
If your hamster returns with gifts, it stays ready. Any other outcome costs 500 ARC in Lightbinding to restore.
NES Zapper
CYBORG · NES ZAPPER GRIPPER
Bind a qualifying token, set it as your active Trait Special in the User Portal, then react with the question mark on Ambush waves 1 to 4. One successful deploy per game.
40%
Miss (no strike damage)
35%
Hit (1.25x strike)
20%
Crit (2x strike)
5%
Cheat code (horde hit, Dark Lumen for all)
After a deploy, pay 500 ARC in Lightbinding to restore the token and be ready again.
Hisstoric Advisor
SPIRIT · HISSTORIC ADVISOR SHOULDER
Bind a qualifying token, set it as your active Trait Special in the User Portal, then react with the question mark on Ambush waves 1 to 4. One successful deploy per game.
40%
Miss (no strike damage)
35%
Solid bite (2x strike)
15%
Venomous (3x strike)
5%
Constriction (15% horde cut for 3 waves)
5%
Cobra Kai (half horde, plus +1 Attack for everyone in the wave)
After a deploy, pay 500 ARC in Lightbinding to restore the token and be ready again.
Coming up
Stat tiers.
Raise every stat on a hero past a threshold and a new tier of bonuses opens. The per-entity details are still being finalized.
75
TIER 1
All stats at 75. Entity bonuses: coming soon.
150
TIER 2
All stats at 150. Entity bonuses: coming soon.
300
TIER 3
All stats at 300. Entity bonuses: coming soon.