Abilit

Abilit Archive

Mechanics

Everything in the game — 34 mechanics with short clips straight from the game. The numbers come from the code: if the balance changes, so do they.

First steps

The game does not dump everything on you at once. A mentor walks you through, and sections open one by one — right when you need them.

The mentor's introduction

Navigator Bran Hollis walks a newcomer through nine steps, from takeoff to first purchase

The first thing a captain hears is navigator Bran Hollis: “The ship is fuelled, a pirate patrol is at the nearest planet — let's take off.” From there he leads you through nine steps: takeoff and the first fight, a warm-up, hunting a pirate in space, collecting loot, docking, landing on a planet, jumping to another system, hailing a captain and buying something at the market.

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Each step unlocks exactly what its goal needs. Until you down your first pirate, other ships cannot be attacked; the switchboard with every section appears once you hold your first trophy; the market and mini-games come at the very end. The screen is never cluttered, and it is always clear what to do next.

In combat, the tutorial goes in stages counted by victories. The first fight has only cards and the «Attack» button, with the mentor highlighting what to press. The second adds strike and guard zones, the third adds potions, a drone and the super strike, and from the fourth on everything is open. After the introduction, sections unlock by level: no more than three new ones per level.

Introduction steps
9
Combat tutorial stages
4 — one new mechanic per victory
Sections at level 1
8
New sections per level
3 at most

When it unlocks: From the very first minute

Combat

Turn-based duels decided by wits: where to strike, what to guard, what to spend energy on and when to unleash the super strike.

Turn-based combat

Four zones, blocking, energy and a «Guard» that is never a wasted turn

Combat is turn by turn. On your turn you pick an ability card, a strike zone and a guard zone — head, body, arms or legs. Guess where the enemy will hit and the blow is blocked: a block cuts at least 65% of the damage, up to 80% with good defence. A hit can never be reduced to zero, so every mistake is felt.

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Cards cost energy, and there is always a bit less than you want. The «Guard» button is not a skipped turn: it grants +2 energy and halves the damage you take. That is how you save up for a heavy card and get out of a dead end when you have nothing to hit with.

If a fight is dull, hand it to auto-battle: one token per fight, newcomers get 5 tokens, and after that they cost 5 abilit each. Fleeing, on the other hand, is expensive: it burns 20% of all your credits and throws away up to two items. Losing is almost always cheaper — after a defeat your hero simply returns to the bridge and the story is not rolled back.

Zones
head, body, arms, legs
Block
cuts 65–80% of damage
«Guard»
+2 energy, damage taken ×0.5
Auto-battle
1 token per fight, 5 to start, 5 abilit per token
Fleeing
−20% credits and up to 2 items

When it unlocks: The first fight comes at the first introduction step; zones from the second fight, fleeing and auto-battle from the fourth

Combos and elements

Three hits on one zone break the guard, and two elements in a row cause an explosion

Hit the same zone three turns in a row and the third blow becomes a «Fracture»: the enemy's defence drops by 30%. It rewards persistence — and it is a risk, because a good opponent starts guarding the spot you keep pounding.

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Cards carry elements: plasma burns, cryo freezes, kinetic makes the target bleed, void weakens. Every enemy has its own weaknesses and resistances: a hit on a weakness deals ×1.5, on a resistance only ×0.65. A hint about the enemy's weakness is shown right in battle.

The real fun is mixing elements. Lay a second one on top of the first and the statuses explode: burn plus freeze gives «Thermal Shock» with double damage, burn plus bleed gives «Inferno», freeze plus kinetic gives «Shatter», and void makes any status last until the end of the fight.

«Fracture»
3 hits in a row on one zone → −30% enemy defence
Hit on a weakness
×1.5
Hit on a resistance
×0.65
Element combos
4: Thermal Shock, Inferno, Shatter, Entropy

When it unlocks: From the second fight — together with zones

Super strike, consumables and drones

The super strike charges from pain, and an injector and a drone are always at hand

Each hero has a super strike of their own: Axel's «Thunder» is a mighty blow across every enemy zone, Luna's «Moonscourge» hits every zone and heals her. The meter charges from damage: a little from what you deal and much more from what you take. The harder the fight, the sooner it is ready. After the strike the meter stays empty for three turns.

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Consumables save you in a tight spot: a med-injector, a shield module, a combat stimulant, adaptive armour, an antidote, an ult charger and an emergency respirator. A helper drone joins the fight beside your hero: «Hornet» attacks, «Barrier» raises a shield for two turns, «Lazarus» heals, and six more faction drones are earned along the way.

Consumable types
7
Drones
9, three open from the start
Super strike cooldown
3 turns

When it unlocks: From the third fight

Bosses with phases

Named villains switch tactics mid-fight and honestly show where they will strike

Every story chapter ends with a named boss with a personality and lines of their own: Captain Raise Grim, Tydrax, Whisper, Omega Prime and others. The strong ones have several phases: when health drops to a threshold, their move set changes. Tydrax opens with «Calm Waters» and turns to «The Storm Awakens»; Whisper drops the «Mask» and reveals a «True Form».

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The enemy's intent is not guesswork. Above the opponent you see which zone they will hit and how hard, and it is a promise: guard the shown zone and the block always works. A combo that worked in phase one may stop working in phase two, so watch the intent until the very last blow. A boss always drops gear — they are the main source of good items.

Intent
strike zone + strength, always true
Boss gear drop chance
100%

When it unlocks: From the first story chapter

Ability cards and the deck

Your deck is your hand in battle: 4 to 8 cards you choose yourself

Everything your hero can do in battle is a card. The deck is your hand: the cards you put in are the cards you fight with. You start with 4 slots, and every 5 levels add one more — up to 8. Duplicates are not allowed, so you have to choose: more damage, a shield for a rainy day or a card for an element combo.

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Every level from 2 onwards unlocks ten new abilities — six attacks and four supports: strikes, beams, burns, stuns, shields, heals. The higher the level, the rarer the frame: common up to level 9, rare from 10, epic from 25, legendary from 50. Cards can be upgraded for credits and materials — rarer frames have more upgrade levels.

Deck slots
4 → 8, +1 every 5 levels
New abilities per level
10 (6 attacks and 4 supports)
Rarity
common · rare (10+) · epic (25+) · legendary (50+)

When it unlocks: The «Cards» section is open from level 1

Space

Open top-down space: ship dogfights, captains on the comms, caravans, stations and jumps by coordinates.

Open space

Free top-down flight, ship dogfights and loot in the wreckage

Every system is an open zone where you fly the ship yourself: planets, stations, asteroid belts, other ships and anomalies. Pick a target and your ship closes in and opens fire — and the enemy's shots are real too. The minimap shows everyone around you.

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A downed ship leaves wreckage with loot: credits, materials, fuel, sometimes abilit or a module. Asteroids can be broken for ore, and their cores sometimes hold blueprints for the Outpost. Space is a gathering mode: you get more materials here than in hero fights, but fewer credits.

If your ship is destroyed, you get a choice: a station medbay restores full hull and shield for a fee, while a tow to the gate is free of charge but costs credits as a penalty and leaves you with 30% hull. Insurance bought at the medbay makes either path free — up to three charges in reserve.

Medbay cost
30 + 18 credits per pilot level
Insurance
up to 3 charges

When it unlocks: From the first introduction step; hunting other ships from the third

Captains, encounters and bounties

Every ship has a captain at the helm — you can strike a deal or rob them

Any ship can be hailed. The captain has a temper — honest, greedy, cowardly, brutish or chatty — and the talk goes differently each time: demand the cargo, threaten, ask about rumours, give fuel, tip them off about pirates. Robbery and threats only work if you really are stronger — strength is measured by the ships' actual stats.

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Every system you visit has one or two events: pirates attacking a trader, a patrol chasing a fugitive, a barge drifting without fuel, an escape pod adrift. Step in, fly past or take advantage — your call. There are also encounters on the way: an ambush, a distress call, a merchant, an anomaly, debris, a patrol, a ghost signal.

Live caravans travel between systems — every player sees the same convoys at the same points. You can escort a caravan and fight off raiders for a reward and reputation, or rob the guards for a fat haul — the pirates will approve. And each week the sector board posts three bounties on named pilots: take one and the target appears in its system.

Captain tempers
5
Encounter types
7
Events per system
1–2
Bounties on the board
3 per week

When it unlocks: Hailing captains comes at the eighth introduction step, events and caravans after the introduction

Stations and docking

A port to repair your ship, trade, revive after a loss and pick up work

You can dock at planets and stations. That is where the story moves on, where the market and hull repair work, and in some systems there is a medbay. Civilised systems have a trade station, and public hubs host a shared auction where players sell items to each other.

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Docking at different ports is a frequent saga goal: “dock at three different ports” pushes you to explore rather than camp at one station. Later you can build your own trade station on a conquered planet — very expensive, but it earns credits with every jump and serves as a storefront for the auction.

Your own station
50,000 credits, 40 abilit, 3 legendary materials
Station income
250 credits per jump, storage up to 5,000
Stations per account
3 at most

When it unlocks: Docking at the fifth introduction step; hubs and your own stations from level 10

Warp, neighbours and system types

No fixed map: every coordinate is a system, and its type is known before you jump

There is no fixed world map — the galaxy is built from coordinates. Enter a coordinate, jump, and you arrive in a system that is the same for every player. The «Neighbours» button suggests the systems closest by number: from 12345 to 12344 and 12346. Interesting spots can be bookmarked, and in time the autopilot unlocks.

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There are five system types. Civilised is safe, under fleet protection, with a trade station. Frontier is the edge, full of chance encounters. Hostile is pirate territory — do not go in without cover. Anomalous means spatial distortions and strange signals. Mining has rich asteroid and ore deposits and cheap materials.

A jump costs fuel: 8 units, plus 4 more into a hostile system, and a hyperdrive lowers the price. The tank holds up to 200 units, fuel regenerates by one unit every ninety seconds, and markets sell it — most expensively in hostile systems.

System types
5
Jump cost
8 fuel, +4 into hostile
Tank
200, +1 every 90 seconds

When it unlocks: «Neighbours» and gates at the seventh introduction step; the galaxy map from level 2, coordinate entry from 4, autopilot from 12

Hangar, modules and capital ships

Two branches of 15 hulls each, slotted modules and huge faction ships

Your ship grows with its pilot. The hangar has two branches of 15 hulls each: combat and trade. As you fly, branch experience builds up, and 10% of any experience goes into a free pool you can spend anywhere. Research a hull with experience, buy it for credits and switch over. The combat branch tops out at about +45% hull and +50% damage; the trade branch is weaker in a fight but has cargo space, fuel and stealth against raiders. Every hull has a perk of its own.

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Hulls have slots of four kinds — weapon, defence, engine, utility. Modules drop from ships, especially from elites and flagships: 20 types in four rarities, from common to legendary, which is 3.5 times stronger than common.

Systems are held by fleets of eight factions — five ship classes each, and sometimes guests drop into someone else's system. The biggest prize is a capital ship: while its three orbital shield nodes live, the giant is invulnerable. Knock out the nodes and the ship itself and it dumps its hold — credits, rare materials, abilit and a module — and then you board it.

Hulls
30 — two branches of 15
Modules
20 types × 4 rarities
Fleets
8 factions × 5 classes
Capital ships
8, each with 3 shield nodes

When it unlocks: Hangar from level 3, ship and modules from level 9

Planets

You can land on any planet and walk it: ore, beasts, caves, settlements with residents and thousands of errands.

Landing on the surface

Land on any planet and walk it: ore, beasts, caves and oxygen running low

You can land on any planet. Your hero walks freely — tap the ground, drag a finger or use the keys — and the world is built from the planet's biome, weather and features, so two landings are almost never alike. Resources lie right on the ground: step on them to pick them up. Ore goes to the workshop, helium-3 to fuel, ice to oxygen, relics to experience, pearls and salt to credits.

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Beasts roam the ground in plain sight and look exactly as they do in combat: walk up and you fight that very creature. Glowing ore veins, wrecks, terminals and anomalies give finds and challenges. A cave entrance leads into a separate labyrinth with a boss in the farthest room and chests along the way.

Time on the surface is limited by your suit's oxygen: the base supply is 140 steps, each of the suit's five upgrade levels adds 35 more, and bad weather makes each step cost more. When the air runs out, the ship picks you up on its own.

Biomes
16
Oxygen
140 steps + 35 per suit level (up to 5)
Dungeons
a labyrinth with a boss and chests

When it unlocks: From level 1; in the introduction at the sixth step

Settlements, residents and text quests

Residents have memories and temper, and their requests become stories with consequences

Some planets have settlements: stations, nomad camps, pirate bases, hives, shrines. Every resident has a role, character traits and a quirk, and a routine of their own — at work by day, at the cantina in the evening. Their attitude grows with help and gifts and drops with threats; friends sell rare goods and offer work. A settlement remembers what you did, even dozens of jumps later.

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At the cantina you can eavesdrop and learn of a stash or a boss's weak spot, and hire companions — each with a personal storyline and a combat bonus. Letters, signals and residents' requests become multi-part text quests: a choice, a skill check, a fight, a jump — and an ending the world remembers. Skill-check odds depend on your hero's stats, and the people you saved or betrayed show up in later stories.

Notable saga characters
30
Resident roles
16
Quest themes
12
Companions
up to 2

When it unlocks: From your first landing

The errand board by the ramp

Almost three thousand surface errands: hunts, pack leaders, finds and treks

By the ship's ramp hangs the planet's errand board. The clients differ: the Academy pays in experience, the artel in materials, pirates in credits and their own reputation. The tasks are real: defeat this species of beast on this ground, track down a pack leader, clear out a lair, gather finds, walk a route.

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The catalogue holds 2,920 errands, and it is the same for every player. Next to the board are the «Challenges by the ramp»: pod landing, ship repair and a hover race.

Errands in the catalogue
2,920
Reward types
experience, materials, credits, reputation

When it unlocks: From your first landing

Outpost and economy

A planet base of your own, camp defense, abilit mining and trade — everything that works for you while you fly.

The Outpost — a planet of your own

Claim a planet, raise twenty kinds of buildings and earn bonuses across the game

At level 5 the quest «A Place of One's Own» arrives: you can claim a planet and build a base on it. The Command Center sets the Outpost level, the number of plots and builders, and around it rise a mine, a crystal drill, an abilit extractor, a fuel refinery, a trade post, a shipyard, an infirmary, an armory, a workshop, a laboratory, a drone bay, a shield generator, a garrison, a radar, a warp beacon, a cantina, a greenhouse and a trophy hall.

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Buildings work for you even away from the base: the Command Center adds credits from battles, the beacon makes the jump home cheaper, the workshop cuts crafting costs, the laboratory adds experience. Each building has five levels, construction takes from five minutes to a full day, and high levels need blueprints from asteroid cores. Output piles up in storage while you fly — drop in at least once a day.

A rich base draws attention: the Outpost gets raided, and you can defend it yourself in camp defense. The planet's biome changes which resources it yields more of.

Building types
20
Building levels
5; construction from 5 minutes to 24 hours
Plots
4 to 12 by Command Center level
Builders
1, a second at CC 3, a third at CC 5

When it unlocks: From level 5, quest «A Place of One's Own»

Camp defense

A swarm crawls toward your landing pod — build towers and back them with hero skills

A swarm marches down the trail toward your landing pod. Along it you build towers — plasma, cryo, tesla, rocket and a repair pylon — and upgrade them up to level three. Your hero pitches in with skills: a strike, a slow and a repair. Flyers ignore the trail and need different towers.

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A standard defense runs from 8 waves on a quiet planet to 10 on the most dangerous one, and endless mode goes on as long as you hold, with a leaderboard. Raids hit your extractors, cleared planets and the Outpost.

Tower types
5, 3 levels each
Enemy types
6, including flyers and a boss
Waves
8–10, plus endless mode

Abilit: mining and extractors

The galaxy's key resource: mine it, set up an extractor and sell it where it pays most

Abilit is the premium resource: story gates, upgrades and the premium pass all depend on it. After clearing a planet you can mine abilit from it once, in a drilling mini-game. A steadier source is an extractor: you place it on a planet and it gathers abilit with every jump you make until it is full. Come back and collect.

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Abilit prices float every hour, and every faction has its own: pirates and Hydrolites pay little for it, Omega pays the most, and the Serki do not trade at all. Buying from one and selling to another is honest income for an attentive trader.

Extractor
500 credits, 5 common and 1 rare material
Extractors at once
1 + one more every 4 levels
Base price
100 credits per unit, changes hourly

Trade, markets and the auction

Buy cheap in one system, sell dear in another — or list an item for other players

Every system has its own market, and prices depend on its type, owner and the day: minerals are cheap in mining systems, tech in civilised ones, contraband is sold only by pirates, and medicine is in special demand in hostile space. A trader who remembers where things are cheaper gets rich faster than a fighter. Your ship sets your cargo capacity.

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Items you do not need can be listed at a hub auction for other players to see and buy. The server charges the buyer and credits the seller, minus a 10% market tax.

Auction tax
10% of the sale

When it unlocks: Trading at the ninth introduction step, the system market from level 6, hubs from level 10

Endgame

Once your hero is strong: the endless Abyss, rifts with mutators, a server-wide world boss, the guild raid and the Cube that keeps demanding its due.

The Endless Abyss

Wave after wave while your hero stands: a boss every 5 waves, a mega-boss every 25

The Abyss is a run into an unstable sector where enemies come in waves, each stronger than the last. Every fifth wave is a boss, every twenty-fifth a mega-boss with five times the health and a guaranteed mythic drop. The run goes on as long as your hero lives.

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Waves pay out credits, and your best wave is saved as a record: reaching wave five unlocks a drone, a depth mark appears on your bridge, and records show up on the site's leaderboard.

Boss
every 5 waves
Mega-boss
every 25 waves, ×5 health, guaranteed mythic
Entry
from level 10 and gear score 20

When it unlocks: The endgame portal opens at level 10 or after the first story act

Anomaly rifts

A chain of 3–5 fights under special rules and a fat reward pack at the end

An anomaly on the map is the entrance to a rift: a chain of three to five fights in a row with mutators that break your usual game. «Void Fog» hides card names and values — only the cost shows. «Storm» doubles the cost of all your cards. «Overheat» boosts both your hits and the enemy's attack by 30%.

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A rift is the same for every player from the same spot, so you can talk it over with your guild and run it with a shared plan. A big reward pack waits at the end of the chain.

Fights per rift
3–5
Mutators
Fog, Storm, Overheat

World boss

One boss for the whole server each week, a shared health pool and an evening weak spot

Once a week a world boss appears in the galaxy with a health pool shared by the whole server. Every player hits it in real fights, and everyone's damage adds up. You get five attacks a day, and you can see how many fighters have already gone up against it and how much you dealt.

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Each day there is a two-hour vulnerability window — in the evening, Moscow time, the same for everyone. During it, damage against the boss is doubled, so it pays to arrange with friends and log in together.

Attacks per day
5
Vulnerability window
2 hours a day, damage ×2

When it unlocks: From level 17

Guild raid

The guild's weekly boss: damage builds up from every guildmate's fights

Each guild gets its own raid boss for the week, with a shared pool of 30,000 health. Every guildmate attacks it in real fights — three attacks a day — and the damage goes into the common pot. Victory takes the whole team: no single hero can carry a boss like this.

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When the boss falls, the reward goes to those who contributed: credits and abilit.

Boss health
30,000 per week
Attacks per day
3
Reward
2,500 credits and 40 abilit

When it unlocks: From level 16, together with guilds

Cube corruption

The Cube grants power and takes your soul — corruption decides which ending opens

The Cube is a living entity that pulls at its bearer's soul with every use. A super strike adds 5 points of corruption, void-element hits add one each, and the Temporal Anchor adds even more. The meter runs from 0 to 100 and is shown on the bridge: from clean to critical.

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The «Cube Stabilization» mini-game brings corruption down, and so does the companion Tu'ri — every combat turn at his side cleans away a point. If corruption is 60 or more by the finale, the dark ending opens. Keep the Cube clean or give it free rein — your choice.

Super strike
+5 corruption
Stabilization
−(5 + 2 per point), 50 at most
Dark ending
from 60 corruption

When it unlocks: The «Cube» section from level 12

With other players

Guilds, a faction war over territory, rated duels, an arena with bets and two-player co-op.

Guilds

A shared vault, a shipyard, a weekly goal and a guild war for first place

A guild is a team with a shared vault and shipyard. Each week it has a common goal: a hundred victories between all members. Guildmates' wins count automatically, and every member receives the reward in credits and abilit.

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Alongside it runs the guild war — a weekly ranking by activity. The week's top guild takes the champion's prize. And of course there is the guild raid, which simply cannot be done without a team.

Weekly goal
100 wins → 1,500 credits and 25 abilit
Weekly champion prize
3,000 credits and 50 abilit

When it unlocks: From level 16

The faction war

Pledge to a faction and win territory for it — every victory shifts the map

The galaxy is split into six territories: the Cassius Belt, Axel Bridge, the Kai'Tor Inferno, the Glass Tide, the Shadow Veil and the Lisitan Spire. Every week the factions fight for influence over them. You pledge to one, and every battle you win adds influence to it and takes some away from its rival.

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The influence map is shared by every player. The faction holding the most territories by the end of the week wins, and those who pledged to it claim the prize.

Territories
6
A battle win
+3 influence to yours, −2 to the rival
Weekly winners' prize
2,500 credits and 30 abilit

When it unlocks: From level 16

Duels and the arena

Elo-rated duels with monthly seasons, player ghosts and an arena with bets

Duels are rated with Elo: everyone starts at 1000, and beating a stronger opponent earns more points. A season lasts a calendar month, and last season's rewards are claimed at the start of the next — you need at least three duels to qualify. You can challenge a live player directly, and when a rival is offline, their ghost remains: a copy of their hero you can fight at any time.

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The «Colosseum» arena is a show of duels between the season's best fighters, with an audience. Watch the fight live and bet credits on who will win.

Starting rating
1000, K factor 32
Season
calendar month, reward from 3 duels
Arena bet
10 to 500 credits

When it unlocks: Arena from level 15

Friends and twin co-op

Call a friend and fight a shared enemy together

The game has friends and direct messages: add a captain, chat with them and see who is online right now. From the co-op lobby you can invite any online player, and the two of you, like Axel and Luna, face one shared enemy in a live fight.

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You can send gifts to friends, and a friend's profile shows their level and number of victories.

When it unlocks: Friends from level 7, co-op and gifts from level 13

Hero progression

Levels, talents, gear and the forge, a saga of a thousand tasks, a second campaign through Luna's eyes and the monthly pass.

Levels, stats and talents

Every level brings three stat points and more health, and from level five a talent tree

Experience comes from fights, tasks and mini-games. Each level grants 3 stat points that you assign yourself and 10 health on top of the base 100. Choosing your hero — Axel or Luna — picks starting cards and stats, not a different story: both play the same campaign.

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From level 5 the talent tree opens, with three branches — offence, defence and gear. The first point comes right away, then one more every two levels. Percentages from all items and talents pass through a soft cap, so it pays to invest broadly rather than in a single number.

Points per level
3
Health
100 + 10 per level
Talents
from level 5, a point every 2 levels

When it unlocks: Talents from level 5

Gear, rarity and sets

Seven rarity tiers, set bonuses and item upgrades up to +10

Gear drops in battle: rarely from a regular enemy — about 3.5% — 27% from an elite and always from a boss. Until you own a single item, your first victory is guaranteed to drop one. Rarity runs from common through uncommon, rare, epic, legendary and mythic up to ancient. From level 4, loot containers join in.

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Items from one set strengthen each other: «Void Walker», «Iron Legion» and «Crimson Hunter» grant a bonus for two and for four pieces worn. Any item can be upgraded at the workshop up to +10 — each level adds 15% to its stats.

Gear drop chance
regular 3.5% · elite 27% · boss 100%
Rarities
7, from common to ancient
Sets
3, bonuses for 2 and 4 pieces
Upgrade
up to +10, +15% per level

When it unlocks: Gear from level 1, containers from level 4

The forge and crafting

Assemble an item and forge it in rhythm — the truer the strikes, the stronger the blade

At the workshop items are assembled from materials by recipe and then forged on the anvil in a rhythm game: notes slide toward the gold line, and every accurate hammer strike brings the ingot closer to a blade. The forging result sets the item's quality: from scrap to masterpiece.

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A masterpiece gets +35% to its stats, while scrap loses 12%. So the same item comes out differently in different smiths' hands.

Forge quality
from ×0.88 (scrap) to ×1.35 (masterpiece)

When it unlocks: From level 8, blueprints from level 15

A saga of a thousand tasks

46 story steps with sorties in between — exactly 1,000 tasks forming one story

The campaign is one big saga. Its backbone is 46 story steps of the main line, and between them are sorties built on live mechanics: rescue a trader from a raid, rob a caravan, extort a pirate over the comms, catch a smuggler or help him slip away, haul cargo between ports, land and mine veins, hunt creatures, board a ship. Exactly 1,000 tasks in total.

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Goals are counted by what you actually do in the game, not by a «done» button. Three sorties and the story task are open at once: stuck on one, do the others. A story step opens once 80% of the sorties before it are done. Every chapter has its own villain, place and stakes, and the saga is the same for every player — so you can discuss it on the forum.

Tasks
1,000
Story steps
46
Open at once
3 sorties + the story task
Story unlocks at
80% of the sorties before the step

When it unlocks: From the first minute: the first nine tasks are the tutorial chapter

Luna's campaign

Key chapters of the story through the other twin's eyes — with her deck and her thoughts

Once the story has introduced the events, Luna's memories open up: six chapters showing the same stories from the other side — «The Signal I Heard», «The Heat of the Forge», «The Whisper Meant for Me» and more. Luna's inner voice explains what Axel could only guess at.

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In these chapters you fight with Luna's deck, but your level and gear stay your own: the perspective changes, not the power.

Chapters
6

When it unlocks: From level 11, after the third story step

The monthly pass

100 reward tiers every month: a free track for everyone, premium for abilit

Every month a new 100-tier pass opens. Pass experience comes from victories: 25 points per fight, 50 points per tier — two wins per tier. Every tier has two rewards: a free one for everyone and a premium one once unlocked.

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The rewards change every month: currency, hero experience and real items. Every fifth tier is a milestone with a big reward, and on the premium track a milestone is always an item. Premium is unlocked with abilit, which can be earned in the game.

Tiers
100
Experience
25 per win, 50 per tier
Premium
150 abilit
Milestones
every 5th tier

When it unlocks: From level 8

Daily objectives and achievements

Three new objectives every day and nearly forty achievements for the long road

Every day a player gets three objectives: win a number of fights, make jumps, finish a mini-game, salvage items, earn credits or collect abilit. Complete one and claim the reward in credits, abilit or materials.

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Achievements mark the whole journey — from your first «Fracture» to records in the Abyss. Next to them are leaderboards that show how you stack up against other captains.

Objectives per day
3
Achievements
39

When it unlocks: Achievements from level 5, daily objectives and leaderboards from level 6

Combat formulas

How damage is calculated, what blocking is for, why the second hundred percent of attack is weaker than the first. Every number and formula comes from the combat code.

The turn

Combat is turn-based. On your turn you pick a strike zone and a guard zone — there are 4: head, body, arms, legs. Match the enemy's attack zone with your guard and the blow is blocked. Abilities cost energy.

Worth knowingThe «Guard» action grants +2 energy, so it is never a wasted turn: it is how you bank up for a strong ability rather than merely waiting.

Blocking

A correctly guessed zone cuts 65% of the damage. Your defence raises that figure, but not without limit — blocking caps at 80%. No amount of defence reduces a blow to zero.

Crits and dodging

Enemies crit at 5%. Your own crit chance grows with stats and gear but stops at 80%, and dodge stops at 50%.

Worth knowingThe caps exist so that a «dodge everything» build cannot turn combat into a formality. Investing past the cap buys nothing.

Health and levels

A hero starts with 100 health and gains 10 per level. By level ten that is 190 before gear, set bonuses and mods, which stack on top.

Gear and the soft cap

Percentages from every item, set and mod add up and then pass through a soft cap: 180 for attack and 85 for defence. The formula is hyperbolic — cap × total ÷ (total + cap) — so the contribution grows ever more slowly and never reaches the ceiling.

  • 50%Attack in combat: 39% · Defence in combat: 31%
  • 100%Attack in combat: 64% · Defence in combat: 46%
  • 200%Attack in combat: 95% · Defence in combat: 60%
  • 400%Attack in combat: 124% · Defence in combat: 70%

Worth knowingThe practical upshot: your character sheet shows EFFECTIVE numbers, not the raw sum. Near the ceiling another «+30%» item adds almost nothing — put the resources into something the cap does not touch.

Guilds

A guild brings a shared vault, a shipyard, a weekly goal and a raid boss with a health pool that lasts the week. Damage accumulates from every guildmate's fight, and the reward goes to those who contributed. Alongside it runs the guild war — a weekly ranking by activity.

PvP and duels

Duels are rated with Elo and roll up into a monthly season. Rewards for the finished season are claimed at the start of the next one. Besides duels there is the arena show with spectators and bets.

Abilit mechanics — combat, blocking, crits, soft caps