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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Core acquisition, eligibility and ranks

The catalogue defines 45 temporary run upgrades across Common, Uncommon, Rare and Legendary tiers. Categories are Weapons, Abilities, Survival, Utility and Mobility; entries can have more than one category.

Browse every core, tiers or category groups such as Weapons and Abilities.

Acquisition and reward ownership

Enemy death can produce a shared co-op pickup event with personal host-owned reward choices. Physical cores disappear on accepted pickup. A core choice is identified by run, stage and reward; category/award validation belongs to the host.

Core collection is allowed during Active and checkpoint Collection. Once all participants provide fresh portal entry, collection seals, placed leftovers are removed and mandatory choices resolve before travel. See checkpoint flow.

Eligibility

Core Requirement
Spare Charge Selected equipped normal active with representable rank; ultimate/melee excluded
Bleed Burst Serrated Payload already owned
Echo Cast Supported eligible damaging normal ability
Air Reserve Extra-jump passive
Dash Wake / Backstep Guard Movement ability
Control Relay Status ability
Marked Rounds Mark ability
Shared Shelter Support ability
Rescue Link / Linked Recovery Teammates present
Field Battery / Pulse Engine Damaging normal ability

Solo and team offers therefore differ. Category flags alone do not establish eligibility. Full/empty eligible pools and exhausted reward states have explicit UI/service handling.

Rank arithmetic and lifetime

Rank n is the acquired count; source formulas use q=n−1, l=log2(1+n) and h=log2(n) for positive ranks. Each page carries the exact source case and its plain-language interpretation. The wiki does not execute the resolver or claim dynamic rank outputs were verified in Unity.

No authored design cap limits acquisition rank, while signed-integer/float representation, finite conversion and bounded effect policies still apply. Spare Charge uses a separate rank per chosen ability. Ranks survive downing and stage travel while the run survives; final run end clears them after results are captured.

Source: catalogue, eligibility, reward service, pickup rules, rank resolver.