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.