01 — CONTROLS // DISSIDENT FIELD MANUAL

LEFT CLICK (empty)Move to destination
WASDMove character
LEFT CLICK (enemy)Attack
1 2 3 4 5Use assigned skills
SPACEBARDodge — invincible during dash
Q W EUse Flask A / B / C
FInteract with objects / NPCs
IOpen Inventory
JOpen Quest Log
KSkill Assignment
PProtocol Board
ESCAPEPause Menu
Dodge has an invincibility window during the dash animation. Timing dodges through enemy attacks is a core survival mechanic at higher difficulty tiers.

02 — CLASSES // CHOOSE YOUR PROCESS

Dissident

DISSIDENT

"The protocol layer was always visible. You were just looking at the wrong frequency."

FLUX RESOURCE

Resource: Dual bar — Protocol Charge and System Stability. Both bars deplete independently. The HUD begins to glitch and distort when System Stability drops below 30%, creating a visual challenge alongside the mechanical one.

PLAYSTYLE

The Dissident is a high-control class that reads and exploits protocol vulnerabilities. Requires careful resource management. Rewards players who understand timing and positioning over raw aggression. The glitch state below 30% Stability is dangerous but enables certain skills.

SKILLS

SKILLDESCRIPTIONCOSTCD
PROTOCOL STRIKEMelee attack that drains enemy Protocol Charge20 Charge0.5s
SIGNAL JAMDisables nearby enemy targeting for 3s40 Charge8s
SUBSTRATE PULSEAoE blast revealing the protocol layer briefly60 Charge12s
PROTOCOL BREACHChannel 2s — exposes all enemy weakpoints80 Charge20s
CONVERGENCEUltimate — temporarily align with substrate, major buffFull Charge45s
Splice

SPLICE

"Every connection is a weapon. Every node a door. Stand still and you're already dead."

SYNC RESOURCE

Resource: SYNC builds on kills and decays when stationary. Maximum SYNC unlocks Splice's most powerful abilities. Staying still for too long resets momentum — the class demands constant aggression.

PLAYSTYLE

The highest sustained damage ceiling of the three classes. Excels in dense combat with many targets. Struggles against single powerful enemies unless SYNC is maintained. Rewards players who chain kills rapidly and never stop moving.

SKILLS

SKILLDESCRIPTIONCOSTCD
NODE SPLICERanged attack that chains to 2 nearby enemies15 SYNC0.3s
NETWORK BURSTExplosion at target location, builds SYNC on hit25 SYNC5s
SIGNAL CASCADEAll attacks chain for 4s, SYNC decay paused40 SYNC15s
DEADLINKSilence a target — prevents skill use for 5s35 SYNC12s
BLACKSITEUltimate — auto-turret spawns, SYNC drain reversedFull SYNC40s
Ironclad

IRONCLAD

"They built walls to keep things out. I built walls to keep things in. Mostly heat."

HEAT RESOURCE

Resource: Three heat states — Low (below 33%), Optimal (33–66%), Overdrive (above 66%). Skills generate heat. Optimal band provides the best damage and defense coefficients. Overdrive is powerful but risks thermal lockout. Low heat wastes potential.

PLAYSTYLE

The highest base defense class. Punishes both passive and reckless play. The best Ironclad players maintain Optimal heat at all times, using specific skill rotations to stay in the band. Overdrive is a controlled risk — not a failure state.

SKILLS

SKILLDESCRIPTIONHEATCD
THERMAL STRIKEHeavy melee hit, generates significant heat+200.8s
HEAT VENTRelease heat as AoE damage — reduces heat by 25-258s
IRON SHELLAbsorb next hit, converts to heat instead of damage+1510s
FORGE BLASTRanged projectile, damage scales with current heat+306s
MELTDOWNUltimate — enter Overdrive for 8s, immune to lockoutMax50s

03 — ITEM TIERS // LOOT CLASSIFICATION

SANCTIONED
Common drops from standard enemies. Below current power level by mid-game. Salvage for 1 Resonance Shard. No loot beam. Cannot be Awakened. Replace immediately.
FLAGGED
Uncommon drops. Useful in early game, worth comparing to equipped gear. Small blue loot beam. Cannot be Awakened. Salvage for 3 Shards when outgrown.
BLACKLISTED
Rare drops. Affixes start to become build-relevant. Yellow loot beam. Awakening eligible. Can roll 1 Awakening affix at the Consciousness Engine. Salvage for 10 Shards.
EXILED
Very rare. Comes with an Exiled Aspect slot — a build-defining secondary affix. Orange pillar loot beam. Awakening eligible. These items define endgame builds. Salvage only to upgrade another Exiled item.
ARTIFACT
Impossibly rare. Fixed stats — cannot be modified by any mechanic. Pre-corruption relics from before the simulation's current runtime cycle. White pillar beam with gold glow. 10 Artifacts exist in the game. Cannot be Awakened. Do not salvage.

04 — AWAKENING SYSTEM // CONSCIOUSNESS ENGINE

Visit the Consciousness Engine in Reader's Workshop. Select any BLACKLISTED or higher equipped item. Choose from 3 randomly offered Awakening affixes. Each affix adds a powerful benefit and a meaningful drawback. Costs 150 Resonance Shards.

"The protocol did not intend for its instruments to modify themselves."

ALL AWAKENING AFFIXES

AFFIXBENEFITDRAWBACK
FRACTURED RESONANCE+35% skill damageSkills cost 20% more resource
SIGNAL BLEEDKills heal 4% max healthDefense reduced by 20%
PROTOCOL ECHOSkills fire twice at 50% damageCooldowns increased 30%
ENTROPY DRAIN+50% attack speedEach attack drains 2% health
SUBSTRATE LINK+100% area of effect radiusMovement speed -25%
GHOST CLOCKDodge cooldown reduced 50%Dodge invincibility window halved
CORRUPTED CORE+200% damage when below 25% healthCannot receive healing above 25%
TEMPORAL SPLICEPause enemies in range for 2s on skill useResource regeneration halved
PROCESS HUNGERGain 3% of enemy max health as bonus damageLose 1% health per second out of combat
FINAL PROTOCOLOn death: survive at 1 HP once per zoneAll resource pools reduced 40%
RECOMPILE overwrites an existing Awakening affix. Costs 5 salvaged Artifacts. Use with intent.

05 — GHOST PARTITIONS // ENDGAME SYSTEM

Ghost Partitions are isolated simulation fragments — pockets of the substrate that broke away from the main runtime. They contain anomalies that have been running unchecked for unknown cycles. They are not zones. They are errors.

ACCESS

Tier Keys drop from Boss and Champion enemies. Each key has a tier value (T1–T20). Insert the key at the Ghost Partition terminal in The Verity. Higher tier keys grant better rewards and harder content. Unlocked at Level 10.

INTEGRITY METER

The Integrity meter starts at 100% and depletes over time and on taking damage. If Integrity reaches 0%, the partition collapses — you are ejected with minimal rewards. Completing objectives slows depletion. Reaching the extraction point above 50% Integrity grants the Clean Exit Bonus.

ANOMALY TYPES

SIGNAL STATIC — Ranged enemies that drain Integrity on hit. High priority targets.

PROTOCOL ENFORCER — Heavy melee unit with interrupt on skill use. Cannot be stunned.

CASCADE NODE — Stationary emitter that buffs nearby enemies. Destroy first.

FRACTURED ELITE — Champion-tier enemy with random Awakening effect. Drops Tier Key.

SUBSTRATE WRAITH — Becomes untargetable when hit. Telegraphs attacks heavily.

NULL ECHO — A copy of your own character with your current gear. Final boss of T10+ partitions.

TIER REWARD TABLE

TIER RANGEKEY DROPSGEAR TIERSPECIAL
T1 – T5T1–T3 KeysFLAGGED – BLACKLISTEDFirst completion: Flask upgrade
T6 – T10T4–T8 KeysBLACKLISTED – EXILEDChance of Awakening Affix reroll
T11 – T15T8–T13 KeysEXILEDGuaranteed Exiled on clean exit
T16 – T20T15–T20 KeysEXILED – ARTIFACTArtifact chance; Leaderboard entry
The final chest in any partition always contains one item one tier above the run's average drops. A clean exit above 50% Integrity doubles the final chest roll.

06 — PROTOCOL BOARD // NODE GRID SYSTEM

The Protocol Board unlocks at Level 15. It is a hex grid of 37 nodes that represents your character's deeper integration with the simulation's protocol layer. Nodes are unlocked with Protocol Fragments, which drop from bosses, champions, and rare encounters.

MECHANICDETAIL
Boards per class3 — each with different node distribution and legendary node
Nodes per board37 — mix of passive bonuses, socket nodes, and one legendary
Unlock currencyProtocol Fragments (boss/champion drops)
Fragment SocketsSpecial nodes that accept Resonance Fragments for bonus stats
Legendary NodeOne per board — the build-defining passive unique to that board
Board switchingCosts 50 Fragments to switch boards — nodes do not carry over
Identify the legendary node on your target board early. Build your fragment investment path toward it before spending on peripheral nodes.

07 — ROGUE PROCESS GEAR // CHAOS MECHANIC

Some items flicker with an unstable icon — a glitching amber border and a corrupted display name. These are ROGUE PROCESS items. They are not EXILED. They are not ARTIFACT. They are gear that has been running too long inside the substrate without oversight and has started to deviate from its original parameters.

WHAT MAKES AN ITEM ROGUE PROCESS

ROGUE PROCESS items have higher base stats than their equivalent tier — but they contribute to your Process Load meter. Each ROGUE item equipped adds approximately 16% Process Load.

PROCESS LOAD METER

LOAD LEVELEFFECT
0–49%No effect. ROGUE items function as normal.
50–99%Cascade Threshold begins. Bonuses described below activate.
100% — OVERFLOW STATE5 second window of extreme power. HUD glitches. All cooldowns halved. After 5 seconds: 8 second lockout. Plan around this.

CASCADE THRESHOLDS

2 ROGUE items: Attack speed +20%. Resource generation +15%.

4 ROGUE items: All damage +30%. Every 10th attack triggers OVERFLOW for 2 seconds.

6 ROGUE items: OVERFLOW STATE duration doubled. Lockout duration halved. You are now a problem.

ROGUE PROCESS items cannot be Awakened. Do not attempt to bring them to the Consciousness Engine. The Engine will reject them and consume the Shard cost anyway.

08 — CLASSIFIED // INSUFFICIENT CLEARANCE

SEASON 2 — TESTAMENT: NEW DISTRICT

CLASSIFIED — DISSIDENT CLEARANCE LEVEL INSUFFICIENT

SEASON 3 — THE NULL: ENDGAME REWORK

CLASSIFIED — DISSIDENT CLEARANCE LEVEL INSUFFICIENT

TESTAMENT: CHAPTER 6 — ORIGIN PROTOCOL

CLASSIFIED — DISSIDENT CLEARANCE LEVEL INSUFFICIENT