Ping
Memory cost: 1
Active effect: Ping fires rapid, kinetic charges in a straight line.
Upgrade effect: Pink reduces Turn planning cost and speeds up most Functions.
Passive effect: You move much faster in a single use of Turn.
Ping with Crash
Pink briefly makes targets more vulnerable to other functions.
Ping with Breach
Ping fires farther and with more velocity.
Ping with Spark
Ping fans out into multiple projectiles that are more damaging at close range.
Ping with Jaunt
You can use Ping during Turn recovery.
Ping with Mask
Ping deals great backstab damage to targets.
Ping with Load
Ping deals damage in an area of effect on impact.
Ping with Help
Ping gains a 50 percent chance to prevent Cells from spawning.
Ping with Bounce
Ping chains to multiple nearby targets.
Ping with Get
Pink pulls targets to you and deals more damage at longer range.
Ping with Purge
Ping slows targets, dealing damage over time.
Ping with Flood
Ping briefly leaves a damage trail in the wake of each shot.
Ping with Void
Ping deals more damage.
Ping with Tap
Ping siphons some life points from the target.
Ping with Switch
Ping briefly switches the targets’ allegiance to your side.
Ping with Cull
Ping deals more damage and send targets flying upward.
Get
Memory cost: 1
Active effect: Get forces a target close to you. It’s stronger against distant targets.
Upgrade effect: Get makes most Functions pull targets out of position.
Passive effect: You draw in Cells faster and from further away.
Get with Crash
Get briefly makes targets more vulnerable to other Functions.
Get with Breach
Get gains greater maximum range and penetrate through targets.
Get with Spark
Get fans out into multiple projectiles that draw in targets.
Get with Jaunt
You can use Get during Turn recovery.
Get with Mask
Get temporarily banishes the target while pulling it closer.
Get with Load
Get becomes slightly stronger and deal damage in a blast radius.
Get with Help
Get gains a 50 percent chance to prevent Cells from spawning.
Get with Bounce
Get chains multiple nearby targets.
Get with Ping
Get becomes more efficient to plan during Turn and faster in real time.
Get with Purge
Get slows targets, dealing damage over time.
Get with Flood
Get leaves a damage trail in the wake of the attack.
Get with Void
Get gains higher maximum damage potential.
Get with Tap
Get siphons some life points from the target.
Get with Switch
Get briefly switches the targets’ allegiance to your side.
Get with Cull
Get will deal more damage and send targets flying upward.
Purge
Memory cost: 2
Active effect: Purge spawns a seeking parasite that dismantles a target from within.
Upgrade effect: Purge applies a corruption effect to most Functions.
Passive effect: You retaliate automatically when struck.
Purge with Crash
Purge stuns and disrupt targets, exposing vulnerabilities.
Purge with Breach
Purge fires farther and with more velocity.
Purge with Spark
Purge launches two smaller parasites toward multiple targets.
Purge with Jaunt
You can use Purge during Turn recovery.
Purge with Mask
Purge temporarily banishes targets while applying damage over time.
Purge with Load
Purge afflicts targets in a blast radius at the point of impact.
Purge with Help
Purge gains a 50 percent chance to prevent Cells from spawning.
Purge with Bounce
Purge passes through targets, potentially affecting more than one.
Purge with Ping
Purge becomes more efficient to plan during Turn and faster in real time.
Purge with Get
Purge pulls its target to you in addition to the base effects.
Purge with Flood
Purge will leave a damage trail in the wake of the attack.
Purge with Void
Purge slows and damages the target over a longer period of time.
Purge with Tap
Purge restores your life points over time in addition to its base effects.
Purge with Switch
Purge temporarily switches targets’ allegiance but no longer applies damage.
Purge with Cull
Purge deals a burst of damage on impact in addition to its base effects.
Flood
Memory cost: 3
Active effect: Flood projects a storm sphere that disintegrates targets in its path.
Upgrade effect: Flood enhances most Functions with a lingering destructive effect.
Passive effect: You regenerate life points when Turn is not recovering.
Flood with Crash
Flood briefly makes targets more vulnerable to other Functions.
Flood with Breach
Flood fires farther and with more velocity.
Flood with Spark
Flood fans out into several smaller storm spheres.
Flood with Jaunt
You can use Flood during Turn recovery.
Flood with Mask
Flood very briefly renders you undetectable.
Flood with Load
Flood deals more damage in a wider area of effect.
Flood with Help
Flood gains a 50 percent chance to prevent Cells from spawning.
Flood with Bounce
Flood travels slightly faster and chains between targets.
Flood with Ping
Flood becomes more efficient to plan during Turn and faster in real time.
Flood with Get
Flood draws in targets as it applies damage.
Flood with Purge
Flood applies damage over time in addition to the base effect.
Flood with Void
Flood deals more damage and persists much longer.
Flood with Tap
Flood siphons some life points from targets in its path.
Flood with Switch
Flood temporarily switches targets’ allegiance but no longer applies damage.
Flood with Cull
Flood deals greater damage and launches targets upward.