You command a salvage mech across irradiated sectors. Explore the grid, scan for anomalies,
fight hostiles, haul cargo, craft gear, and upgrade your frame. Connect with
Link Mainframe, pick a pilot in
Pilot Registry, then run the core loop:
ping → sweep → move → interact → fight → depot / field units.
01 · Getting Started
First session checklist
- Link Mainframe — xPortal (QR), MultiversX Wallet extension (Chrome/Opera/Edge/Firefox), or Web Wallet. Use a full browser — IDE embedded previews cannot load wallet extensions.
- Pilot Registry — Continue an existing hero or + New Game (callsign 2–24 chars). Up to 8 saves per wallet.
- Field HUD — Play here. Pilot Manual (this tab) is reference only.
- Switch Pilot / Disconnect — Header when online.
HUD layout
- Left — Pilot Bay — Vitals, coords, move pad (WASD/arrows too), Interact bar for field units, loadout, skill summary.
- Center — Sector map — Your mech 🤖, POIs, depot 🏭, craft units 🔧🏗⚙, skill masters 📚.
- Right — Command Deck — Radar, Cargo, Depot, Quests, Contracts, Energy Supply.
- Top bar — CALLSIGN · CHASSIS · Wallet EGLD · In-game EGLD · CR · cargo · ◎ Field Exchange.
- Bottom — Telemetry log (combat, quests, market fills).
Each move costs 1 energy. Ping and sweep also cost energy — plan routes before you run dry.
02 · Core Gameplay Loop
Every sortie follows the same rhythm:
- Sector Ping (~28⚡) — Counts per quadrant: where are salvage, mining, hostiles, energy?
- Directional Sweep (~6–10⚡) — Cone scan reveals exact tile coordinates.
- Move (1⚡/step) — Walk to the contact. Hold position for timed harvests.
- Interact — Siphon ⚡ (instant), Extract 📦 / Mine ⛏️ (timed + depth/risk), Engage 💀👹👑.
- Field units 🔧📚 — Craft gear, build chassis, learn skills on-map.
- Depot 🏭 — Sell cargo, repair, quests, contracts, currency desk, NFT mint.
- Transit 🌀 — Jump sectors when level gates allow.
Gear drops go to cargo first, then equip from Pilot Bay or Cargo Bay. Higher sector tiers unlock better loot and craft tiers.
03 · Sector Map & POI Icons
Colored blips on the tactical grid:
- ⚡Energy — Instant siphon (+25 to +60 by tier). Some nodes chip hull or spawn arc wisps.
- 📦Salvage — Timed extraction. Pick depth + risk before rig deploy. Grapple Winch speeds rig time.
- ⛏️Mining — Timed ore dig. Drill Rig + mining XP bonus speed extraction. T3+ may drop portable flux cells.
- 💀Hostile signature — Dormant enemy contact on the map. Easier fight, better combat-gear drop odds (hardpoint / coreplate / anchors).
- 👹Monster patrol — Active field unit. Tougher, bonus XP, may roll affixes; harvest noise can spawn one nearby.
- 👑Boss — Sector apex. Rare T-module drops + achievements.
- ☆Elite bounty — WANTED mark on one hostile (~20 min). Bonus CR + EGLD on kill.
- 🏭Scrap Depot — Stand on tile to go Online (sell, repair, quests, desk).
- 🌀Teleporter — Sector jump (discover via radar; level gates apply).
- 🔧Gear Fabricator — Buy tier-capped blueprints with CR (on-map, not depot).
- 🏗Chassis Forge — Build new frames from salvage + ore cargo.
- ⚙Mod Workbench — Install/remove chassis mod bays.
- 📚Skill Master — Learn combat protocols (stand on tile → Interact).
- 📍Waypoint — Your pinned sweep contact (max 3).
04 · Radar & Intel
Open Command Deck → Radar. Two-layer recon:
- Sector Ping — Full-sector counts in NW/NE/SW/SE. No exact coords. Survey Scanner lowers cost. Intel TTL ~60s — re-ping when stale.
- Energy bearings — Quadrants with ⚡ hint which direction to sweep next.
- Bounty bearing — Active ☆ WANTED shows quadrant + bearing on ping intel.
- Field drift — Tracks POI respawns since last ping (refreshes every 15s).
- Low-angle start — New pilots begin at 45° arc and range 2. Grow reach via Survey Scanner, Sensor Cowl, Surveyor Doctrine, Survey Rig set, and field skills (Extended Sweep, Ping Efficiency).
- Directional Sweep — Pick heading (N/E/S/W), then sweep arc (starts narrow 45°; wider arcs unlock via Sensor Cowl, Survey Rig, Surveyor doctrine, scan skills), then range.
- Sensor Cowl — Equipped cowl widens max sweep arc (T2 +15°, T3 +30°, T4 +45°).
- Contact list — Quick actions: Extract, Siphon, Engage. Pin up to 3 waypoints 📍.
- Sector modifier — Daily condition per sector (spawn weights, patrols, salvage bonus) in sector header.
Ping tells you where. Sweep tells you which tile. Then move and interact.
05 · Salvage & Mining (Depth + Risk)
Extract 📦 and Mine ⛏️ are timed — stand on the tile until the progress bar completes. Before deploy, pick:
Depth (time vs loot)
- Quick Scan — Fast, lower gear/NFT odds.
- Standard Extract — Baseline (~18% gear chance).
- Thorough Dig — Longer, better odds + XP.
- Deep Core — Slowest, highest gear/NFT rolls (capped ~72%).
Risk mode
- Standard — Normal rig time; 14% patrol spawn on deploy.
- Silent — +30% time, no patrol spawn.
- Overclock — −28% time; hull arc risk on volatile T3+ sites.
- Contested — 2× gear odds if a hostile/monster is adjacent when extraction finishes.
Loot at harvest: salvage/ore cargo, ~18% gear module, field materials (salvage vs mining pools differ), NFT collectibles, and (when pool funded) micro EGLD veins — see card 12.
Salvage vs mining rewards: Salvage sites bias winch / cowl / actuators gear and drop Salvage Shred + Capacitor Scrap. Mining sites bias drill / struts / flux and drop Ore Fragment + Flux Shard. Pilot Doctrine and field skills amplify the matching track.
06 · Turn-Based Combat
Stand on 💀👹👑 tile → Engage. Combat overlays the map. Cost: 3⚡ to start.
Turn flow: Your order → enemy retaliation (skipped if stunned or Ground Anchors hold).
- Strike — Standard damage. Best vs stunned foes.
- Brace — ~50% damage cut (70% with Shield Matrix). Reflects 20% with Hardpoint. Stuns attacker on shock.
- Power Shot — 2× blast; 10⚡; needs Hardpoint. Locks Brace next turn.
- Flux Tap (combat) — +25 energy mid-fight; needs Flux Cell equipped. Depot Quick Charge is separate — partial reactor refill for CR.
- Disengage — Retreat attempt (~55% base; better when stunned or low hull).
Learn more skills at 📚 Skill Masters (Warhead, Overcharge, Deep Sweep, Bulkhead, Apex Protocol at higher tiers).
Enemy telegraphs: Heavy (+50%), Self-Repair; bosses below 50% HP may Annihilate / Rampage. Gamma+ hostiles roll affixes: Armored, Volatile, Jammer, Adaptive, Resilient.
Victory: XP, loot (~18% gear), energy drip (+8/+10/+20), quest progress. Hull 0 = emergency warp to depot. Gear wear degrades modules each fight — repair at depot.
07 · Loadout, Gear & Chassis
11 equipment slots — chassis hardpoints + utility rail. T1–T4 tiers; pilot level gates on equip.
- Field drops — Salvage → winch/cowl/actuators · Mining → drill/struts/flux · Combat → hardpoint/coreplate/anchors. ~88% of harvest gear rolls follow the POI type.
- Gear set synergies — Equip 2+ modules from a rig set (Salvage / Prospector / Survey / Breach) for passive bonuses shown in Energy Supply.
- Boss kill — Random tier-appropriate module.
- Gear Fabricator 🔧 — Buy blueprints (tier capped to sector).
- Field Exchange — Buy/sell tradeable gear and commodities.
- Cargo Bay — Limited slots; drops land here first → Equip into matching slot.
- Portable Flux Cell — Consumable: +30 energy in the field.
- Module repair — At depot when gear condition drops (stats floor 50%).
Chassis frames (10 total) — Built at 🏗 Chassis Forge from salvage/ore + CR. Chassis mods (2 slots) at ⚙ Mod Workbench.
08 · Field Units (On-Map Crafting)
Crafting and skills happen on the map, not inside depot menus. Walk to the unit tile → left panel Interact:
- 🔧 Gear Fabricator — Print gear blueprints for CR (max tier = sector tier, up to T4). Also refine materials and craft select modules from refined cores/ingots at reduced CR.
- 📚 Survey Instructor Mako — Field skill track: Ping Efficiency, Salvage Forensics, Ore Seam Sense (T1+ sectors).
- 🏗 Chassis Forge — Rebuild your frame (T2+ sectors).
- ⚙ Mod Workbench — Install/remove chassis mod bays.
- 📚 Skill Master — Spend skill points to unlock protocols. Curricula: basic (T1–2) → advanced (T3–5) → apex (T7+).
Depot 🏭 handles selling, repairs, quests, contracts, currency desk, and NFT mint — not gear printing.
09 · Scrap Depot (🏭)
Stand on the depot tile — badge turns Online.
- Sell All Cargo — Instant CR for salvage + ore (+5% if Market Runner achievement).
- Repair — One button; choose Full Repair (hull + energy) or Module Overhaul (gear condition) from the dropdown.
- Quick Charge — 10 CR → +50 reactor energy only (cheaper than full repair).
- Quest Log — Accept/turn in contracts (auto-track kills, harvests, pings, bosses).
- Delivery Contracts — Command Deck → Delivery Contracts panel; accept up to 2 runs at depot; deliver matching cargo for CR + EGLD (board rotates 30 min). Broker Doctrine pays +10%.
- Material Refinery — Refine harvest materials into cores/ingots (depot panel when Online).
- Pilot Class — Left Pilot Bay dropdown; first pick free; reassignment at depot costs 75 CR.
- Currency Desk — Swap CR ↔ in-game EGLD (400 CR/EGLD · 8% spread · daily caps).
- Boss Rematch — Energy Supply → Pilot tab: re-summon defeated bosses (dual affixes, 75 CR).
10 · Field Exchange (◎)
Open from header ◎ Field Exchange. Trade gear, salvage, mining, and consumables using in-game EGLD (not your on-chain wallet balance).
- Trade dock — Buy at Market · Sell at Market · Place Buy Order · Place Sell Order.
- 5% seller fee (Broker Doctrine −2%) · 0.03 EGLD listing deposit per new order (refunded on cancel).
- 5 min order lock — New orders cannot be edited/cancelled immediately.
- Order preview — Shows escrow, fees, instant-match warnings before confirm.
- On-chain mode — Pay with Wallet sends EGLD + memo to treasury; server verifies tx. Seller proceeds credit in-game EGLD.
- Watchlist — Star symbols; HUD alerts on price moves.
- Field Exchange — Header button ◎ — trade gear, salvage, and ore for EGLD.
11 · Energy Economy
Energy powers movement, radar, combat engage, and skills. Default cap ~120.
Costs
- Move — 1⚡/step · Sector ping — ~18⚡ (floor 9) · Sweep — ~2–5⚡ · Combat engage — 3⚡ · Power Shot — 10⚡
Recovery
- ⚡ POIs — Capacitor Bloom +25 · Fusion Cell +40 · Arc Node +50 · Plasma Cache +60
- Combat kills — +8 / +10 / +20 drip
- Portable Flux Cell — +30 (consumable cargo)
- Depot Quick Charge — 10 CR → +50 reactor energy
- Emergency Recharge (Energy Supply → Reactor) — 35 CR → full, anywhere
- EGLD Flux Packs (Energy Supply → Reactor) — Pay treasury on-chain; qty stepper caps to reactor headroom
12 · EGLD Vein Rewards
90% of all treasury EGLD is for players — earn, trade, and spend inside the game. 10% is reserved for servers and upkeep (operator only).
- Earn — Salvage/mining harvests can roll micro EGLD veins from the player pool (odds scale with pool size, gear, depth, risk).
- Spend — Pay treasury for flux packs, exchange orders, desk swaps, and NFT mints; seller proceeds land as in-game EGLD on the Field Exchange.
- Wallet payout — Vein claims send real EGLD to your
erd1… wallet (memo ch:claim:…). Hard-capped per find — no jackpots.
Vein claims are the only route for treasury → your on-chain wallet. Exchange EGLD stays in-game for market bids and trades.
13 · Wallets & Three EGLD Balances
- Your MultiversX wallet (
erd1…) — Login identity. You sign payments into the game and receive vein claim payouts.
- Wallet EGLD (header) — Live on-chain balance (read-only display).
- In-game EGLD (header + Exchange) — Bookkeeping for bids, seller proceeds, refunds. Separate from on-chain wallet.
- Game treasury — Receives all on-chain payments. 90% player economy (veins + exchange circulation). 10% ops — servers, hosting, maintenance.
- On-chain payments — Flux packs, exchange orders, NFT mints: send EGLD + memo → server verifies tx → gameplay updates.
14 · Quests, Sectors & Progression
- 8 sectors (Alpha–Omega) — Tier 1–8. Teleporters require pilot level: Beta Lv3 · Gamma Lv6 · Delta Lv10 · Epsilon Lv15 · Zeta Lv22 · Eta Lv32 · Omega Lv42. Past Omega, the Ascension Gate opens the infinite Frontier (Depth 9+) — each depth raises tier, gates, loot, and boss scaling.
- Per-sector grind — Harvest & combat XP scale with map tier. Farming a low sector while over-leveled earns reduced XP (45–80%). Gear fabricators print up to the sector tier; T2/T3/T4 modules need Lv3/6/10 to equip.
- Quest Log — 11 quests; accept at depot; progress in field (bonus XP — not a substitute for sector grinding).
- Elite bounties — ☆ WANTED target ~20 min; Quest Log panel + ping bearing.
- Pilot Dossier — Career stats: kills, harvests, pings, bounties, exchange fills.
- Achievements — Medals unlock callsign tags, +1 cargo, 5% depot sell bonus.
- Rename / Delete hero — Pilot Registry card actions (delete cancels open exchange orders).
- Pilot level uncapped in Frontier — Omega is the last fixed sector; deeper Frontier depths scale XP, CR, and EGLD vein odds.
- Telemetry Stream (bottom dock) — Scrolls all system messages, combat log lines, and quest updates.
Header: CALLSIGN · CHASSIS · LVL · CR · CARGO · RADAR range. Telemetry dock logs everything — scroll back after combat or market fills.
15 · Pilot Doctrine, Field Skills & Crafting Chain
Five pilot classes (left Pilot Bay → Pilot Class dropdown) — specialize your path:
- Scrapper — Salvage gear + credits; weaker Strike damage.
- Prospector — Mining gear + XP; −1 radar range.
- Surveyor — Cheaper pings, wider arc, longer intel; −8 max energy.
- Hunter — Combat +15% bounty payouts; worse salvage sell bonus.
- Broker — −2% exchange fee, +10% contract pay; weaker harvest gear odds.
Field skills — Taught at Skill Masters: Survey Instructor Mako (scan/salvage/mining basics); Tactical Mentor Kira adds Extended Sweep + Intel Analyst; Apex Instructor Null adds Rig Specialist.
Crafting chain: Harvest → raw materials in cargo → refine at depot or fabricator → craft select T2–T3 blueprints at fabricator for less CR than shop buy.