Glossary
Every bit of neurøwave jargon in plain language. New to the network? Start here.
Anomaly
Elemental buildup. Hits of an element fill the anomaly bar; when it pops you get an elemental payoff. Anomaly Mastery scales how hard those procs hit. → more
Basic / Dodge / EX / Torque / Defense
The five actions every agent shares: basic (J), dodge-counter (SPACE), EX (E), Torque (menu), defense (R). Each agent fills them differently. → more
Cards
Run-long modifiers drafted between fights — offense, defense, utility. Up to 66 of them. → more
Counter
Dodging with the right timing (i-frames) lets you riposte — a dodge-attack that flows back into your basic, often with bonus damage or stun. → more
Credits & Cores
The two currencies. Credits are the common spend (shops, drinks); Cores are the premium tap. Stations decide what’s for sale. → more
Crit Rate / Crit DMG
Chance to crit, and the bonus multiplier when you do. Jinx warps crit rate especially hard. → more
Drinks
Bar buffs that carry into your next run (ATK/HP/Crit/Ghost-step). Top up before you dive. → more
Element
Each agent’s damage type (Electric, Fire, Ice, Ether, Physical) — feeds the anomaly system. → more
Faction
A team allegiance (APEX, GRID, NULL, VOID, PULSE) that drives synergy bonuses when stacked. → more
Fracture
Cracking an enemy (and the signal) open through sustained pressure. Tanky threats resist stun and must be worn down with fracture pressure before they fold. → more
i-frames
Invincibility frames. The brief window during a dodge where you take no damage. Time them on an enemy attack to trigger a counter. → more
Impact
Interrupt force — how hard your hits stagger enemy actions. → more
Luck
Drives all RNG: drop rates, crit rolls, upgrade rarity. Jinx’s entire identity. Stack it for swingier, richer runs. → more
Operator
You. You don’t fight directly — you command a squad of agents through the network. → more
Penetration (PEN / PEN%)
Defense you ignore — flat (PEN) or as a percentage (PEN ratio). How you get through armored and shielded threats. → more
Quanta (EX gauge)
The resource your EX skill spends (the E key, a.k.a. “magic”). Builds passively and from landing hits. EX skills are your biggest plays. → more
Signal
The shared frequency the whole network runs on. The game’s premise is that it’s been severed and corrupted — your job is to fracture what’s holding it and reach the Core. → more
Subjugation (Stun)
The break meter. Landing hits builds subjugation stacks on an enemy; fill it and they’re stunned. Stunned enemies take massively more damage — the whole combat loop is built around this. → more
Torque
A separate physical gauge used by your Torque skill from the tactical menu — reliable bursts that don’t compete with EX. → more
Ward
A floor of the run. There are 99, grouped into four regions from the slums down to the Core. → more