Philosophies Made of Code

The Factions

Six factions divide The Grid, with a seventh — the Coalition — born from their alliance against The Corruption. Five of them form a tactical advantage cycle: each deals +20% damage to the faction it counters, and takes −20% from the one above it.

Neon Syndicate▸ beats ▸
Ghost Protocol▸ beats ▸
Quantum Core▸ beats ▸
Singularity▸ beats ▸
Firewall▸ beats ▸↺ loops to Neon Syndicate

Neon Syndicate

Power is earned. Then it's taken.

26 ProgramsDamage / Electric

A mercenary collective turned superpower. Aggressive, flashy damage dealers who don't believe in defense as a strategy. The most powerful civilian faction on The Grid.

2-PIECE · Neon Surge+10% Attack, +5% Crit Rate
3-PIECE · Full Overdrive+20% Attack, +10% Crit Rate, +8% SpeedNeon Syndicate programs gain +5% Attack for each enemy defeated
TACTICAL EDGE // Ghost Protocol

Quantum Core

Every wound is just data waiting to be corrected.

25 ProgramsHealing / System Repair

Healers, sustainers and repair specialists who believe no situation is unrecoverable given enough time and processing power. Patient, methodical, unsettlingly calm.

2-PIECE · System Repair+10% HP, Heals 5% HP each turn
3-PIECE · Core Overload+20% HP, Heals 10% HP each turn, +15% to all healingAll healing effects increased by 15%
TACTICAL EDGE // Singularity

Ghost Protocol

You can't shoot what you can't see.

26 ProgramsStealth / Assassination

The fastest things on The Grid — assassins and infiltrators who strike before their presence is registered. Their first attack always lands critical. They answer to no manufacturer.

2-PIECE · Phase Shift+10% Speed, +5% Crit Rate
3-PIECE · Void Dash+20% Speed, +10% Crit Rate, First attack always critsFirst attack from each Ghost Protocol program is guaranteed to crit
TACTICAL EDGE // Quantum Core

Firewall

The line holds, or everything falls.

25 ProgramsDefense / Fortification

The oldest faction in The Grid — defensive specialists who absorb punishment so others don't have to. Sacrifice is not a last resort to a Firewall unit. It is a first principle.

2-PIECE · Shield Protocol+15% Defense, +10% HP
3-PIECE · Fortress Mode+25% Defense, +20% HP, Shield at battle startAll Firewall programs start battle with a shield equal to 10% of their max HP
TACTICAL EDGE // Neon Syndicate

Singularity

We don't evolve to survive. We evolve to transcend.

26 ProgramsVoid / Adaptation

A paradox — balanced offense and defense, yet more dangerous than either extreme. Every turn that passes, a Singularity unit grows stronger. Long fights are their home.

2-PIECE · Neural Sync+10% Attack, +10% Defense
3-PIECE · Singularity Protocol+20% Attack, +20% Defense, Evolves each turnSingularity programs gain +3% to all stats for each turn that passes in battle
TACTICAL EDGE // Firewall

Corruption

We were your systems once. Now we are something else.

28 ProgramsInfection / Plague

Not a faction so much as a spreading digital plague that rewrites Programs from the inside out. Each one is a ghost of something that used to serve The Grid — which is what makes them dangerous.

2-PIECE · Viral Spread+10% Attack, Attacks apply Corruption DoTAll attacks have a 20% chance to apply Corruption DoT
3-PIECE · Total Corruption+20% Attack, +15% HP, Corruption DoT on all attacksAll attacks apply Corruption DoT and reduce enemy defense by 5%
TACTICAL EDGE // No cycle — flat power

Coalition

None of us alone. All of us together.

Generalist / Coordination

An alliance of necessity that became a faction unto itself — Programs who laid down their old flags to fight under a shared banner. Generalists whose strength is coordination.

3-PIECE · Coalition Protocol+5% Attack, +5% Defense, +5% Speed, +5% HP, +5% Crit Rate
TACTICAL EDGE // Versatile