Every weapon and ability, its numbers per level, and the evolutions it can turn into.
Weapon and abilities
Every attack is either your weapon or a run ability. The weapon is the item in your WEAPON slot: each of the 8 weapon items fires its own attack, and an empty slot fires the Knife. Its run level starts at 1 (2 with VETERAN).
Abilities are picked up from level-up cards. Next to the weapon a run has 5 ability slots; once they are full, combat cards only level up what you own. There are 7 abilities.
An attack goes up to level 8. A combat card adds 1 level; a red combat card (5% chance × (1 + Luck)) adds 2, and is never offered at level 7. A new ability from a red card starts at level 2.
Only the weapon is scaled by its item rarity (×1, ×1.2, ×1.5, ×2 for gray to red), takes flat damage cards and items (Physical DMG, Fire DMG…) and speeds up with Attack Speed. Abilities speed up with Cooldown instead; Orbital Orbs use neither.
Each attack deals fixed shares of damage types. A % damage card (Phys. DMG %, Magic DMG %…) boosts only the matching share, so the tags below tell you which cards help.
Range lengthens flights, reaches and jumps; Area grows radii, orbits and widths. Each goes up to +100% and is offered only while an owned attack uses it.
Distances in the tables are world units (u): one floor tile is 1 unit. Values are base values before stat cards and items.
Weapons
Fired by the item in your WEAPON slot. Paced by Attack Speed, scaled by rarity and flat damage.
Weapon · Item: Dagger
Knife
Physical
The starter weapon, and what you fire with an empty weapon slot. One knife flies at the nearest enemy (12 units/s for 1.2 s) and passes through enemies until it has hit as many as its pierce allows.
Lobs a spinning axe at the nearest enemy within 6 units. Without a target it flies its reach forward. The axe hits every enemy on its path once, with no target limit.
An ember bolt (16 units/s) flies at the nearest enemy and bursts on the first one it touches. Every enemy in the blast, the one struck included, takes one hit.
Flies out at the nearest enemy (10 units/s) and comes back to you (12 units/s, at most 2 s), hitting each enemy once on the way out and once on the way back.
Orbs circle you (140°/s) all the time, damaging anything they touch. An enemy can take an orb hit once every 0.4 s. They never wait for a cooldown, so neither Attack Speed nor Cooldown affects them.
Still one knife with its full 26 damage, but thrown 1.5× as often: every 0.47 s instead of 0.7 s before Attack Speed. Focuses fire on one line.
or
Fan
Count
5
Damage
30%
Spread
30°
Exactly 5 knives in a 30° fan at the normal interval, each with 30% of the base damage (7.8). If all five land it matches Blade Frenzy, spread over a crowd.
Throws two axes in opposite directions, each with 67.5% of the base damage (135% shared by two). Each hits an enemy once per flight.
or
Whirl
Orbits
2
Duration
1 s
Radius
1.5 u
Damage
135%
The axe circles you twice in 1 s at 1.5 units (× Range) while you move, hitting each enemy once for 135% of the base damage. Area grows the axe and its contact.
The chain splits in two at its first jump. The first impact deals 135% of the base damage; the two branches share visited targets and deal half of that each, up to 11 targets in all at level 8.
or
Long Jump
Range
3×
Targets
8
Damage
135%
Triple jump range (6.3 units at level 8, × Range) and two extra targets: 8 in all. The first impact deals 135% of the base damage, each later jump 5/7 of that.