Classic SurvivorsPL
All topics

Equipment

Gear you keep between runs: slots, rarities, bonuses, chests and every item in the catalog.

Slots and loadout

Your loadout has six slots, one item each. Everything you own sits in the collection on the EQUIPMENT screen and stays there between runs.

  • Weapon
  • Amulet
  • Ring
  • Armor
  • Helmet
  • Boots
Example loadout
  • Tap an item to see its base value, its bonuses and exactly what equipping it would change in your build. EQUIP puts it into its slot and replaces what was there.
  • The loadout is locked for the run once it starts; change gear between runs.
  • Any slot can be emptied except the weapon: after the free starter dagger you can swap weapons, but never go unarmed.
  • An equipped item cannot be sold. Others sell for coins by rarity (CONFIRM SELL); the collection has no size limit.
  • Filters narrow the collection by slot and by rarity.

Rarities

Every item instance has one of four rarities, shown by the colour of its frame. Rarity sets how many bonuses the item rolls, how strong its values are and what it sells for.

RarityChest chanceBonusesWeapon damageSells for
Gray50%0×110
Blue30%1×1.225
Gold17%2×1.550
Red3%3×2100

The weapon multiplier applies to the equipped weapon’s base damage only, never to run abilities.

Item bonuses

Next to its base value, a blue, gold or red item rolls 1, 2 or 3 bonuses from a fixed pool of 22. Bonuses on one item never repeat and do not depend on the model: Wanderer Boots can roll fire damage.

Weapon hit = (base × rarity multiplier + flat DMG) × (1 + damage % of that type), for each damage type.

BonusGrayBlueGoldRed
Offense
Weapon Attack Speed+4%+8%+14%+22%
Skill Cooldown Reduction+2%+4%+6%+8%
Critical Chance+2%+4%+7%+10%
Critical Multiplier+5%+10%+18%+25%
Elements
Physical Weapon Damage+1 DMG+2 DMG+3 DMG+4 DMG
Magic Weapon Damage+1 DMG+2 DMG+3 DMG+4 DMG
Fire Weapon Damage+1 DMG+2 DMG+3 DMG+4 DMG
Poison Weapon Damage+1 DMG+2 DMG+3 DMG+4 DMG
Light Weapon Damage+1 DMG+2 DMG+3 DMG+4 DMG
Ice Weapon Damage+1 DMG+2 DMG+3 DMG+4 DMG
Physical Damage+4%+7%+11%+16%
Magic Damage+3%+6%+10%+14%
Fire Damage+6%+10%+16%+24%
Poison Damage+6%+10%+16%+24%
Light Damage+6%+10%+16%+24%
Ice Damage+6%+10%+16%+24%
Survival
Max Health+5 HP+10 HP+18 HP+28 HP
Armor+1+2+3+4
Movement Speed+2%+4%+6%+8%
Regeneration+0.05 HP/s+0.1 HP/s+0.2 HP/s+0.3 HP/s
Utility
Pickup Radius+5%+10%+15%+20%
Gem Experience+3%+6%+10%+15%

Weapons

The weapon slot decides your basic automatic attack. Each model has its own mechanic; rarity only multiplies its base damage.

Dagger

Weapon

Dagger

AttackKnife →

Throws one piercing knife at a time, fast. Every profile starts with a gray one.

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Axe

Weapon

Axe

AttackAxe →

Lobs a spinning axe at the nearest enemy: slow, but each axe hits hard.

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Bow

Weapon

Bow

AttackBow →

Fires piercing arrows at the nearest enemy.

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Boomerang

Weapon

Boomerang

AttackBoomerang →

Flies out and comes back to you, hitting both ways.

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Ember Wand

Weapon

Ember Wand

AttackEmber Wand →

An ember bolt that bursts on the first enemy it touches.

Damage split40%60%

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Venom Staff

Weapon

Venom Staff

AttackVenom Staff →

Leaves a pool of venom that hurts every enemy inside it.

Damage split25%75%

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Light Scepter

Weapon

Light Scepter

AttackLight Scepter →

Light jumps between enemies, never back to one it already hit.

Damage split67%33%

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2
Frost Wand

Weapon

Frost Wand

AttackFrost Wand →

A fan of ice shards that slows the enemies it hits.

Damage split40%60%

Weapon damage base

  1. ×1
  2. ×1.2
  3. ×1.5
  4. ×2

Armor and accessories

Every other model always grants one fixed stat, growing with rarity, plus its rolled bonuses.

Guardian Plate

Armor

Guardian Plate

  1. +2
  2. +4
  3. +7
  4. +10
Vitality Tunic

Armor

Vitality Tunic

  1. +20 HP
  2. +35 HP
  3. +55 HP
  4. +80 HP
Vitality Helm

Helmet

Vitality Helm

  1. +15 HP
  2. +25 HP
  3. +40 HP
  4. +60 HP
Renewal Helm

Helmet

Renewal Helm

  1. +0.1 HP/s
  2. +0.2 HP/s
  3. +0.35 HP/s
  4. +0.5 HP/s

Chests and keys

Items come only from chests, opened in the SHOP. One key opens one chest and grants exactly one item, saved to your collection before the reveal even starts.

Where keys come from

  • Buy one in the SHOP for 100 coins.
  • Elites have a 0.5% chance to drop a key (0.75% with KEY HUNTER from UPGRADES).
  • The mini-boss at 7:30 always drops a key.
  • Every final boss gives a key when it falls.
  • The first clear of an arena adds one key and bonus coins (Meadow 100, Graveyard 200, Scorched Earth 300).

Keys and coins you pick up are saved at once, so they stay yours even if the run ends in defeat.

What a chest rolls

  • First the rarity: 50% gray, 30% blue, 17% gold, 3% red.
  • Then the model, evenly from all 18 models whatever the rarity: each has a 1 in 18 chance, and 8 of them are weapons.
  • Last, the bonuses: as many as the rarity carries, all different, drawn evenly from the pool.

So a red copy of one specific model has a 0.17% chance per chest. Luck does not change chest odds.

Selling everything you open returns 24 coins per chest on average, against 100 for a key.

SHOP and the reveal

1100

Free starter

A new profile opens the SHOP on a FREE STARTER offer: your first opening is free and fixed, a gray Dagger with no bonuses, equipped for you in the weapon slot. It can be claimed once.

Opening a chest

OPEN 1 CHEST spends one key; BUY 1 KEY spends 100 coins. The SHOP lists the odds of each rarity next to its number of bonuses.

Reveal strip

The chest shakes for 0.4 s and opens, then a strip of item tiles rushes past a gold marker for 4 s and settles on your reward. The tiles around it are only for show and say nothing about your odds; when the reward is not red, 30% of strips stop next to a tile of a higher rarity. Tap to skip.

Hero reveal

  1. Gray0.5 s
  2. Blue0.6 s
  3. Gold0.9 s
  4. Red1.1 s

Each rarity adds to the finale below it: gray flashes the tile, blue also zooms it, gold adds rays and 6 sparks, red pulses the rays, throws 12 sparks and shakes the screen (with SHAKE on). Then the item takes the stage with its name, rarity, base value and bonuses, and the buttons OPEN AGAIN (while you still have keys), EQUIPMENT and CLOSE.