Weapon
Dagger
AttackKnife →
Throws one piercing knife at a time, fast. Every profile starts with a gray one.
Weapon damage base

×1
×1.2
×1.5
×2
Gear you keep between runs: slots, rarities, bonuses, chests and every item in the catalog.
Your loadout has six slots, one item each. Everything you own sits in the collection on the EQUIPMENT screen and stays there between runs.











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.
| Rarity | Chest chance | Bonuses | Weapon damage | Sells for |
|---|---|---|---|---|
| 50% | 0 | ×1 | ||
| 30% | 1 | ×1.2 | ||
| 17% | 2 | ×1.5 | ||
| 3% | 3 | ×2 |
The weapon multiplier applies to the equipped weapon’s base damage only, never to run abilities.
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.
| Bonus | Gray | Blue | Gold | Red |
|---|---|---|---|---|
| Offense | ||||
| +4% | +8% | +14% | +22% | |
| +2% | +4% | +6% | +8% | |
| +2% | +4% | +7% | +10% | |
| +5% | +10% | +18% | +25% | |
| Elements | ||||
| +1 DMG | +2 DMG | +3 DMG | +4 DMG | |
| +1 DMG | +2 DMG | +3 DMG | +4 DMG | |
| +1 DMG | +2 DMG | +3 DMG | +4 DMG | |
| +1 DMG | +2 DMG | +3 DMG | +4 DMG | |
| +1 DMG | +2 DMG | +3 DMG | +4 DMG | |
| +1 DMG | +2 DMG | +3 DMG | +4 DMG | |
| +4% | +7% | +11% | +16% | |
| +3% | +6% | +10% | +14% | |
| +6% | +10% | +16% | +24% | |
| +6% | +10% | +16% | +24% | |
| +6% | +10% | +16% | +24% | |
| +6% | +10% | +16% | +24% | |
| Survival | ||||
| +5 HP | +10 HP | +18 HP | +28 HP | |
| +1 | +2 | +3 | +4 | |
| +2% | +4% | +6% | +8% | |
| +0.05 HP/s | +0.1 HP/s | +0.2 HP/s | +0.3 HP/s | |
| Utility | ||||
| +5% | +10% | +15% | +20% | |
| +3% | +6% | +10% | +15% | |
The weapon slot decides your basic automatic attack. Each model has its own mechanic; rarity only multiplies its base damage.
Weapon
AttackKnife →
Throws one piercing knife at a time, fast. Every profile starts with a gray one.
Weapon damage base
Weapon
AttackAxe →
Lobs a spinning axe at the nearest enemy: slow, but each axe hits hard.
Weapon damage base
Weapon
AttackBoomerang →
Flies out and comes back to you, hitting both ways.
Weapon damage base
Weapon
AttackEmber Wand →
An ember bolt that bursts on the first enemy it touches.
Damage split
40%
60%
Weapon damage base
Weapon
AttackVenom Staff →
Leaves a pool of venom that hurts every enemy inside it.
Damage split
25%
75%
Weapon damage base
Weapon
AttackLight Scepter →
Light jumps between enemies, never back to one it already hit.
Damage split
67%
33%
Weapon damage base
Weapon
AttackFrost Wand →
A fan of ice shards that slows the enemies it hits.
Damage split
40%
60%
Weapon damage base
Every other model always grants one fixed stat, growing with rarity, plus its rolled bonuses.
Armor
Armor
Boots
Boots
Helmet
Helmet
Amulet
Amulet
Ring
Ring
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.
Keys and coins you pick up are saved at once, so they stay yours even if the run ends in defeat.
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.

1
100A 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.
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.
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.
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.