ANY WEAPON
WANDERER
MAX HEALTH- 100
NO WEAPON BONUS
The starting hero: the plain hero base with 100 HP and no weapon bonus, so every weapon is equally at home.
Heroes you can play and the permanent upgrades you buy with coins between runs.
A hero changes your base stats; the weapon still comes only from the WEAPON equipment slot, so any hero can use any weapon. Pick one on the HEROES tab before PLAY.
ANY WEAPON
NO WEAPON BONUS
The starting hero: the plain hero base with 100 HP and no weapon bonus, so every weapon is equally at home.
MAGIC DAMAGE
Trades 15 HP for +15% magic damage and abilities that come back 5% sooner. Best with magic weapons and abilities.
PHYSICAL + CRITS
Trades 10 HP for +10% physical damage, +7% crit chance and a crit multiplier 0.25 higher. Built for knives, axes and bows.
Coins are the one currency between runs. Every coin you pick up goes straight into your wallet and stays there, even if the run ends in defeat.
Permanent upgrades bought with coins on the UPGRADES tab. The tree grows from CORE in the middle through three sectors; each node raises a stat a little per level, and the outer ring holds one-time mini abilities.
Stat nodeMini abilityTap a node to jump to its details.
Maxing all 44 nodes costs 95,130 coins.
5080130200330Total 790
5080130200330Total 790
Linked to
CORE
ATK SPEED
CRIT DAMAGE
90140230370590Total 1,420
90140230370590Total 1,420
Linked to
DAMAGE
CRIT CHANCE
FIRE
ICE
90140230370590Total 1,420
Linked to
CRIT CHANCE
ICE
PRECISION
150240380610980Total 2,360
150240380610980Total 2,360
150240380610980Total 2,360
Linked to
ATK SPEED
CRIT DAMAGE
FURY
150240380610980Total 2,360
Linked to
CRIT DAMAGE
LIGHT
BLOODLUST
2504006401,0201,640Total 3,950
Linked to
MAGIC
2504006401,0201,640Total 3,950
2504006401,0201,640Total 3,950
Linked to
PRECISION
5080130200330Total 790
5080130200330Total 790
90140230370590Total 1,420
Linked to
MOVE SPEED
RANGE
AREA
90140230370590Total 1,420
Linked to
MOVE SPEED
PICKUP
AREA
SWIFTNESS
90140230370590Total 1,420
150240380610980Total 2,360
150240380610980Total 2,360
Linked to
EXP GAIN
COOLDOWN
HASTE
+1 REFRESH
150240380610980Total 2,360
Linked to
COOLDOWN
LUCK
HASTE
HEAD START
150240380610980Total 2,360
2504006401,0201,640Total 3,950
Linked to
RANGE
2504006401,0201,640Total 3,950
2504006401,0201,640Total 3,950
Linked to
REACH
GOLD RUSH
KEY HUNTER
5080130200330Total 790
60150300Total 510
90140230370590Total 1,420
90140230370590Total 1,420
250500Total 750
150240380610980Total 2,360
150240380610980Total 2,360
Linked to
REGEN
VITALITY
TITAN
SECOND WIND
5001,000Total 1,500
150240380610980Total 2,360
2504006401,0201,640Total 3,950
Linked to
RECOVERY
2504006401,0201,640Total 3,950
1,500Total 1,500
Linked to
FORTITUDE
Eight one-level unlocks on the outer rings. Each is bought once and works in every run from then on.
OFFENCE · Ring 4
YOUR WEAPON STARTS AT LV 2
Your equipped weapon starts every run at level 2 instead of 1.
OFFENCE · Ring 4
HEAL 5% HP EVERY 100 KILLS
Every 100th kill of the run heals 5% of your max HP.
UTILITY · Ring 4
ONE MORE LEVEL-UP REFRESH PER RUN
Four level-up refreshes per run instead of three.
UTILITY · Ring 4
A FREE LEVEL-UP CHOICE AT RUN START
Every run opens with a free level-up offer, before the clock starts.
UTILITY · Ring 5
+15% COINS FROM PICKUPS
Coin pickups are worth 15% more; the fractions add up, so a run pays the base total × 1.15, rounded down.
UTILITY · Ring 5
ELITES DROP KEYS 50% MORE OFTEN
Elites drop a key 1.5× as often: 0.75% instead of 0.5%.
SURVIVAL · Ring 4
ONCE PER RUN: REVIVE AT 50% HP
Once per run, a lethal hit revives you at 50% HP with 2 s of invulnerability instead of ending the run.
SURVIVAL · Ring 4
BLOCKS ONE HIT, RECHARGES IN 60 S
A shield absorbs one whole hit, then recharges for 60 s. Damage over time (burning ground, beams) goes through it.