Classic SurvivorsPL
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Run rules

How a run flows from PLAY to victory or defeat: the clock, experience, level-up offers and what you pick up along the way.

How a run works

A run is one game on the arena you picked, from PLAY until your hero dies, you defeat the final boss or you quit to the menu.

Level, attacks and stat cards reset when the run ends. Coins, keys and gear stay.

Permanent UPGRADES can change the start: HEAD START gives a free pick at 0:00, VETERAN starts the weapon at level 2. Heroes & upgrades →

How a run ends

The clock alone never ends a run. At 13:30 a BOSS warning sounds and at 13:33 the arena’s final boss enters.

BOSS 13:30The three final bosses 13:33

Arena clear

Defeat the final boss and the run is won. Time slows, the remaining enemies vanish and every XP gem, coin and key left on the ground flies to you. The first clear of an arena pays a bonus and unlocks the next one.

Defeat

Your health hits 0 and the run is over. The results show your level, kills, time, coins and keys.

Quit

QUIT in the pause menu leaves the run for the main menu.

However it ends, the coins and keys you picked up are already in your wallet. Arena events and first-clear rewards →

Experience

Every enemy drops its XP as a gem. When the bar fills you level up, and any extra XP carries into the next level, so a big pickup can give several level-ups in a row.

Gem tiers

The size only shows the gem’s base value. An elite scatters its tripled XP as three gems; the mini-boss and the final boss drop a ring of ten.

The Experience stat multiplies every gem by (1 + bonus) when you pick it up, so a 1-XP gem with +40% is worth 1.4 XP. Fractions are kept, never rounded away. Experience →

XP to the next level is 5 + 4 × level + 2 × level^1.5, rounded down.

XP needed at levels 1 to 30
LvNextTotalLvNextTotalLvNextTotal
111011121553212812,454
2181112136674222992,735
3272913150810233173,034
4375614165960243363,351
54793151811,125253553,687
658140161971,306263744,042
770198172131,503273934,416
882268182291,716284134,809
995350192461,945294335,222
10108445202632,191304535,655

Level-up offers

Each level-up shows up to three cards and you take one. Several levels at once give one pick per level, in order.

Card grades

Every card is drawn with a grade, shown by the colour of its inner frame.

Stat cards

Gray, Blue, Gold or Red. The grade multiplies what that pick adds.

  • Gray× 1odds 70%
  • Blue× 1.5odds 20%
  • Gold× 2odds 8%
  • Red× 3odds 2%

Combat cards

  • +1Normal: +1 level.
  • +2Red: +2 levels, 5% base odds. Never drawn when +2 would pass level 8; a red new ability starts at level 2.

Luck multiplies the Blue, Gold and Red odds, and the red combat odds, by (1 + Luck). Every stat card, its gain and its cap →

Lv 15+

Ultra Magnet

From level 15 a one-time Ultra Magnet card can show up in the stat pool. After it, every XP gem, coin and key flies to you from anywhere at once; hearts stay on the ground. Pickup Radius cards stop showing up.

Lv 8

Evolution offer

When an attack reaches level 8 and you own its catalyst stat at any level, a separate choice between its two evolutions opens at once. It does not use up a level, does not change the alternation and cannot be rerolled. While an attack at level 8 is still missing its catalyst, that catalyst is guaranteed a place in stat offers.

All attacks and evolutions →

Loot

Loot inside your pickup radius flies to you, faster the closer it gets (3 to 14 units/s). The radius starts at 1.3 units.

XP gems

Dropped by every enemy you kill.

  • Regular enemy: one gem of its XP.
  • Elite: three gems.
  • Mini-boss (30 XP) and final boss (60 XP): a ring of ten.

Coins

Worth 1, 5 or 25 and go straight to your wallet.

  • Regular enemy: a 1-coin, 4% of the time (boss minions drop none).
  • Elite: always a 5-coin.
  • GOLD RUSH adds 15% to every coin.
Keys

Keys

Open equipment chests and stay between runs.

  • Final boss: 1 key.
  • Mini-boss: 1 key.
  • Elite: 0.5% (0.75% with KEY HUNTER).
Hearts

Hearts

Heal 25 HP. They never fly to you: walk over them.

  • Mini-boss: 3 hearts.

The Ultra Magnet makes XP gems, coins and keys fly in from anywhere at 30 units/s. Chests and gear →

Hits & damage

Every hit is split into up to six damage components. Each component is boosted only by its matching stats, then everything is added into the enemy’s one health pool.

Damage components

How a hit is calculated

  1. Each component starts from the attack’s base damage for its level.
  2. Weapon only: the base is multiplied by the weapon’s rarity (Gray ×1, Blue ×1.2, Gold ×1.5, Red ×2), then flat damage cards and gear are added. Abilities get neither.
  3. Each component is multiplied by 1 + its matching damage %. A % never creates a component from zero.
  4. One crit roll per hit (5% base). A crit multiplies every component at once by your crit damage (150% base).

An attack that hits many times per activation shares its flat bonus between those hits, so a fast multi-hit weapon does not multiply flat damage.

Taking hits