Slots & Skulls Wiki

Every symbol, powerup, cat, enemy and rule in Slots & Skulls. The numbers and card texts on these pages are read straight from the game's data, so they match the current build. Things that only exist in the full game are marked.

Two things are left out on purpose: the final boss, and achievements the game keeps hidden until you earn them.

Contents

Symbols110
Powerups18
Cats and abilities10
Modifiers21
Enemies and bosses32
Levels10
Challenges136
Endless mode8
1v1 duels16

On this page: How a run works, Spinning, Where chance comes in, Resolve order, Damage and shields, Crits, Skill checks, Statuses, Rarity, Gold, skulls and the shop, Kill boxes, The anvil, Demo and full game.

How a run works

  1. Pick a level you have unlocked and choose your symbols. You start with 3 reels, so you pick 3. The Extra Wheel modifier adds up to 2 more, for 5. Every collection starts with Rusty Dagger, Wooden Shield, Coin.
  2. Take a cat and an ability if you want them. Both are optional.
  3. Fight. Each turn the reels spin and you stop them. The symbols that land act, then every living enemy attacks. You have 150 health and 75 max shield before modifiers.
  4. Win the fight and you get gold and skulls, maybe a kill box, a full heal and a visit to the shop.
  5. A level is 5 fights and the last one is its boss. Clearing a level rolls the run straight into the next one with everything you carry.
  6. If you die, the run ends. Skulls and symbols from boxes are yours to keep. The run also pays 2 skulls per kill and 10 per level cleared. Spend skulls onmodifiers, cats, abilities and the anvil, then go again.

Spinning and stopping

In the game

The reels are spinning. Each press of the button stops ONE reel, left to right. Where the reels land is what you attack with: timing is everything.

The cell a reel lands on follows the moment you press. A reel you leave alone stops by itself after 9 seconds. Active powerups are used from the d-pad while the reels are still spinning. Auto modes can stop the reels for you; skill checks and powerups stay in your hands.

The pool is every symbol you put on the machine, and each reel lands one of them. Several symbols care where they land: the two outer reels, the middle reel, or the symbols next to them.

Where chance comes in

Your timing decides where the reels stop. These are rolled:

Resolve order

Within one spin the landed symbols act in this order, left to right inside each step:

  1. Damage buffs for this turn.
  2. Shield gains.
  3. Support: healing, gold, statuses, cleanses and other buffs.
  4. Damage.
  5. Symbols that consume the enemy's poison, after every poison has landed.
  6. Executes.
  7. Symbols that turn damage into gold, after all the turn's damage is in.

Damage, shield and armor

In the game

If your HP reaches 0, the run is over. SHIELD absorbs PHYSICAL damage before HP; magic cuts straight through it. Refill it with shield symbols.

Crits

In the game

A crit multiplies EVERY value of a symbol. Two ways to trigger it, same payoff: all reels match (always crits), or a random roll from your Crit Chance (raised by items and modifiers).

Skill checks

Catching the top 5% of the bar is a PERFECT and pays the full value. Below that the payout falls in a straight line, down to 20% at an empty bar. Some symbols use a draining bar or ask for two catches. Quick Fingers and Steady Hands widen the perfect zone.

Statuses

PoisonDamage every turn. A third of the poison fades each turn. Your poison cannot land while an enemy's armor is up: break the armor first.
BurnDamage at your turn start AND every 5 real seconds while it lasts, and it BYPASSES shield. Don't stall: heal, or CURE it away. Each tick deals at least 15, and the stacks halve after every tick.
ChillOne of your reels is FROZEN next turn. It won't spin and gives you nothing. CURE thaws it.
StunThe hit rattled you. Your NEXT SPIN IS LOST and the enemy attacks unopposed. Some enemies gamble for this with their attacks. Every stun that lands on you halves this enemy's next stun chance for the rest of the fight.

Rarity

Symbols come in four rarities. Rarer symbols are drawn less often by the shop and by kill boxes, and they only start to drop once you have unlocked a deep enough level.

RarityDraw weightNeedsForge gain
Common100 (63%)start+18% per +1
Rare40 (25%)level 3+18% per +1
Epic15 (9%)level 6+19% per +1
Legendary5 (3%)level 9+20% per +1

Legendary symbols are never sold in the shop. They come from kill boxes and rewards.

Gold, skulls and the shop

In the game

Skulls are PERMANENT: you keep every one of them when you die. Spend them on MODIFIERS in the main menu, on upgrades at the ANVIL, and on the CATS and ABILITIES you choose before a run. Death is never wasted.

Gold belongs to the run: it buys symbols and powerups in the shop and is gone when the run ends. Skulls are permanent.

Kill boxes

A kill can drop a box. The level decides how often and which tier: see the levels page. Each box holds exactly one prize, picked from the killed enemy's table: a symbol, gold, skulls or a gem. Symbols and gems from boxes are permanent.

The anvil

In the game

Upgrade symbols up to +10. Every attempt costs SKULLS and FAILURE DESTROYS THE SYMBOL. Smelt symbols you don't need back into skulls. Forge carefully.

Every upgrade costs skulls and is a roll. A failed upgrade destroys the symbol. Each +1 grows every number on the symbol by its rarity's forge gain, and any whole number grows by at least 1 per level. At +7 the symbol changes its art if it has an alternate one.

UpgradeSuccessSkullsReach from +0Bonus if it burns
+0 to +1100%3100%-
+1 to +295%595%+1%
+2 to +385%880.75%+3%
+3 to +475%1260.56%+4%
+4 to +565%1639.37%+5%
+5 to +655%2021.65%+6%
+6 to +745%259.74%+7%
+7 to +835%303.41%+8%
+8 to +925%400.85%+10%
+9 to +1015%500.13%+15%

"Reach from +0" is the chance of going from +0 to that level in one streak without gems. When a symbol burns, the next upgrade gets the bonus in the last column. Bonuses add up to 25% and reset on the next success.

In the game

Your symbol burned, but the forge remembers. Every burn raises the next upgrade's success chance, and higher pluses add more. The bonus stacks until an upgrade succeeds, then it resets. Closing the game clears it.

Gems

Green GemGreen GemSlot it at the Anvil: +8% success on one upgrade. Consumed with the strike.
Blue GemBlue GemSlot it at the Anvil: a failed upgrade no longer destroys the symbol, it only drops one level.
Yellow GemYellow GemSlot it at the Anvil: the upgrade is guaranteed. No roll, no risk. It comes from the first clear of the hardest levels and from bosses at Heat 4 or higher.

Bosses can also drop a yellow gem at heat 4 or higher (3% chance).

Smelting

Smelting turns a symbol into skulls: 2 for common, 4 for rare, 8 for epic, 15 for legendary, plus 2 per forge level.

Cats, abilities and modifiers

Cats offer a pact for the whole run: a bonus with a price. Abilities are one move per fight, such as holding a reel or making one wild. Modifiers are permanent upgrades bought with skulls. Heat replays cleared levels harder for bigger rewards.Endless mode opens after the campaign, and 1v1 duels are played against a Steam friend.

Demo and full game

The free demo has the whole loop with a smaller ladder:

Numbers can change with game updates. This wiki is rebuilt from the game data when they do.