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
| Symbols | 110 |
|---|---|
| Powerups | 18 |
| Cats and abilities | 10 |
| Modifiers | 21 |
| Enemies and bosses | 32 |
| Levels | 10 |
| Challenges | 136 |
| Endless mode | 8 |
| 1v1 duels | 16 |
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
- 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.
- Take a cat and an ability if you want them. Both are optional.
- 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.
- Win the fight and you get gold and skulls, maybe a kill box, a full heal and a visit to the shop.
- 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.
- 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:
- Crits. A spin can crit from your crit chance, which is capped at 60%. Landing the same symbol on every reel always crits.
- The anvil. Every upgrade is a roll against the odds in the anvil table.
- Kill boxes. Whether a kill drops a box and its tier come from the level's odds, which the level select screen shows. What is inside comes from the enemy's table. See kill boxes.
- Shop offers. Drawn by rarity weight, leaning toward symbols that work with your pool and toward answers to the current level's boss.
- Enemy attack effects. Stun, burn, chill, poison and gold theft each have a chance per hit. Each enemy's chances are on the enemies page.
- Stun chances on your own symbols, printed on the card.
Resolve order
Within one spin the landed symbols act in this order, left to right inside each step:
- Damage buffs for this turn.
- Shield gains.
- Support: healing, gold, statuses, cleanses and other buffs.
- Damage.
- Symbols that consume the enemy's poison, after every poison has landed.
- Executes.
- 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.
- There are two damage types, physical and magical.
- Your shield absorbs physical damage before your health. Magic ignores it.
- Enemy armor works the same way against you: it soaks up physical hits. Magic and symbols that pierce armor go past it.
- Resistances cut incoming damage of their type. They stack, up to 75%.
- Damage buffs of the same type multiply with each other instead of adding up.
- Poison and burn ignore shield and resistances.
- Health regeneration is capped at 10% of your max health per turn.
- Against groups your symbols hit the front enemy unless the card says otherwise. Every living enemy attacks on its turn.
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).
- Each symbol has its own crit multiplier, listed on the symbols page. At +10 it goes up by 1.
- A healing crit while your health is full raises your max health by 25 for the rest of the run and fills it. A shield crit raises your max shield by 25 and fills the bar. Each happens once per turn, and each can happen at most 12 times per run.
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
| Poison | Damage 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. |
|---|---|
| Burn | Damage 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. |
| Chill | One of your reels is FROZEN next turn. It won't spin and gives you nothing. CURE thaws it. |
| Stun | The 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.
| Rarity | Draw weight | Needs | Forge gain |
|---|---|---|---|
| Common | 100 (63%) | start | +18% per +1 |
| Rare | 40 (25%) | level 3 | +18% per +1 |
| Epic | 15 (9%) | level 6 | +19% per +1 |
| Legendary | 5 (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.
- Each shop shows 3 symbols and 2 powerups. Symbols already on your reels are not offered as new copies; they can come back as an upgrade offer one forge level higher, at 2 times the list price of that level.
- A symbol's price grows with the best forge level you own it at: x1.5 per level for common, x1.75 rare, x2 epic, x2.5 legendary.
- Reroll costs 10 gold, then 5 more each time in the same shop. Locking an offer costs 10 gold and keeps it through rerolls and into the next shop.
- Removing a symbol from your reels costs 50 gold. You must keep at least as many symbols as you have reels.
- Discounts stack up to 75%.
- Ending a fight on its first turn pays up to 30% more gold and skulls. The earlier the killing symbol acts in that spin, the bigger the bonus.
- Thieves take 5% of your gold per successful steal, at least 6.
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.
- A symbol prize matches the box's tier 86% of the time. The rest of the time it is another unlocked rarity.
- Gold prizes are 5 to 12 and skull prizes 2 to 5 before multipliers. A rare box pays x2, epic x3.5, legendary x6.
- A symbol from a box is yours for good. You can also add it to the current run's reels, where it enters at +0.
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.
| Upgrade | Success | Skulls | Reach from +0 | Bonus if it burns |
|---|---|---|---|---|
| +0 to +1 | 100% | 3 | 100% | - |
| +1 to +2 | 95% | 5 | 95% | +1% |
| +2 to +3 | 85% | 8 | 80.75% | +3% |
| +3 to +4 | 75% | 12 | 60.56% | +4% |
| +4 to +5 | 65% | 16 | 39.37% | +5% |
| +5 to +6 | 55% | 20 | 21.65% | +6% |
| +6 to +7 | 45% | 25 | 9.74% | +7% |
| +7 to +8 | 35% | 30 | 3.41% | +8% |
| +8 to +9 | 25% | 40 | 0.85% | +10% |
| +9 to +10 | 15% | 50 | 0.13% | +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
| Slot it at the Anvil: +8% success on one upgrade. Consumed with the strike. | |
| Slot it at the Anvil: a failed upgrade no longer destroys the symbol, it only drops one level. | |
| Slot 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:
- Levels 1 to 3 of 10.
- 32 of the 110 symbols can show up in the shop and in boxes.
- 3 reels. The anvil goes up to +3.
- Modifiers up to level 1. Full game only: Phoenix Ember, Extra Wheel, Quick Fingers, Scavenger, Treasure Hunter, Anvil Blessing, Last Word, Momentum, Salvage Rights, Blood Money.
- One cat (Pillow) and one ability (Nudge).
- Kill boxes pay green gems only. No heat, no endless mode, and challenges can be browsed but do not count.
- What you earn in the demo carries over to the full game, with skulls capped at 500.
Numbers can change with game updates. This wiki is rebuilt from the game data when they do.
