Cats and abilities

Before a run you can take one cat and one ability. Both are optional, both are bought once with skulls, and both unlock one rung at a time, in a fixed order.

In the game

Every cat comes with a rule that holds for the whole run and always takes something back in return.

Cats

Each cat offers one pact. The demo opens only the first cat on the ladder.

Pillow, a pixel art cat

Pillow

Usurer · 150 skulls

Your gold earns 5% interest after every fight. Every enemy steals gold.

  • After every won fight your gold grows by 5%.
  • Every enemy gets a 15% chance per attack to steal 5% of your gold (at least 6). Theft resist, such as the Golden Padlock, blocks it.
Pati, a pixel art cat

Pati

Dead Man Walking · 200 skulls

No healing between fights. Skull rewards are doubled.

  • You are not healed to full between fights.
  • Skull rewards are multiplied by 2. Together with heat the skull multiplier is capped at x4.
Biber, a pixel art cat

Biber

Glass Cannon · 250 skulls

Damage dealt +75%. Max health cut by 40%.

  • +75% physical damage for the whole run.
  • +75% magical damage for the whole run.
  • -40% max HP for the whole run.
Severus, a pixel art cat

Severus

Blood Pact · 300 skulls

Every spin burns 5 health. Every symbol acts as if it were +2.

  • Every spin costs 5 HP.
  • Every symbol acts as if it were 2 forge levels higher, up to +10.

Abilities

In the game

An ABILITY is a single move you can make once per fight: hold a wheel, nudge a symbol, force a match. They unlock here with skulls, one rung at a time, just like the cats. Equip at most one per run.

Nudge

Ability · 150 skulls

Shift one landed reel a single step: the symbol above or below takes the win row. Once per fight.

When After every reel has landed and before the symbols act.
Unlock order 1 of 6
Demo In the demo

Mirror

Ability · 200 skulls

The enemy next attack deals nothing to you and hits them instead. Once per fight.

When While the reels are still turning, before your last stop press.
Unlock order 2 of 6
Demo Full game only

Double Down

Ability · 250 skulls

Skip this spin and let the enemy strike. The next spin is worth double. Once per fight.

When While the reels are still turning, before your last stop press.
Unlock order 3 of 6
Demo Full game only

Encore

Ability · 300 skulls

One landed symbol acts a second time. Once per fight.

When After every reel has landed and before the symbols act.
Unlock order 4 of 6
Demo Full game only

Hold

Ability · 350 skulls

Keep one landed reel and send the rest back into the spin. Once per fight.

When After every reel has landed and before the symbols act.
Unlock order 5 of 6
Demo Full game only

Joker

Ability · 400 skulls

One landed reel counts as wild, so the others only have to match each other. Once per fight.

When After every reel has landed and before the symbols act.
Unlock order 6 of 6
Demo Full game only