Powerups

Powerups are bought in the shop between fights with gold and last for the rest of the run. Actives are fired from the d-pad while the reels spin and cost gold on every use. Passives are always on.

Each shop shows 2 powerups. A powerup you already own is never offered again. While the current level's boss has a threat that an unowned powerup answers, one of the two slots always holds one of those answers.

Active powerups

Explosion

active · 100 gold

Up to 150 physical + 150 magical damage (skillcheck). 1 use per turn. Consumes 80 gold per use. In a 1v1: up to 15% of the rival's max health instead. Each use raises the next cost by 25%. The price resets every fight.

Use cost 80 gold, 1 use per turn
Cost growth +25% per use, back to base every fight

War Drum

active · 50 gold

+100% physical and magical damage this turn. 1 use per turn. Consumes 30 gold per use.

Use cost 30 gold, 1 use per turn

Adrenaline

active · 30 gold

Heal 50, gain 50 shield and +50% physical damage this turn. 1 use per turn. Consumes 20 gold per use.

Use cost 20 gold, 1 use per turn

Healing Potion

active · 25 gold

A swig of red restoration. Heals 15% of your max health. 1 use per turn. Consumes 20 gold per use.

Use cost 20 gold, 1 use per turn

Cure

active · 60 gold

Cleanses burn, poison and chill. 1 use per turn. Consumes 30 gold per use. Each use raises the next cost by 25%. The price resets every fight.

Use cost 30 gold, 1 use per turn
Cost growth +25% per use, back to base every fight

Frost Flask

active · 30 gold

Thaws a frozen reel: cleanses chill. 1 use per turn. Consumes 10 gold per use.

Use cost 10 gold, 1 use per turn

Passive powerups

Iron Ration

passive · 60 gold

+50 max shield. Always active.

Loaded Dice

passive · 45 gold

+10% critical hit chance. Always active.

Whetstone Kit

passive · 40 gold

+25% physical damage. Always active.

Grimoire Page

passive · 40 gold

+25% magical damage. Always active.

Merchant's Seal

passive · 35 gold

+50% gold gain. Always active.

Life Elixir

passive · 60 gold

A hearty crimson brew that thickens the blood. +25% max health. Always active.

Steady Hands

passive · 45 gold

Skillcheck perfect zone 25% wider. Always active.

Runed Bracers

passive · 40 gold

+25% resistance to both damage types. Always active.

Grounding Rod

passive · 45 gold

+25% magic resistance. Always active.

Troll Salve

passive · 40 gold

Regenerate 2% max HP at the start of your turn. Always active.

Anchor Boots

passive · 45 gold

25% stun resistance. Always active.

Golden Padlock

passive · 35 gold

Thieves cannot steal your gold. Always active.