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.
War Drum
active · 50 gold
+100% physical and magical damage this turn. 1 use per turn. Consumes 30 gold per use.
Adrenaline
active · 30 gold
Heal 50, gain 50 shield and +50% physical damage this turn. 1 use per turn. Consumes 20 gold per use.
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.
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.
Frost Flask
active · 30 gold
Thaws a frozen reel: cleanses chill. 1 use per turn. Consumes 10 gold per use.
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.
