Classes¶
You pick a class at the start of every run. A class is a weapon plus two traits that are on from the first second. Nothing else is handed out: no starting item, so the items you pick decide the build. Dying in a fight keeps your class; Roblox's Reset (or starting a new run from the menu) lets you pick again.
Sharpshooter and Drifter are bullet classes and scale with Damage. The Lich and Summoner are hex classes and scale with Hex; for them every damage bonus (levels, Whetstones, Might...) raises Hex instead (see Stats and stacking). Items marked "projectile weapons only" (Skewer Rounds) are never offered to hex classes.
Sharpshooter¶
Slow, heavy, long range. Scales with Damage. Weapon: Rifle.
| Trait | Effect |
|---|---|
| Armor-Piercing Rounds | Shots pass through the first enemy |
| Keen Eye | +10% crit chance |
| Weapon | |
|---|---|
| Damage per projectile | 1.6x Damage |
| Projectiles | 1 |
| Projectile speed | 90 studs/s |
| Proc coefficient | 1 |
| Stat changes | +30% attack cooldown, +10 range |
Drifter¶
Lifesteal blades. Fast cleaver melee. Scales with Damage. Weapon: Lifesteal Blades.
| Trait | Effect |
|---|---|
| Bloodlust | Melee hits heal you |
| Thick Skin | +30 max health, 15% less damage taken |
| Weapon | |
|---|---|
| Damage per projectile | 0.3x Damage |
| Projectiles | 5 across 40° |
| Projectile speed | 45 studs/s |
| Proc coefficient | 0.3 |
| Lifesteal | 25% of each hit |
| Melee | 1.5x Damage, width 5 (125° arc) |
| Stat changes | -12 range, -56% melee cooldown, +2 melee reach |
Lich¶
Hold to drain the nearest foe and heal. Scales with Hex. Weapon: Lich Hand.
| Trait | Effect |
|---|---|
| Frostbound | Your drain can Chill foes |
| Soul Harvest | Kills restore 8% max health |
| Weapon | |
|---|---|
| Damage | 1.5x Hex per second, in ticks of 0.1 s |
| Reach | 9 studs |
| Healing | 25% of the damage dealt |
| Proc coefficient | 0.15 per tick |
| Stat changes | - |
Summoner¶
Click a foe or crate to send a wisp. Scales with Hex. Weapon: Command.
| Trait | Effect |
|---|---|
| Wisp Master | Start with a wisp; level-ups add Summon cards |
| Spirit Link | Wisp hits heal you |
| Weapon | |
|---|---|
| Attack | sends a wisp at the foe or crate under the cursor (never hurts anything itself) |
| Stat changes | -70% attack cooldown |
Notes by class¶
Sharpshooter. Slow, heavy shots that pierce the first enemy. Every shot item works at full strength (proc coefficient 1), so Ember Fang, Leech Seed and Storm Acorn roll as often as possible per shot.
Drifter. A fan of 5 short-range blades that heal 25% of their damage, and a strong cleaver for melee (much shorter melee cooldown). Each pellet procs at 0.3, so a full volley procs about as much as one rifle shot. Bloodlust heals 10% of melee damage; Thick Skin is a flat 15% damage cut on top of everything else. Poison halves all of that healing.
Lich. Hold to drain. Shot items work differently on the drain: Spyglass lengthens its reach (half the extra range), Splitting Seed drains more foes at once, Seeker Moth keeps hold of a target past its reach, Choke Ring focuses the main target, Blasting Powder makes the drained foe burst about once a second, Prism Heart turns it into a much stronger rainbow beam. Attack-speed items raise the stream's damage and turn into healing. Frostbound gives each drain tick a chance to Chill (35% per 0.2 s); Soul Harvest heals 8% of max health per kill.
Summoner. You never deal damage directly: your wisps do. Every level-up offers one Summon card (more wisps, or wisp damage, speed and health) in place of one item card. See below.
Summoner wisps¶
| Damage | 0.5x your Hex per hit (more with Wisp Might) |
| Attack | a shot every 0.8 s, through your shot items (Splitting Seed, Seeker Moth, Blasting Powder...), proc coefficient 0.5 |
| Speed | 34 studs/s, scaled by your move speed |
| Health | 75% of your max health; they take 60% of enemy damage and wear your Bark, resistances and Plating |
| Guarding | idle wisps attack enemies within 14 studs of you |
| Leash | a wisp gives up on a target more than 60 studs from you |
| Retreat | below 25% health a wisp flies home and heals 12% a second; idle and out of harm it heals 8% a second |
| Death | a dying wisp bursts for 50% of its max health within 7 studs, and comes back 6 s later with 2 s of protection |
- Clicking a foe sends the next wisp at it: spread them over several foes, or keep clicking one to stack them. Clicking a crate or chest sends one to break it; clicking empty ground sends one to guard that spot.
- Enemies are drawn to wisps more than to you, and fight them. Other players can kill your wisps; parrying a wisp's hit or swatting it with melee dazes it for 4 s.
- Wisps keep to their side of walls and fly round them.
- Spirit Link heals you 10% of what your wisps deal. Regeneration Coils mend wisps too.
- Wisp Companion cards get rarer the more wisps you have. Summon cards have no caps and vanish on death.
Pets¶
Pets are creatures you unlock by reaching a prestige, and keep for good (dying and resetting your prestige doesn't take them away). Up to 3 follow you at once; you choose which in the store's Pets tab. They can't be hurt, and their hits count as yours (kills, XP, item procs). Damage scales with your Hex.
| Pet | Unlocked at | Attack |
|---|---|---|
| Stormlamb | prestige 1 | Charges up, then a lightning arc for 1.5x Hex that jumps to 2 more foes within 9 studs for 60% each. Every 2.4 s, from 15 studs |
| Prismcat | prestige 2 | Pounces and fires a rainbow beam (16 long, 3.4 wide) through everything in line for 2.2x Hex. Every 3 s |
They guard foes within 18 studs of you and chase up to 55 studs.