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Items

Every item in the game, generated from src/shared/Items.luau. The tables show what 1, 2, 3, 5 and 10 copies give before Luck and Enhanced copies (see Stats and stacking); Max is the cap all copies together can reach.

Tier Items Build points Where from
Tier 1 18 1 Level-up cards, the Wildcard, printers, other players' death spills.
Tier 2 35 2 Level-up cards, the Wildcard, printers, other players' death spills.
Tier 3 23 4 Level-up cards, the Wildcard, printers, the portal's Tier 3 Forge, other players' death spills.
Tier 4 15 6 Level-up cards and the Wildcard (very rare), and the portal's Tier 4 Forge. Lost on death; finding one is announced to the server.
Boss Tier 4 3 The first kill of each boss in a life. Lost on death.
Cursed 12 3 Level-up cards, the Wildcard, and the portal's cursed market. Lost on death; the portal's Cleanser removes them.
Summon 4 2 The Summoner's extra level-up card only. Lost on death.
Active 10 3 Bought in the store with Rubi. Lost on death; you can sell one back.
Scrap 3 0 Made by scrappers.

Tier 1

Whetstone

Tier 1 · Damage · Patience, honed.

More damage. Goes into the additive damage bucket (see Stats and stacking).

Copies 1 2 3 5 10 Max
damage +5% +10.25% +15.76% +27.63% +40% +40%

Hair Trigger

Tier 1 · Damage · Shoot faster.

Shorter attack cooldown. On the Lich it speeds up the drain stream instead (more damage per second, and the extra speed turns into healing).

Copies 1 2 3 5 10 Max
attack cooldown -5% -9.75% -14.26% -22.62% -40.13% -45%

Spyglass

Tier 1 · Damage · Shots travel farther.

Longer shot range. On the Lich, half of the extra range is added to the drain's reach; on the Summoner it widens the wisps' guard and leash radius.

Copies 1 2 3 5 10 Max
range +2 +4 +6 +10 +12 +12

Focusing Lens

Tier 1 · Damage · More critical hits.

More crit chance. All crit chance together is capped at 50%.

Copies 1 2 3 5 10 Max
crit chance +4% +8% +12% +20% +24% +24%

Ember Fang

Tier 1 · Hex · Inflicts fire elemental damage. Chance on hit to Burn.

Each hit has this chance (times the hit's proc coefficient) to add one stack of Burn. Hex category, so an Enhanced copy rolls twice.

Copies 1 2 3 5 10 Max
Burn chance per hit 10% 15% 22.5% 40% 40% 40%

Rime Shard

Tier 1 · Speed · Inflicts frost elemental damage. Chance on hit to Chill.

Each hit has this chance (times the hit's proc coefficient) to add one stack of Chill. Speed category, so the Enhanced bonus is Lucky, not a second roll.

Copies 1 2 3 5 10 Max
Chill chance per hit 10% 15% 22.5% 40% 40% 40%

Viper Gland

Tier 1 · Hex · Inflicts poison elemental damage. Chance on hit to Poison.

Each hit has this chance (times the hit's proc coefficient) to add one stack of Poison, which also halves healing on the target. Hex category: an Enhanced copy rolls twice.

Copies 1 2 3 5 10 Max
Poison chance per hit 10% 15% 22.5% 40% 40% 40%

Heartwood Acorn

Tier 1 · Vitality · Small, but it remembers being a forest.

More max health.

Copies 1 2 3 5 10 Max
max health +12 +24 +36 +60 +100 +100

Leech Seed

Tier 1 · Vitality · Heal on hit.

Every hit heals you this much, times the hit's proc coefficient (a Blades pellet heals 30% of it, a Lich tick 15%).

Copies 1 2 3 5 10 Max
Health per hit 1 hp 1.5 hp 2.25 hp 5.062 hp 6 hp 6 hp

Tough Bark

Tier 1 · Vitality · Take less damage, especially from enemies and the world.

Every copy takes 4% off all damage you take (0.96 per copy, compounding, never below 60% of the hit), and also adds Other resistance (enemies and the world). Rending Thorn ignores part of the first effect.

Copies 1 2 3 5 10 Max
other resistance +4% +8% +12% +20% +32% +32%

Fleetfoot Moss

Tier 1 · Speed · Move faster.

More move speed. Your shots also fly faster when your move speed is above the base 16.

Copies 1 2 3 5 10 Max
move speed +0.75 +1.5 +2.25 +3.75 +7.5 +8

Featherstep

Tier 1 · Speed · Your dash recharges sooner.

Shorter roll cooldown.

Copies 1 2 3 5 10 Max
roll cooldown -8% -15.36% -22.13% -34.09% -40% -40%

Four-Leaf Clover

Tier 1 · Speed · Fortune favors the stubborn.

More Luck (see Luck).

Copies 1 2 3 5 10 Max
luck +10 +20 +30 +50 +60 +60

Springroot

Tier 1 · Speed · Rooted to leap.

Longer rolls.

Copies 1 2 3 5 10 Max
roll distance +1 +2 +3 +5 +10 +12

Runestone

Tier 1 · Hex · A word you shouldn't say aloud.

More hex damage: the Lich and Summoner's own damage, and every item that scales with Hex (elements, explosions, Frost Grenade...).

Copies 1 2 3 5 10 Max
hex damage +5% +10.25% +15.76% +27.63% +40% +40%

Breeze Charm

Tier 1 · Hex · Inflicts wind elemental damage. Lightly worn, easily lost.

Wind boost and wind resistance. Any boost also gives your direct hits that element (see Elements).

Copies 1 2 3 5 10 Max
wind damage +10% +20% +30% +30% +30% +30%
wind resistance +10% +20% +30% +30% +30% +30%

Pebble Charm

Tier 1 · Hex · Inflicts earth elemental damage. Small, and stubborn.

Earth boost and earth resistance. Any boost also gives your direct hits that element (see Elements).

Copies 1 2 3 5 10 Max
earth damage +10% +20% +30% +30% +30% +30%
earth resistance +10% +20% +30% +30% +30% +30%

Dusk Charm

Tier 1 · Hex · Inflicts dark elemental damage. It dims, politely.

Dark boost and dark resistance. Any boost also gives your direct hits that element (see Elements).

Copies 1 2 3 5 10 Max
dark damage +10% +20% +30% +30% +30% +30%
dark resistance +10% +20% +30% +30% +30% +30%

Tier 2

Spirit Veil

Tier 2 · Vitality · Take less damage from elements and hex attacks.

Hex resistance: less damage from elements and from a Lich or Summoner's attacks.

Copies 1 2 3 5 10 Max
hex resistance +6% +12% +18% +30% +42% +42%

Blast Ward

Tier 2 · Vitality · Take less damage from items and explosions.

Item resistance: less damage from items, explosions and reflected damage.

Copies 1 2 3 5 10 Max
item resistance +6% +12% +18% +30% +42% +42%

Speed Coil

Tier 2 · Speed · Move much faster.

Much more move speed.

Copies 1 2 3 5 10 Max
move speed +2.5 +5 +7.5 +7.5 +7.5 +7.5

Gravity Coil

Tier 2 · Speed · Roll farther.

Longer rolls.

Copies 1 2 3 5 10 Max
roll distance +2.5 +5 +7.5 +10 +10 +10

Regeneration Coil

Tier 2 · Vitality · Slowly regenerate health.

Heals this share of your max health every second, and heals your wisps the same way.

Copies 1 2 3 5 10 Max
Max health healed per second 1% 1.5% 2.25% 4% 4% 4%

Rabbit's Foot

Tier 2 · Speed · Luck, worn smooth.

A lot more Luck (see Luck).

Copies 1 2 3 5 10 Max
luck +25 +50 +75 +100 +100 +100

Longwick Candle

Tier 2 · Speed · Active items last longer.

Your active items last this much longer (the cooldown is unchanged). Not affected by Luck.

Copies 1 2 3 5 10 Max
Extra active duration 10% 15% 22.5% 50% 50% 50%

Storm Acorn

Tier 2 · Hex · Inflicts shock elemental damage. Chance on hit to Shock, arcing to nearby foes.

Each hit has a 20% chance (times the hit's proc coefficient) to Shock the target and arc to up to this many other foes within 14 studs. Each arc deals 40% of the hit's damage as shock damage (more with Prism Heart) and adds a Shock stack. Arcs never proc items.

Copies 1 2 3 5 10 Max
Arcs 2 3 4 8 8 8

Prospector's Pick

Tier 2 · Damage · Strongboxes and crystals break easier.

More damage to strongboxes and crystals only.

Copies 1 2 3 5 10 Max
Bonus damage to strongboxes and crystals 40% 60% 90% 200% 200% 200%

Honed Edge

Tier 2 · Damage · Critical hits hit harder.

Crit hits deal more (crit damage starts at 1.5x).

Copies 1 2 3 5 10 Max
crit damage +25% +50% +75% +100% +100% +100%

Wisp Lantern

Tier 2 · Hex · Kills explode.

A kill explodes in an 8-stud blast for this much x your Hex. A kill made by that blast explodes once more, then the chain stops (chain depth 2). The blast procs items at 0.5.

Copies 1 2 3 5 10 Max
Explosion damage 1x 1.5x 2.25x 3x 3x 3x

Bramble Mail

Tier 2 · Vitality · Reflect part of the damage you take.

This share of the damage you take is dealt back to the attacker. Together with Thornshell it never goes past 100%. Reflected damage never procs and counts as item damage.

Copies 1 2 3 5 10 Max
Damage reflected 30% 45% 67.5% 150% 150% 150%

Parry Bell

Tier 2 · Vitality · Parries heal you.

Every successful parry heals you this share of your max health.

Copies 1 2 3 5 10 Max
Max health healed per parry 10% 15% 22.5% 50% 50% 50%

Quickening Charm

Tier 2 · Speed · Kills shorten your dash cooldown.

Every kill takes this many seconds off your roll cooldown.

Copies 1 2 3 5 10 Max
Roll cooldown refunded per kill 1 s 1.5 s 2.25 s 3 s 3 s 3 s

Blink Stone

Tier 2 · Modifier · Unlocks Blink (E). Holds 2 charges.

Unlocks Blink (E). You hold 2 charges; each completed blink spends one, and they never come back by themselves: buy more in the store or pick up another stone (which refills them). See Movement.

Only one copy · never Enhanced.

Copies 1 2 3 5 10 Max
blink cooldown 1.5 s

Iron Plating

Tier 2 · Vitality · Physical hits on you deal less, and shots and melee hit softer.

Takes this much off every physical hit (not elemental ones), never more than half the hit, so it shines against many small hits. Also adds Bullet resistance (shots and melee from players). Rending Thorn ignores part of it.

Copies 1 2 3 5 10 Max
bullet resistance +4% +8% +12% +20% +32% +32%
Flat damage blocked 2 hp 3 hp 4.5 hp 10.125 hp 12 hp 12 hp

Steadfast Boots

Tier 2 · Vitality · Stuns and slows on you last less.

Stuns and slows on you last 20% shorter per copy (0.8 per copy, compounding, never below 40%).

Cleansing Spring

Tier 2 · Speed · Rolling washes elements off you.

Every roll washes all elements off you (and ends Chill's slow). From the second copy on, each roll also heals you (it grows like a proc item counted one copy short).

Copies 1 2 3 5 10 Max
Heal per roll (from the 2nd copy) none 3% 4.5% 10.12% 15% 15%

Etched Sigil

Tier 2 · Hex · Etched in a forgotten hand.

More hex damage.

Copies 1 2 3 5 10 Max
hex damage +8% +16.64% +25.97% +46.93% +48% +48%

Skewer Rounds

Tier 2 · Damage · Shots pass through one more foe.

Shots pass through this many more foes. Only offered to projectile weapons.

Only offered to projectile weapons (Sharpshooter, Drifter).

Copies 1 2 3 5 10 Max
Extra foes pierced 1 1 2 3 3 3

Splitting Seed

Tier 2 · Damage · Shots split into side shots.

Each volley fires this many extra shots at 40% damage, alternating left and right 12 degrees apart outside your spread. On the Lich it drains that many extra foes at once: the damage is shared equally, and each extra beam adds 20% to the total.

Copies 1 2 3 5 10 Max
Side shots 2 3 4 8 8 8

Seeker Moth

Tier 2 · Damage · Shots curve toward foes.

Your shots turn toward the nearest foe ahead of them (within 25 studs) at this many degrees per second. On the Lich the drain holds on to its target out to 30% (per 100 turn rate) past its reach.

Copies 1 2 3 5 10 Max
Homing turn rate 100°/s 150°/s 225°/s 300°/s 300°/s 300°/s

Surge Coil

Tier 2 · Speed · Kills can instantly recharge your attack.

A kill has this chance to refresh your attack cooldown at once.

Copies 1 2 3 5 10 Max
Chance on kill 50% 75% 100% 100% 100% 100%

Ambush Charm

Tier 2 · Speed · Your first attack after a roll hits harder.

Your first attack within 1.5 s after a roll deals this much more.

Copies 1 2 3 5 10 Max
Bonus damage 50% 75% 112.5% 150% 150% 150%

Hunter's Mark

Tier 2 · Damage · More crits against stunned, chilled or shocked foes.

This much more crit chance against foes that are stunned, Chilled or Shocked (still capped at 50% in total).

Copies 1 2 3 5 10 Max
Extra crit chance 10% 15% 22.5% 30% 30% 30%

Spur Boots

Tier 2 · Speed · Rolling through a foe hurts it.

Rolling through a foe (within 3 studs of you during the roll) hits it once for this much x your damage stat. It counts as melee and procs items at 0.5.

Copies 1 2 3 5 10 Max
Roll hit damage 0.8x 1.2x 1.8x 2.4x 2.4x 2.4x

Mirror Shard

Tier 2 · Vitality · Parries bounce shots back, and the window is longer.

Your parry window is 0.05 s longer, and every successful parry also bounces back every parriable enemy shot within this many studs of you.

Copies 1 2 3 5 10 Max
Reflect radius 6 studs 9 studs 13.5 studs 14 studs 14 studs 14 studs

Choke Ring

Tier 2 · Damage · Shots fly tighter.

Your spread and aim wobble shrink by this share. On the Lich the drain's main target takes half of this as extra damage.

Copies 1 2 3 5 10 Max
Spread removed 25% 37.5% 56.25% 75% 75% 75%

Rending Thorn

Tier 2 · Damage · Hits ignore some armor.

Your hits ignore this share of the target's Tough Bark and Iron Plating. Only players carry those, so it is a PvP item.

Copies 1 2 3 5 10 Max
Armor ignored 25% 37.5% 56.25% 75% 75% 75%

Counterweight

Tier 2 · Vitality · Parries reset your cooldowns and empower your next attack.

A successful parry refreshes your attack and melee cooldowns, and your next attack or melee within 3 s deals this much more.

Copies 1 2 3 5 10 Max
Next attack bonus 40% 60% 90% 120% 120% 120%

Longblade

Tier 2 · Damage · Wider melee arc.

Your melee swing's arc is this much wider.

Copies 1 2 3 5 10 Max
Wider melee arc 30% 45% 67.5% 100% 100% 100%

Wave Cleaver

Tier 2 · Damage · Melee swings send a piercing shockwave.

Every melee swing also fires a shockwave down its line: it pierces everything, flies 2.2x your melee reach, and deals this share of the swing's damage. Procs items at 0.5.

Copies 1 2 3 5 10 Max
Shockwave damage 50% 75% 112.5% 150% 150% 150%

Duelist's Sash

Tier 2 · Speed · Melee kills shorten your roll cooldown.

A swing that kills something takes this many seconds off your roll cooldown.

Copies 1 2 3 5 10 Max
Roll cooldown refunded 2 s 3 s 4.5 s 6 s 6 s 6 s

Merchant's Ledger

Tier 2 · Speed · Store prices are lower.

Store prices are this much lower (never below 1). Luck does not change it.

Copies 1 2 3 5 10 Max
Store discount 10% 15% 22.5% 40% 40% 40%

Midas Charm

Tier 2 · Vitality · Earn more Rubi.

Rubi that drops for you is worth this much more.

Copies 1 2 3 5 10 Max
Extra Rubi 20% 30% 45% 100% 100% 100%

Tier 3

Plague Bearer

Tier 3 · Hex · Inflicts poison elemental damage. Hitting a poisoned foe spreads Poison.

Hitting a poisoned foe gives one Poison stack to every other foe within this many studs (never players), at most once every 0.4 s per foe.

Copies 1 2 3 5 10 Max
Spread radius 8 studs 12 studs 16 studs 16 studs 16 studs 16 studs

Shatterglass

Tier 3 · Hex · Inflicts frost elemental damage. Killing a chilled foe shatters it.

Killing a Chilled foe shatters it: every foe within 8 studs takes this much x your Hex as frost damage and gets a Chill stack. Chains like Wisp Lantern (depth 2).

Copies 1 2 3 5 10 Max
Shatter damage 1.5x 2.25x 3.375x 4.5x 4.5x 4.5x

Ancient Bloom

Tier 3 · Hex · Beauty that does not stay.

This share of all damage you deal is collected and bursts in a 5-stud blast around whatever you hit, at most once every 0.2 s. The burst itself never procs.

Copies 1 2 3 5 10 Max
Share of your damage 25% 37.5% 56.25% 100% 100% 100%

Reaper's Eye

Tier 3 · Damage · The end, seen early.

Crit chance, and every crit heals you this share of your max health.

Copies 1 2 3 5 10 Max
crit chance +8% +16% +24% +24% +24% +24%
Max health healed per crit 3% 4.5% 6.75% 12% 12% 12%

Phoenix Feather

Tier 3 · Vitality · Not yet.

When a hit would kill you, it doesn't: you are back at full health and untouchable for 2 s. One copy is used up each time.

Blasting Powder

Tier 3 · Damage · Shots explode where they land.

Your shots explode wherever they end (a foe, a wall, or out of range), hitting everything in this radius for the shot's full damage. On the Lich, the drained foe bursts about once a second for half your damage stat.

Copies 1 2 3 5 10 Max
Blast radius 4 studs 6 studs 9 studs 12 studs 12 studs 12 studs

Prism Heart

Tier 3 · Hex · Your elements hit harder.

Every element you apply is this much stronger: Burn and Poison damage, Chill's slow and freeze, Storm Acorn's arcs. On the Lich the drain becomes a rainbow beam and deals 1 + 2x this much.

Copies 1 2 3 5 10 Max
Element strength 50% 75% 112.5% 150% 150% 150%

Cinder Heart

Tier 3 · Hex · Inflicts fire elemental damage. Embers jump.

Killing a burning foe passes all its Burn stacks to every foe within this many studs (never players).

Copies 1 2 3 5 10 Max
Spread radius 8 studs 12 studs 16 studs 16 studs 16 studs 16 studs

Grimoire

Tier 3 · Hex · A second element on a foe triggers a blast.

Adding a new element to a foe that already carries another sets off a reaction: an 8-stud blast for 1.5x your Hex x this value. At most once every 1.5 s per foe.

Copies 1 2 3 5 10 Max
Reaction strength 100% 150% 225% 400% 400% 400%

Fortune Die

Tier 3 · Modifier · Level-ups offer one more choice.

Each copy adds one more card to every level-up offer.

Never Enhanced.

Fusion Coil

Tier 3 · Speed · Speed, gravity and regeneration in one.

Move speed, roll distance, and the same regeneration as Regeneration Coil. The regeneration has no cap: it grows 1.5x with each copy.

Copies 1 2 3 5 10 Max
move speed +2 +4 +4 +4 +4 +4
roll distance +2 +4 +4 +4 +4 +4
Max health healed per second 1% 1.5% 2.25% 5.06% 38.44% no cap

Skyborn Sash

Tier 3 · Modifier · You can attack while airborne.

You can attack while airborne. Normally shots, drain, melee and wisp commands are refused after 0.25 s in the air or during a roll.

Never Enhanced.

Windrunner Sash

Tier 3 · Speed · Deal more damage while moving.

While you move faster than 4 studs/s your hits deal this much more. Adds to War Drum (both are situational bonuses, see Combat).

Copies 1 2 3 5 10 Max
Bonus damage while moving 15% 22.5% 33.75% 50% 50% 50%

Gale Boots

Tier 3 · Speed · Move faster and dash sooner.

Move speed and a shorter roll cooldown.

Copies 1 2 3 5 10 Max
move speed +2 +4 +6 +6 +6 +6
roll cooldown -15% -27.75% -30% -30% -30% -30%

Emberheart

Tier 3 · Hex · Inflicts fire elemental damage. Be the flame.

Fire boost and resistance; your direct hits deal fire (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
fire damage +30% +60% +90% +90% +90% +90%
fire resistance +30% +60% +75% +75% +75% +75%

Rimeheart

Tier 3 · Hex · Inflicts frost elemental damage. Be the cold.

Frost boost and resistance; your direct hits deal frost (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
frost damage +30% +60% +90% +90% +90% +90%
frost resistance +30% +60% +75% +75% +75% +75%

Galeheart

Tier 3 · Hex · Inflicts wind elemental damage. Be the breath.

Wind boost and resistance; your direct hits deal wind (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
wind damage +30% +60% +90% +90% +90% +90%
wind resistance +30% +60% +75% +75% +75% +75%

Stoneheart

Tier 3 · Hex · Inflicts earth elemental damage. Be the mountain.

Earth boost and resistance; your direct hits deal earth (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
earth damage +30% +60% +90% +90% +90% +90%
earth resistance +30% +60% +75% +75% +75% +75%

Stormheart

Tier 3 · Hex · Inflicts shock elemental damage. Be the storm.

Shock boost and resistance; your direct hits deal shock (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
shock damage +30% +60% +90% +90% +90% +90%
shock resistance +30% +60% +75% +75% +75% +75%

Venomheart

Tier 3 · Hex · Inflicts poison elemental damage. Be the venom.

Poison boost and resistance; your direct hits deal poison (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
poison damage +30% +60% +90% +90% +90% +90%
poison resistance +30% +60% +75% +75% +75% +75%

Voidheart

Tier 3 · Hex · Inflicts dark elemental damage. Be the nothing.

Dark boost and resistance; your direct hits deal dark (see Elements). A Summoner's wisps take the element of the last attunement picked up.

Copies 1 2 3 5 10 Max
dark damage +30% +60% +90% +90% +90% +90%
dark resistance +30% +60% +75% +75% +75% +75%

Prism Lens

Tier 3 · Hex · Weakness hits deal more damage.

Hits that strike an enemy's weakness (1.5x on the chart) deal this much more on top.

Copies 1 2 3 5 10 Max
Bonus on weakness hits 25% 37.5% 56.25% 100% 100% 100%

Warding Mantle

Tier 3 · Vitality · Take less damage from every element.

Resistance to every element.

Copies 1 2 3 5 10 Max
fire resistance +8% +16% +24% +30% +30% +30%
frost resistance +8% +16% +24% +30% +30% +30%
wind resistance +8% +16% +24% +30% +30% +30%
earth resistance +8% +16% +24% +30% +30% +30%
shock resistance +8% +16% +24% +30% +30% +30%
poison resistance +8% +16% +24% +30% +30% +30%
dark resistance +8% +16% +24% +30% +30% +30%

Tier 4

Soulpiercer Round

Tier 4 · Damage · Something passes through.

Every 6 s your next shot (or Lich drain tick, or wisp hit) is a soul shot: it pierces everything and deals 15% of each enemy's current health as extra damage (at most 40x your damage stat), and withers it: a withered enemy's attacks deal 75% damage for 4 s.

Wellspring Idol

Tier 4 · Vitality · It drinks, and gives back.

Every 5 s you get a random permanent powerup (any kind except Mend).

Stormsliders

Tier 4 · Speed · Lightning, underfoot.

While you roll, shots pass through you and you zap twice: every foe within 12 studs takes 0.6x your Hex and a Shock stack. Then for 2 s your attack cooldown is 40% shorter.

Turncoat

Tier 4 · Hex · Know a thing's fear, and you are it.

Every hit you land on an enemy strikes its weakness: your hits take on the element it is weak to (1.5x, plus Prism Lens).

Only one copy.

Aegis Cloak

Tier 4 · Vitality · A held breath, a shut door.

Blocks the next stun, slow or element on you. When it does, you get a barrier worth 30% of your max health for 6 s and 2 s of Unstoppable. Recharges in 20 s.

Umbral Mantle

Tier 4 · Speed · Be nowhere, briefly.

Rolling hides you for 3 s (enemies lose you; other players stop seeing you). Your next direct hit from hiding deals +100%, adds 3 Poison stacks and withers the target (its attacks deal 75% for 4 s). Being hit ends it.

Overcharge Signet

Tier 4 · Vitality · Three where there was one.

Each active item can be used 3 times in a row (0.4 s apart) before its cooldown starts. Timed effects add their time when used again.

Echo Chamber

Tier 4 · Damage · Said twice.

Every volley you fire repeats itself 0.12 s later from where you are (on the Lich, every drain tick hits twice).

Halo of Blades

Tier 4 · Damage · Blades keep their own counsel.

Every 0.8 s it fires a blade at each of the 3 nearest enemies within 22 studs, for 0.45x your damage stat each (procs at 0.4). It fires on its own, so it doesn't reveal you.

Riposte Blade

Tier 4 · Vitality · A refusal, returned.

A successful parry fires 8 blades in a ring, each dealing 1x your damage stat. At most once every 0.4 s.

Gravity Well

Tier 4 · Hex · Everything falls toward something.

Every 9 s the next enemy you hit (on your screen, within 30 studs) opens a black hole on itself: for 3 s it pulls enemies within 11 studs toward its centre (bosses are not moved) and crushes them for 1.2x your Hex per second, then collapses for 3x your Hex.

Timekeeper's Watch

Tier 4 · Speed · Time is a suggestion.

Rolling slows enemies within 14 studs to 35% speed for 1.5 s, and enemy shots inside that field crawl at 35% speed.

Prism Orbit

Tier 4 · Hex · Active (R): light keeps its own court.

Signature active (R): for 3 s you are untouchable and unstoppable, and everything within 9 studs takes 2.5x your Hex per second.

Only one copy · one signature active at a time · cooldown 70 s, lasts 3 s.

Silence Bell

Tier 4 · Vitality · Active (R): a quiet that spreads.

Signature active (R): stuns every enemy within 35 studs for 1.5 s, cancelling attacks they were winding up. Bosses take it as a parry stun.

Only one copy · one signature active at a time · cooldown 45 s, lasts 1.5 s.

Shrink Charm

Tier 4 · Speed · Active (R): Tiny time.

Signature active (R): for 6 s you are half size (half the hitbox) and move twice as fast.

Only one copy · one signature active at a time · cooldown 40 s, lasts 6 s.

Boss Tier

Toad's Tongue

Boss Tier · Damage · Inflicts poison elemental damage. Long, patient, hungry.

Melee reach, poison boost and poison resistance. Dropped by the Elder Shroomtoad.

Copies 1 2 3 5 10 Max
melee reach +5 +10 +12 +12 +12 +12
poison damage +20% +40% +60% +60% +60% +60%
poison resistance +20% +40% +60% +60% +60% +60%

Warlord's Brand

Boss Tier · Vitality · Marked by a warlord's fist.

Melee hits stun enemies (not players) for this long; bosses for a quarter of it. No boss drops it at the moment.

Copies 1 2 3 5 10 Max
Stun length 0.3 s 0.45 s 0.675 s 0.8 s 0.8 s 0.8 s

Yeti's Frostcrest

Boss Tier · Vitality · Inflicts frost elemental damage. Worn by something that never melted.

Other resistance, frost boost and frost resistance. Dropped by the Frostbloom Yeti.

Copies 1 2 3 5 10 Max
other resistance +10% +20% +30% +30% +30% +30%
frost damage +20% +40% +60% +60% +60% +60%
frost resistance +20% +40% +60% +60% +60% +60%

Gustwing Feather

Boss Tier · Speed · Inflicts wind elemental damage. It fell, but never landed.

Move speed, roll distance, wind boost and wind resistance. Dropped by the Gale Heron.

Copies 1 2 3 5 10 Max
move speed +1.5 +3 +4 +4 +4 +4
roll distance +4 +8 +12 +12 +12 +12
wind damage +20% +40% +60% +60% +60% +60%
wind resistance +20% +40% +60% +60% +60% +60%

Cursed

Perpetual Barrel

Cursed · Modifier · Fires rapidly, each hit weaker, rolling every on-hit item. Costs max health.

Your attack cooldown is fixed at 0.2 s, but each shot deals 28% damage. The attack speed your other items would have given you turns into proc chance instead (each shot's proc coefficient is 0.25x that speed-up, up to 1). Costs max health.

Copies 1 2 3 5 10 Max
max health -20% -36% -48.8% -50% -50% -50%

Glass Fang

Cursed · Damage · More damage, less health.

A lot more damage, a lot less max health.

Copies 1 2 3 5 10 Max
damage +60% +150% +150% +150% +150% +150%
max health -40% -64% -75% -75% -75% -75%

Brittle Hourglass

Cursed · Speed · Shorter cooldowns, more damage taken.

Every cooldown (attack, roll, melee, parry, blink, actives) is 25% shorter per copy, up to 50%, but you take this much more damage. The penalty grows 1.5x per copy and has no cap.

Copies 1 2 3 5 10 Max
attack cooldown -25% -43.75% -50% -50% -50% -50%
roll cooldown -25% -43.75% -50% -50% -50% -50%
melee cooldown -25% -43.75% -50% -50% -50% -50%
parry cooldown -25% -43.75% -50% -50% -50% -50%
blink cooldown -25% -43.75% -50% -50% -50% -50%
Extra damage taken 20% 30% 45% 101.25% 768.87% no cap

Blood Pact

Cursed · Vitality · Heal from damage dealt, but bleed.

Every hit heals you this share of the damage it dealt, but you lose 1 health per second (1.5x per extra copy). The bleed never takes you below 1 health.

Copies 1 2 3 5 10 Max
Share of damage dealt healed 4% 6% 9% 20% 20% 20%

Noob Starter Pack

Cursed · Modifier · Everyone starts somewhere. More damage, less health.

More damage, less max health, and your character looks like a classic noob while you hold it.

Copies 1 2 3 5 10 Max
damage +20% +44% +72.8% +100% +100% +100%
max health -10% -19% -27.1% -40% -40% -40%

Fisheye Lens

Cursed · Modifier · See more of the arena, deal less damage.

A much wider camera view (+30 field of view per copy, up to 120), less damage.

Copies 1 2 3 5 10 Max
damage -20% -36% -48.8% -60% -60% -60%

Black Cat

Cursed · Damage · Fortune crosses your path, and leaves.

More damage, much less Luck.

Copies 1 2 3 5 10 Max
damage +20% +44% +72.8% +80% +80% +80%
luck -40 -80 -120 -160 -160 -160

Cracked Mirror

Cursed · Hex · Seven years, and counting.

More hex damage, less Luck.

Copies 1 2 3 5 10 Max
hex damage +15% +32.25% +52.09% +60% +60% +60%
luck -25 -50 -75 -100 -100 -100

Dueling Oath

Cursed · Modifier · No retreat.

A lot more damage, but you can't roll.

Copies 1 2 3 5 10 Max
damage +60% +120% +120% +120% +120% +120%

Hunger Pact

Cursed · Vitality · More damage; kills heal, other healing is weakened.

More damage. Every heal except healing from kills is 40% weaker, and every kill heals you 6% of your max health.

Copies 1 2 3 5 10 Max
damage +30% +69% +90% +90% +90% +90%

Volatile Core

Cursed · Vitality · Taking a hit bursts damage around you, at a cost.

When a hit (not an element) lands on you, you burst in an 8-stud blast for this much x your Hex (procs at 0.3), at most once every 0.5 s. Each burst costs you 3 health, but never kills you.

Copies 1 2 3 5 10 Max
Burst damage 1.5x 2.25x 3.375x 4.5x 4.5x 4.5x

Tunnel Vision

Cursed · Modifier · First person view, sharper crits.

First-person camera, more crit chance.

Copies 1 2 3 5 10 Max
crit chance +15% +30% +45% +60% +60% +60%

Summon

Wisp Companion

Summon · Hex · A wisp joins you.

One more wisp. Every Wisp Companion you hold makes the next one rarer on the Summon card.

Summoner only.

Copies 1 2 3 5 10 Max
wisps +1 +2 +3 +5 +10 no cap

Wisp Might

Summon · Hex · Wisps hit harder.

Wisps hit harder.

Summoner only.

Copies 1 2 3 5 10 Max
wisp damage +20% +40% +60% +100% +200% no cap

Wisp Tempo

Summon · Speed · Wisps are faster.

Wisps fly faster.

Summoner only.

Copies 1 2 3 5 10 Max
wisp speed +15% +30% +45% +75% +150% no cap

Wisp Vigor

Summon · Vitality · Wisps are sturdier.

Wisps have more health.

Summoner only.

Copies 1 2 3 5 10 Max
wisp health +60% +120% +180% +300% +600% no cap

Active

Healing Rite

Active · Vitality · Active: heal over time.

Heals 30% of your max health over 4 s.

Only one copy · cooldown 40 s, lasts 4 s · costs 80 Rubi.

War Drum

Active · Damage · Active: deal more damage for a while.

+40% damage for 5 s (a situational bonus: it adds to Windrunner Sash and Umbral Mantle).

Only one copy · cooldown 40 s, lasts 5 s · costs 90 Rubi.

Thornshell

Active · Vitality · Active: damage you take is dealt back.

For 4 s, 60% of the damage you take is dealt back to the attacker (with Bramble Mail, never more than 100%).

Only one copy · cooldown 35 s, lasts 4 s · costs 80 Rubi.

Frost Grenade

Active · Damage · Inflicts frost elemental damage. Active: lob it at the cursor to burst and Chill.

Lob a grenade up to 30 studs toward the cursor. After 0.6 s it bursts in an 8-stud radius: 2x your Hex and 3 Chill stacks to everything inside (players too, outside spawn protection).

Only one copy · cooldown 25 s, lasts 0.6 s · costs 70 Rubi.

Smoke Bomb

Active · Speed · Active: vanish; enemies lose you.

Hidden for 4 s, like in a bush: enemies lose you and other players stop seeing you. Being hurt or hitting something ends it.

Only one copy · cooldown 30 s, lasts 4 s · costs 90 Rubi.

Decoy

Active · Vitality · Active: enemies target a decoy instead of you.

Drops a decoy up to 30 studs toward the cursor for 6 s. Enemies near it go for the decoy instead of you.

Only one copy · cooldown 35 s, lasts 6 s · costs 110 Rubi.

Magnetic Pulse

Active · Speed · Active: pull nearby items and buffs to you.

Every item orb and powerup within 45 studs is yours at once.

Only one copy · cooldown 20 s · costs 60 Rubi.

Plinko

Active · Speed · PLINKO!

For 4 s you are extremely bouncy, and nothing stuns or knocks you down until 2 s after. It can be used while stunned or knocked down.

Only one copy · cooldown 60 s, lasts 4 s · costs 750 Rubi.

Shadowstep

Active · Damage · Active: blink behind the nearest foe, briefly untouchable.

Teleports you behind the enemy nearest your cursor (within 28 studs) and makes you untouchable for 0.5 s.

Only one copy · cooldown 18 s, lasts 0.5 s · costs 100 Rubi.

Not Quite Stoppable

Active · Vitality · Active: briefly immune to stuns, slows and elements.

For 4 s nothing stuns or slows you and no element sticks; using it washes off the elements you carry.

Only one copy · cooldown 60 s, lasts 4 s · costs 1000 Rubi.

Scrap

Tier 1 Scrap

Scrap · Damage · Tier 1 scrap. Printers use it first.

Made by a scrapper. A printer of the same tier takes scrap before any real item.

Tier 2 Scrap

Scrap · Damage · Tier 2 scrap. Printers use it first.

Made by a scrapper. A printer of the same tier takes scrap before any real item.

Tier 3 Scrap

Scrap · Damage · Tier 3 scrap. Printers use it first.

Made by a scrapper. A printer of the same tier takes scrap before any real item.