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Quillstorm Upgrade Reference

Complete guide to all upgrades, rarities, and mechanics

84 upgrades total
6 rarity tiers
4 elements
3 mythics
3 choices per selection

Drop Rates

Prosperity 0
Common
65%
Uncommon
25%
Rare
6%
Epic
3.5%
Legendary
0.49%
Mythic
0.01%

Systems Reference

Elemental Proc System

Formula: chance = (str × 0.1) / (1 + str × 0.1)

StrengthProc Chance
216.7%
323.1%
533.3%
844.4%
1050.0%
1560.0%
2066.7%

Critical Hits

Effective: rawCrit / (rawCrit + 1)   Base damage: 2.0x

Raw CritEffective
10%9%
25%20%
50%33%
100%50%
200%67%

Vampirism System

Proc: stacks / (stacks + 20)   Heal: 8 + (stacks × 3)

StacksProcHeal
14.8%11 HP
416.7%20 HP
520.0%23 HP
1033.3%38 HP
2050.0%68 HP

Shield System

Max charges: 10  |  Reset each wave  |  Diminishing iframes

Hit #Iframe
1st400ms
2nd240ms (×0.6)
3rd144ms (×0.6)
4th+100ms (floor)

Resets to 400ms after 2s without breaks.

Armor (Damage Reduction)

Base: 1 - e^(-raw * 1.2)   Soft cap above 50% → max ~92.5%

ArmorReduction
89%
2425%
4844%
10568%
20085%
30090%
600+~92.5% (cap)

Evasion (Dodge Chance)

Base: 1 - e^(-raw * 0.9)   Soft cap above 40% → max ~85%

EvasionDodge
87%
2419%
4835%
8851%
20073%
30080%
600+~85% (cap)

Dodge Counter

On successful dodge, chance to execute/chunk the attacker. Based on highest evasion tier.

Evasion TierExecute Chance
Common30%
Uncommon40%
Rare60%
Epic80%
Legendary90%

Normal enemies: instant kill. Elites/Bosses: 25% max HP (scales with damage modifier).

Knockback

Force: modifier × 200 px/s   Duration: 150ms

FeatureDetail
DirectionHit angle (quill → enemy)
ExplosionPush away from blast center
ImmuneBosses, stunned, frozen, burrowed, rolling

Distance Damage

Formula: dmg ×= (1 + mod × ratio²)   where ratio = min(dist/600, 1)

DistanceBonus (+0.40 mod)
100px+1.1%
200px+4.4%
300px+10%
400px+17.8%
600px++40% (max)

Quadratic scaling — minimal at short range, ramps up past 300px. Applied before crit.

Prosperity Effects

Affects chest drop rates and rarity weights. Stacks infinitely.

ProsperityChest DropCommonRare+
01%65%6%
1007%25%10%
20010%19%20%
50013%1%48%

Danger Level

Opt-in difficulty. Each stack boosts enemies AND rewards.

Per StackValue
Enemy HP+12%
Enemy Damage+8%
Elite Chance+3%
Score Bonus+15%
XP Bonus+10%

Elemental Effects

Lightning — Stun + Chain Arcs

Stun enemies and chain arc damage to nearby foes. Higher strength unlocks longer stuns, more arcs, and arc stun chance.

TierStrengthStunArcsArc DmgArc Stun
I2+300ms130%
II5+400ms240%20%
III8+500ms450%30%
IV12+600ms660%50%

Arc range: 150px. Arcs deal % of the original hit damage.

Elemental Mastery

Strength past 12 grants +5% arc damage per point. At str 20: +40%, str 25: +65%, str 30: +90%.

Upgrades: Static (+2) → Lightning (+3) → Tempest (+2, dual ice) / Venomshock (+2, dual poison) → Convergence (+3 all)

Ice — Slow → Freeze → Shatter

Crowd control pipeline. Starts as a powerful slow, evolves into instant freeze, frost aura, and death shatter.

TierStrengthEffect
I2+70% slow (chill) for 1.5s
II5+Proc directly freezes (0.8s immobilize)
III8+Freeze lasts 1.2s. Frozen enemies radiate frost aura (40% slow nearby, 80px)
IV12+Frozen enemies shatter on death (25% max HP AoE + chill nearby, 120px)

Elemental Mastery

Strength past 12 grants +5% shatter & frostfire steam damage per point. At str 20: +40%, str 25: +65%, str 30: +90%.

Upgrades: Frost Tips (+2) → Icicle (+3) → Tempest (+2, dual shock) / Frostfire (+2, dual burn) → Convergence (+3 all)

Fire — DoT + AoE Spread

Stacking burn DoT. DPS formula: str × 8 × (1 + dmg mod). Max 10 stacks, 2s per stack.

TierStrengthEffect
I2+Burn DoT (stacking)
II5++50% burn DPS. Dying enemies ignite 1 nearby enemy
III8+Burns slow enemies 20%. Death ignites 3 nearby
IV12+Burning enemies explode on death (AoE scales with burn stacks)

T4 explosion: radius = 80 + 15% per stack. Damage = DPS × stacks × 2.

Upgrades: Ember (+2) → Flame (+3) → Wildfire (+2, dual poison) / Frostfire (+2, dual ice) → Convergence (+3 all)

Poison — Amplify + Execute

Damage amplification. Amp per stack: str × 25%. Duration 5s. Max 10 stacks.

TierStrengthEffect
I2+Poison stacks amplify all damage taken (50%/stack at str 2)
II5+Stacks grow over time (+1 stack every 2s, up to 2× initial)
III8+Poisoned enemies that die spread all stacks to 2 nearby
IV12+Execute: poisoned enemies below 15% HP die instantly (not bosses). Death creates poison cloud

At str 4: 100% amp/stack (crit-equivalent). Bosses are immune to execute.

Upgrades: Toxic (+2) → Noxious (+3) → Wildfire (+2, dual burn) / Venomshock (+2, dual shock) → Convergence (+3 all)

All Upgrades

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