Complete guide to all upgrades, rarities, and mechanics
Formula: chance = (str × 0.1) / (1 + str × 0.1)
| Strength | Proc Chance |
|---|---|
| 2 | 16.7% |
| 3 | 23.1% |
| 5 | 33.3% |
| 8 | 44.4% |
| 10 | 50.0% |
| 15 | 60.0% |
| 20 | 66.7% |
Effective: rawCrit / (rawCrit + 1)
Base damage: 2.0x
| Raw Crit | Effective |
|---|---|
| 10% | 9% |
| 25% | 20% |
| 50% | 33% |
| 100% | 50% |
| 200% | 67% |
Proc: stacks / (stacks + 20)
Heal: 8 + (stacks × 3)
| Stacks | Proc | Heal |
|---|---|---|
| 1 | 4.8% | 11 HP |
| 4 | 16.7% | 20 HP |
| 5 | 20.0% | 23 HP |
| 10 | 33.3% | 38 HP |
| 20 | 50.0% | 68 HP |
Max charges: 10 | Reset each wave | Diminishing iframes
| Hit # | Iframe |
|---|---|
| 1st | 400ms |
| 2nd | 240ms (×0.6) |
| 3rd | 144ms (×0.6) |
| 4th+ | 100ms (floor) |
Resets to 400ms after 2s without breaks.
Base: 1 - e^(-raw * 1.2)
Soft cap above 50% → max ~92.5%
| Armor | Reduction |
|---|---|
| 8 | 9% |
| 24 | 25% |
| 48 | 44% |
| 105 | 68% |
| 200 | 85% |
| 300 | 90% |
| 600+ | ~92.5% (cap) |
Base: 1 - e^(-raw * 0.9)
Soft cap above 40% → max ~85%
| Evasion | Dodge |
|---|---|
| 8 | 7% |
| 24 | 19% |
| 48 | 35% |
| 88 | 51% |
| 200 | 73% |
| 300 | 80% |
| 600+ | ~85% (cap) |
On successful dodge, chance to execute/chunk the attacker. Based on highest evasion tier.
| Evasion Tier | Execute Chance |
|---|---|
| Common | 30% |
| Uncommon | 40% |
| Rare | 60% |
| Epic | 80% |
| Legendary | 90% |
Normal enemies: instant kill. Elites/Bosses: 25% max HP (scales with damage modifier).
Force: modifier × 200 px/s
Duration: 150ms
| Feature | Detail |
|---|---|
| Direction | Hit angle (quill → enemy) |
| Explosion | Push away from blast center |
| Immune | Bosses, stunned, frozen, burrowed, rolling |
Formula: dmg ×= (1 + mod × ratio²)
where ratio = min(dist/600, 1)
| Distance | Bonus (+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.
Affects chest drop rates and rarity weights. Stacks infinitely.
| Prosperity | Chest Drop | Common | Rare+ |
|---|---|---|---|
| 0 | 1% | 65% | 6% |
| 100 | 7% | 25% | 10% |
| 200 | 10% | 19% | 20% |
| 500 | 13% | 1% | 48% |
Opt-in difficulty. Each stack boosts enemies AND rewards.
| Per Stack | Value |
|---|---|
| Enemy HP | +12% |
| Enemy Damage | +8% |
| Elite Chance | +3% |
| Score Bonus | +15% |
| XP Bonus | +10% |
Stun enemies and chain arc damage to nearby foes. Higher strength unlocks longer stuns, more arcs, and arc stun chance.
| Tier | Strength | Stun | Arcs | Arc Dmg | Arc Stun |
|---|---|---|---|---|---|
| I | 2+ | 300ms | 1 | 30% | — |
| II | 5+ | 400ms | 2 | 40% | 20% |
| III | 8+ | 500ms | 4 | 50% | 30% |
| IV | 12+ | 600ms | 6 | 60% | 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)
Crowd control pipeline. Starts as a powerful slow, evolves into instant freeze, frost aura, and death shatter.
| Tier | Strength | Effect |
|---|---|---|
| I | 2+ | 70% slow (chill) for 1.5s |
| II | 5+ | Proc directly freezes (0.8s immobilize) |
| III | 8+ | Freeze lasts 1.2s. Frozen enemies radiate frost aura (40% slow nearby, 80px) |
| IV | 12+ | 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)
Stacking burn DoT. DPS formula: str × 8 × (1 + dmg mod). Max 10 stacks, 2s per stack.
| Tier | Strength | Effect |
|---|---|---|
| I | 2+ | Burn DoT (stacking) |
| II | 5+ | +50% burn DPS. Dying enemies ignite 1 nearby enemy |
| III | 8+ | Burns slow enemies 20%. Death ignites 3 nearby |
| IV | 12+ | 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)
Damage amplification. Amp per stack: str × 25%. Duration 5s. Max 10 stacks.
| Tier | Strength | Effect |
|---|---|---|
| I | 2+ | Poison stacks amplify all damage taken (50%/stack at str 2) |
| II | 5+ | Stacks grow over time (+1 stack every 2s, up to 2× initial) |
| III | 8+ | Poisoned enemies that die spread all stacks to 2 nearby |
| IV | 12+ | 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)