Extra run rules
4 results
| Name | What you gain |
|---|---|
| Run rewards | Use endings 1–10: specialties = ending × 2; treasures = ending. Multiples of ten use ten, not zero—do not erase your own paycheck. |
| Every ten runs | Monsters gain one penetration per ten runs. Old armor starts feeling its age. |
| From run ten | Strength + round down(run / 10); stamina + 2 × round down(run / 10). |
| From run one hundred | Dexterity + 2 × round down(run / 100); intelligence + round down(run / 100); resistance × round down(run / 10). |
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10 results
| Run ending | What you gain |
|---|---|
| 1 | STR+1 |
| 2 | STA+1 |
| 3 | ARM+50, ARM × 5 |
| 4 | ARM.BRK+2 × round up(Run/10) |
| 5 | ARM × 2, RES × 5 |
| 6 | critical chance+50, STR+1 |
| 7 | STR+1, STA+1 |
| 8 | STA+1, ARM.BRK+round up(Run/10) |
| 9 | STA+1, RES×3, ARM.BRK+round up(Run/10) |
| 10 | STR+1, STA+1, DEX+1, INT+1, ARM+30, ARM × 2, ARM.BRK+2, RES × 2, Skills ++1 |
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Family, size & variant
17 results
| Name | What you gain | Growth per empowerment level | Favourite food |
|---|---|---|---|
| Strong variant | STR+1, SkillsLvl+1 | Attack+5 | — |
| Rotten variant | Highly toxic × 1, Anti toxic × 3 | INT+0.1 | — |
| Polar variant | Icicle × 1, Coldproof × 3, Extinguishing × 1 | INT+0.1 | — |
| Flame variant | Searing × 1, Fireproof × 3, Melting × 1 | INT+0.1 | — |
| Stone variant | ARM+50, Coagulation × 3 | ARM+5 | — |
| Royal variant | STR+1, SkillsLvl+2 | HP+10, INT+0.1 | — |
| Small | STA-3 | Lower upgrade requirement | — |
| Large | STA+1, RES+25 | HP+10 | — |
| Giant | STA+3, RES+50 | HP+20 | — |
| Insect | — | Attack+10 | Sword, Axe, Dagger Shop notes Skull General:Orbs |
| Beast | — | ARM.BRK+0.5 | Axe, Hammer Shop notes Ghost:Glass |
| Undead | — | HP+10 | Poison items, Shield, Sticks |
| Dragon | — | Attack+10,CR.DMG+5% | Orbs, Gold items, Refined iron |
| Elemental | — | CR.DMG+10% | Ice items, Fire items, Poison items, Devices |
| Plant | — | HP+5,Attack+10 | Herbs |
| Wood | — | INT+0.1 | Wood items, Vinewood items |
| Flying | — | DEX+0.1 | Dagger, Bow |
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Empowerment cost stacking
6 results
| Name | What you gain |
|---|---|
| Base empowerment | Each level adds 10 HP plus family, size and variant growth. First level costs 100,000 empowerment; each next requirement adds 50,000. |
| Strong, flame, rotten, polar, stone | Additional cost +50,000, with another +5,000 per level. |
| Royal variant | Additional cost +100,000, another +10,000 per level. |
| Small size | Cost −50,000, with another −5,000 per level. Small bodies get a smaller bill. |
| Large size | Additional cost +50,000, another +5,000 per level. |
| Giant size | Additional cost +100,000, another +10,000 per level. |
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