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Runs & empowerment: monsters work overtime too

Mind the door: this is the main-game notebook. Classic runs a different forge—do not take the recipes to the wrong counter.

Extra run rules

Extra run rules · 4
NameWhat you gain
Run rewardsUse endings 1–10: specialties = ending × 2; treasures = ending. Multiples of ten use ten, not zero—do not erase your own paycheck.
Every ten runsMonsters gain one penetration per ten runs. Old armor starts feeling its age.
From run tenStrength + round down(run / 10); stamina + 2 × round down(run / 10).
From run one hundredDexterity + 2 × round down(run / 100); intelligence + round down(run / 100); resistance × round down(run / 10).
Runs & empowerment: monsters work overtime too · 10
Run endingWhat you gain
1STR+1
2STA+1
3ARM+50, ARM × 5
4ARM.BRK+2 × round up(Run/10)
5ARM × 2, RES × 5
6critical chance+50, STR+1
7STR+1, STA+1
8STA+1, ARM.BRK+round up(Run/10)
9STA+1, RES×3, ARM.BRK+round up(Run/10)
10STR+1, STA+1, DEX+1, INT+1, ARM+30, ARM × 2, ARM.BRK+2, RES × 2, Skills ++1

Family, size & variant

Family, size & variant · 17
NameWhat you gainGrowth per empowerment levelFavourite food
Strong variantSTR+1, SkillsLvl+1Attack+5—
Rotten variantHighly toxic × 1, Anti toxic × 3INT+0.1—
Polar variantIcicle × 1, Coldproof × 3, Extinguishing × 1INT+0.1—
Flame variantSearing × 1, Fireproof × 3, Melting × 1INT+0.1—
Stone variantARM+50, Coagulation × 3ARM+5—
Royal variantSTR+1, SkillsLvl+2HP+10, INT+0.1—
SmallSTA-3Lower upgrade requirement—
LargeSTA+1, RES+25HP+10—
GiantSTA+3, RES+50HP+20—
Insect—Attack+10Sword, Axe, Dagger
Shop notes
Skull General:Orbs
Beast—ARM.BRK+0.5Axe, Hammer
Shop notes
Ghost:Glass
Undead—HP+10Poison 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+10Herbs
Wood—INT+0.1Wood items, Vinewood items
Flying—DEX+0.1Dagger, Bow

Empowerment cost stacking

Empowerment cost stacking · 6
NameWhat you gain
Base empowermentEach 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, stoneAdditional cost +50,000, with another +5,000 per level.
Royal variantAdditional cost +100,000, another +10,000 per level.
Small sizeCost −50,000, with another −5,000 per level. Small bodies get a smaller bill.
Large sizeAdditional cost +50,000, another +5,000 per level.
Giant sizeAdditional cost +100,000, another +10,000 per level.

These notes carry the official handbook’s experience and numbers. If an event or channel changes them, check the latest sign in the game. Based on the official guide workbook, current game configuration and rules. Reference names follow the in-game translations. This is not the Classic reference.

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