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Growth Orbs & Chests
Orbs last for the current run only. They are not a permanent equipment set, and they are not a pet collection. Death or a new adventure starts with no orbs.
Growth Orbs
Mid-bosses drop the orb in their name. Chests can also roll an orb. Walk into the orb to collect it. Rarity is Advanced, Rare, Hero, or Legendary — not a separate Common/Epic ladder.
Luck only changes those rarity weights. It does not change which of the 11 orb types appears.
| Orb | Effect | Advanced | Rare | Hero | Legendary |
|---|---|---|---|---|---|
| Attack Orb | Attack | +2% | +4% | +6% | +8% |
| Life Orb | Max HP | +2% | +5% | +8% | +12% |
| Rapid Orb | Atk Speed | +5% | +10% | +15% | +20% |
| Sprint Orb | Move Speed | +2% | +5% | +7% | +10% |
| Sight Orb | Range stat | +1 | +2 | +3 | +5 |
| Magnet Orb | Magnet | +2% | +4% | +6% | +9% |
| Fatal Orb | Crit Chance | +2% | +3% | +5% | +7% |
| Ruin Orb | Crit Dmg | +5% | +10% | +15% | +20% |
| Recovery Orb | HP Regen / 5s | +20 | +40 | +60 | +100 |
| Guard Orb | Dmg Reduction | +0.5% | +1% | +2% | +3% |
| Evasion Orb | Evasion | +0.5% | +1% | +2% | +3% |
Percent orbs stack with other bonuses of the same stat, then the usual caps still apply (Atk Speed 500%, Move Speed 400%, Crit Chance 80%, Dmg Reduction 50%, Evasion 50%, Magnet bonus +85%). If a roll would do nothing because that stat is already capped, the game picks a different orb when it can.
Attack and Max HP percents multiply after Gold training flats. Example: Attack 100 and a Hero Attack Orb is 106 Attack before crit.
Chests
Treasure Chests spawn in the world on a timer (about every 7.5s when there is room), not on top of you. At most three can sit near you at once. They have HP and take your shots; they are not opened by walking into them.
Chest HP scales with average regular-enemy HP at that time (about 2.5×). Destroying a chest rolls one of the rewards below. Weights are relative, not guaranteed per chest.
| Reward | What you get | Relative weight |
|---|---|---|
| Potion | Restore 30% of Max HP (cannot exceed Max HP) | 20 |
| Gold Pouch | 200 Gold × Gold Gain × time loot multiplier | 28 |
| Gold Ingot | 2,000 Gold × Gold Gain × time loot multiplier | 2 |
| Ruby | 1 Ruby × time loot multiplier (not Gold Gain) | 28 |
| Ruby Jackpot | 10 Ruby × time loot multiplier | 2 |
| Growth Orb | A random orb using your Luck rarity table | 10 |
| Magnet | Pulls all Gold coins currently on the ground. Does not pull orbs, potions, or gems | 10 |
Time loot multiplier: ×1 before 5 minutes, ×2 from 5:00, ×3 from 10:00, ×4 from 20:00, ×5 from 30:00. Gold Gain adds on top of Gold rewards only.