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Potential

Potential is six permanent slots in the lobby. Each unlocked slot holds one effect. Rolling spends a resource and offers a new candidate you can keep or apply.

How a roll works

Unlock a slot, then imbue or reroll it. The screen compares the effect you have with the new candidate. Keep current leaves the slot as it is. Apply new replaces it. You can reroll again while you can still pay. The cost is spent either way, and closing the comparison keeps the current effect without a refund.

The same effect cannot sit in two slots. A skill effect is separate per skill, so Meteor damage and Ice Lance damage can both be equipped. Meteor damage and another Meteor damage cannot. A general effect, such as Essence drop chance, can be equipped only once.

Slot costs

SlotUnlockEach roll
I1,000 Gold1 Essence of Adventure
II1,000 Ruby1 Essence of Struggle
III5,000 Emerald1 Essence of Conflagration
IV100,000 Ruby1 Essence of the Void
V1,000,000 Gold500,000 Gold
VI500,000 Emerald100,000 Emerald

The first roll and every reroll use that same cost. Slots, effects, and Essences stay through Rebirth.

Rarity

RarityChanceWhere the value lands
Green65%From the effect’s minimum through 50% of its maximum
Blue30%Just above that, through 70% of the maximum
Purple4%Through 90% of the maximum
Yellow0.9%Through one step below the maximum
Red0.1%The maximum

The ten effects

Skill effects name one eligible skill. The other eight effects are general. Drop effects that show a small percent are chances out of a regular-enemy kill, from 0.01% up to 1.00%.

EffectWhat it doesMinimumMaximum
Skill damageAdds that percent to one skill’s hits10%200%
Skill levelChance that one skill choice rises by 2 levels at once10%100%
Essence drop chanceMultiplies the base Essence drop chance20%400%
Same EssenceWhen you pick up an Essence, chance to gain one extra of that same Essence20%100%
Rebirth ScoreMultiplies Rebirth Score gained from kills10%100%
Ruby Works outputAdds that percent to factory production only10%200%
Potion dropA regular enemy can also drop a potion0.01%1.00%
Magnet dropA regular enemy can also drop a magnet0.01%1.00%
Large Gold dropA regular enemy can also drop a Gold ingot0.01%1.00%
Large Ruby dropA regular enemy can also drop a stack of Rubies0.01%1.00%

Green through red bands for the percent effects:

EffectGreenBluePurpleYellowRed
Skill damage10–100%101–140%141–180%181–199%200%
Skill level, same Essence, Rebirth Score10–50% or 20–50%51–70%71–90%91–99%100%
Essence drop chance20–200%201–280%281–360%361–399%400%
Ruby Works output10–100%101–140%141–180%181–199%200%
Potion, magnet, Gold, Ruby0.01–0.50%0.51–0.70%0.71–0.90%0.91–0.99%1.00%

Skill level’s green band starts at 10%. Same Essence starts at 20%. Rebirth Score starts at 10%. Their blue, purple, yellow, and red bands match.

Which skills can roll

Skill damage and the +2 level chance can name Orbit Fireballs, Multishot, Arrow Storm, Spiral Shot, Chain Blade, Flame Drill, Heaven's Light, Homing Blade, Wind Hawk, Fire Spirit, Meteor, or Ice Lance. Crossbow Turret and Ice Barrier are not in that list.

Technique Amplification adds to the same hits. The two percents are added, then the hit is multiplied. A skill at +0.5% per research level and +40% from Potential is hit for ×1.45.

+2 levels on a skill card

If a slot has a +2 level chance for a skill, a later choice of that skill can jump two levels instead of one. The card shows +2 Level Chance N% only when that jump can actually finish. Skills cap at level 5, so a skill you already have at level 4 does not show the line: 4 + 2 would pass the cap. A skill you do not own yet can show it, and the success takes you to level 2 on that first pick. The chance itself is the percent on the Potential, from 10% through 100%.

Essences

Essences are permanent. You have to walk over them. Magnet does not pull them, and they do not expire while they are on the ground. The run HUD and the result screen list only Essences you actually picked up in that run. If you picked up none, that block is hidden. Higher difficulties can drop higher Essences.

DifficultyRegular enemyMid-boss or chestFinal bossWhich Essences, and their weight
Normal0.10%2%10%Essence of Adventure only
Hard0.14%2.8%14%Adventure : Struggle = 2 : 5
Hell0.16%3.2%16%Adventure : Struggle : Conflagration = 1 : 2 : 5
Abyss0.18%3.6%18%Adventure : Struggle : Conflagration : Void = 1 : 1 : 2 : 5

Those percents are the chance that a drop appears at all. The weights then choose which Essence it is. Clones, calamity shamans, event creatures, and slime minions do not roll an Essence.

An Essence drop-chance Potential multiplies the base chance. A +100% roll doubles it. The same-Essence bonus is checked once, when you pick the drop up. If it hits, you gain one extra of that Essence. That extra does not roll the bonus again.