← Play Archerogue · Game Guide
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
| Slot | Unlock | Each roll |
|---|---|---|
| I | 1,000 Gold | 1 Essence of Adventure |
| II | 1,000 Ruby | 1 Essence of Struggle |
| III | 5,000 Emerald | 1 Essence of Conflagration |
| IV | 100,000 Ruby | 1 Essence of the Void |
| V | 1,000,000 Gold | 500,000 Gold |
| VI | 500,000 Emerald | 100,000 Emerald |
The first roll and every reroll use that same cost. Slots, effects, and Essences stay through Rebirth.
Rarity
| Rarity | Chance | Where the value lands |
|---|---|---|
| Green | 65% | From the effect’s minimum through 50% of its maximum |
| Blue | 30% | Just above that, through 70% of the maximum |
| Purple | 4% | Through 90% of the maximum |
| Yellow | 0.9% | Through one step below the maximum |
| Red | 0.1% | 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%.
| Effect | What it does | Minimum | Maximum |
|---|---|---|---|
| Skill damage | Adds that percent to one skill’s hits | 10% | 200% |
| Skill level | Chance that one skill choice rises by 2 levels at once | 10% | 100% |
| Essence drop chance | Multiplies the base Essence drop chance | 20% | 400% |
| Same Essence | When you pick up an Essence, chance to gain one extra of that same Essence | 20% | 100% |
| Rebirth Score | Multiplies Rebirth Score gained from kills | 10% | 100% |
| Ruby Works output | Adds that percent to factory production only | 10% | 200% |
| Potion drop | A regular enemy can also drop a potion | 0.01% | 1.00% |
| Magnet drop | A regular enemy can also drop a magnet | 0.01% | 1.00% |
| Large Gold drop | A regular enemy can also drop a Gold ingot | 0.01% | 1.00% |
| Large Ruby drop | A regular enemy can also drop a stack of Rubies | 0.01% | 1.00% |
Green through red bands for the percent effects:
| Effect | Green | Blue | Purple | Yellow | Red |
|---|---|---|---|---|---|
| Skill damage | 10–100% | 101–140% | 141–180% | 181–199% | 200% |
| Skill level, same Essence, Rebirth Score | 10–50% or 20–50% | 51–70% | 71–90% | 91–99% | 100% |
| Essence drop chance | 20–200% | 201–280% | 281–360% | 361–399% | 400% |
| Ruby Works output | 10–100% | 101–140% | 141–180% | 181–199% | 200% |
| Potion, magnet, Gold, Ruby | 0.01–0.50% | 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.
| Difficulty | Regular enemy | Mid-boss or chest | Final boss | Which Essences, and their weight |
|---|---|---|---|---|
| Normal | 0.10% | 2% | 10% | Essence of Adventure only |
| Hard | 0.14% | 2.8% | 14% | Adventure : Struggle = 2 : 5 |
| Hell | 0.16% | 3.2% | 16% | Adventure : Struggle : Conflagration = 1 : 2 : 5 |
| Abyss | 0.18% | 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.