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Stats & Basic Upgrades

Lobby training and run bonuses both feed the same combat stats. The caps below are hard limits.

Combat stats

StatWhat it doesBaseCap
AttackThe base for arrow damage and most skills. Skills quote damage as a percent of Attack. A crit then multiplies that hit.10None
Max HPYour health pool. Potions restore a percent of this value.100None
Atk SpeedHow often the bow fires. Shot interval is 0.55 seconds divided by this multiplier (100% = 0.55s).100%500%
Move SpeedWalking speed. Slow fields reduce it; stun stops movement.100%400%
RangeA 50–100 number on the HUD. 50 is starting reach; 100 is the cap on that number. Higher Range makes arrows travel farther. Even at 100 they do not cover the whole screen.50100
PierceExtra enemies a basic arrow (and Arrow Storm arrows) can pass through after the first hit. Pierce 0 means the shot ends on the first enemy.04 from training (skills may pierce on their own)
Crit ChanceChance each eligible hit rolls a critical.10%80%
Crit DmgDamage multiplier on a crit. Default is 150% of the non-crit hit.150%No separate cap
Dmg ReductionReduces incoming damage, then the remaining hit is at least 1.0%50%
EvasionChance to take no damage and gain a short invulnerability blink.0%50%
MagnetRadius that pulls Gold coins. Orbs, potions, and gems are not pulled.Small default radiusBonus magnet maxes at +85%
HP RegenHealing applied every 5 seconds, never above Max HP.0None

Attack and Max HP from training are flat additions first (Attack +5 per Gold level, Max HP +100). Percent bonuses from Rebirth and orbs then multiply those totals. Atk Speed and Move Speed add their percentages, then stop at the caps above.

Basic Upgrades

These are lobby purchases. They apply to every future run until a successful Rebirth resets Gold-bought rows. Luck is the exception: it is paid in Ruby and is kept through Rebirth.

UpgradePer levelMaxCurrencyCostOn Rebirth
Attack+5 Attack (before percent bonuses)UnlimitedGold50, then 100, then 200, 300, 400… (100 × the next level once you are past the second upgrade)Resets
Max HP+100 Max HPUnlimitedGold100 × the next level (100, 200, 300…)Resets
Pierce+1 Pierce4Gold500 / 2,000 / 10,000 / 50,000Resets
Range+5 Range stat5 training levelsGold100 / 300 / 1,000 / 3,000 / 10,000Resets
Atk Speed+20 percentage points10 training levels (300% from training alone; orbs/other bonuses can reach the 500% cap)Gold150, 500, 1,500, 3,000, 5,000, 8,000, 12,000, 17,000, 23,000, 30,000Resets
Move Speed+20 percentage points10 training levels (300% from training; cap 400%)Gold200, 700, 2,000, 4,000, 7,000, 11,000, 16,000, 22,000, 30,000, 40,000Resets
Gold Gain+10% Gold from pickupsUnlimitedGoldStarts at 100 and follows a rising table; after the 20th purchase each extra level costs 40,000 more than the previous table endResets
Boss Damage+10% damage to mid-bosses and final bossesUnlimitedGoldStarts at 200; after the 20th purchase each extra level costs 1,500 more than the previous table endResets
Luck+1 Luck (orb rarity)5 (you start at Luck 1)Ruby50 / 200 / 1,000 / 5,000 to reach levels 2–5Kept

Rebirth Gold Discount reduces Gold prices only, up to 80% off. Failed purchases (not enough currency, or already maxed) spend nothing.

Gold Gain

Each level adds 10% to Gold collected from coins, pouches, and ingots. Time-in-run multipliers stack with this. Ruby pickups ignore Gold Gain.

Boss Damage

Each level adds 10% damage against mid-bosses and final bosses. It does not increase damage to regular enemies, treasure chests, calamity shamans, clones, or event creatures. See the Boss Guide.

Luck

Luck does not change which skill cards appear. It only weights Growth Orb rarity (including orbs from chests and bosses) among Advanced, Rare, Hero, and Legendary.

LuckAdvancedRareHeroLegendary
Lv160%30%8%2%
Lv255%30%10%5%
Lv350%29%13%8%
Lv445%27%16%12%
Lv540%25%15%20%

Ruby costs: 50 to reach Lv2, 200 for Lv3, 1,000 for Lv4, 5,000 for Lv5. Full Reset returns Luck to 1. Orb values: Growth Orbs & Chests.