Builds & shop
Build names, 10 curses and the Essence Shop: how a run turns into a build rather than a pile.
Build names
The game-over screen names your build from its two leading families: the top family's adjective and the runner-up's noun, so three Frost cards and two Kinetic ones is a Frost Juggernaut. A single family is an Adept; no cards at all is an Empty Hand. A tie goes to the family listed first below. Each build name keeps its own furthest wave, best score and number of runs, so "my best Blazing Pyromancer" is a record you can chase.
| leading ↓ / runner-up → | Juggernaut | Marksman | Pyromancer | Glacier | Tempest | Walker | Prism | Reaper | Packmaster | Sentinel | Virtuoso | Gambler |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kinetic | Kinetic Adept | Kinetic Marksman | Kinetic Pyromancer | Kinetic Glacier | Kinetic Tempest | Kinetic Walker | Kinetic Prism | Kinetic Reaper | Kinetic Packmaster | Kinetic Sentinel | Kinetic Virtuoso | Kinetic Gambler |
| Deadeye | Deadeye Juggernaut | Deadeye Adept | Deadeye Pyromancer | Deadeye Glacier | Deadeye Tempest | Deadeye Walker | Deadeye Prism | Deadeye Reaper | Deadeye Packmaster | Deadeye Sentinel | Deadeye Virtuoso | Deadeye Gambler |
| Blazing | Blazing Juggernaut | Blazing Marksman | Blazing Adept | Blazing Glacier | Blazing Tempest | Blazing Walker | Blazing Prism | Blazing Reaper | Blazing Packmaster | Blazing Sentinel | Blazing Virtuoso | Blazing Gambler |
| Frost | Frost Juggernaut | Frost Marksman | Frost Pyromancer | Frost Adept | Frost Tempest | Frost Walker | Frost Prism | Frost Reaper | Frost Packmaster | Frost Sentinel | Frost Virtuoso | Frost Gambler |
| Storm | Storm Juggernaut | Storm Marksman | Storm Pyromancer | Storm Glacier | Storm Adept | Storm Walker | Storm Prism | Storm Reaper | Storm Packmaster | Storm Sentinel | Storm Virtuoso | Storm Gambler |
| Void | Void Juggernaut | Void Marksman | Void Pyromancer | Void Glacier | Void Tempest | Void Adept | Void Prism | Void Reaper | Void Packmaster | Void Sentinel | Void Virtuoso | Void Gambler |
| Arcane | Arcane Juggernaut | Arcane Marksman | Arcane Pyromancer | Arcane Glacier | Arcane Tempest | Arcane Walker | Arcane Adept | Arcane Reaper | Arcane Packmaster | Arcane Sentinel | Arcane Virtuoso | Arcane Gambler |
| Blood | Blood Juggernaut | Blood Marksman | Blood Pyromancer | Blood Glacier | Blood Tempest | Blood Walker | Blood Prism | Blood Adept | Blood Packmaster | Blood Sentinel | Blood Virtuoso | Blood Gambler |
| Feral | Feral Juggernaut | Feral Marksman | Feral Pyromancer | Feral Glacier | Feral Tempest | Feral Walker | Feral Prism | Feral Reaper | Feral Adept | Feral Sentinel | Feral Virtuoso | Feral Gambler |
| Iron | Iron Juggernaut | Iron Marksman | Iron Pyromancer | Iron Glacier | Iron Tempest | Iron Walker | Iron Prism | Iron Reaper | Iron Packmaster | Iron Adept | Iron Virtuoso | Iron Gambler |
| Rhythm | Rhythm Juggernaut | Rhythm Marksman | Rhythm Pyromancer | Rhythm Glacier | Rhythm Tempest | Rhythm Walker | Rhythm Prism | Rhythm Reaper | Rhythm Packmaster | Rhythm Sentinel | Rhythm Adept | Rhythm Gambler |
| Wild | Wild Juggernaut | Wild Marksman | Wild Pyromancer | Wild Glacier | Wild Tempest | Wild Walker | Wild Prism | Wild Reaper | Wild Packmaster | Wild Sentinel | Wild Virtuoso | Wild Adept |
Curses
A legendary from the Essence Shop comes with a curse — out of a Family Pack or from Transmute. A legendary in an ordinary wave's hand is clean. The curse is rolled when the card is dealt and printed on its face in red, so buying one is a trade you can read before you make it. The curse lasts the rest of the run, and two of the same kind compound. Each is a multiplier on something the game already reads — sized to sting, never to make a legendary not worth taking.
| Curse | Effect |
|---|---|
| Frail | Max HP -15% |
| Sluggish | Move speed -12% |
| Blunted | Orb damage -12% |
| Hunted | Enemies 10% faster |
| Brittle | Take 12% more damage |
| Withered | Healing -30% |
| Leaden | Blink cooldown +1s |
| Sticky Fingers | Recall cooldown +0.6s |
| Marked | Elites twice as common |
| Taxed | Essence from kills -30% |
The Essence Shop
After every fifth wave the free card is replaced by the Essence Shop. Essence comes from every death, whoever or whatever landed it: pets, burns and a bomber's own blast all pay, and how much depends on how strong the enemy was. Unspent essence carries over, so saving through one shop for a legendary at the next is a real plan. Extra cards the wave owes you — Tithe, a boss kill's bonus — are still dealt as ordinary hands once you leave.
Essence: a kill pays by how strong the enemy was — a range rolled on each kill, from
0–2 for a Mushroom to 3–6 for a Brute (every enemy's is in the
bestiary) — an elite rolls its range 3 times,
and a boss pays 30–45. Small purple motes fly from the body to the
counter in the top-right as it is paid (the same counter stays lit over the shop). The Taxed
curse pays 70% of it, and nine cards deal in it. The shop is an
ability down the left (the only place one is sold), a
row for each of your two biggest families beside it — a boost and a
pack — then Transmute, then Reroll and Leave. Packs are its only cards, and it is mouse
only, like the card screen.
A price is a number of units — an ability 2.6 — times the
size of the wave you just cleared: income is kills and the kill count grows with the wave, so
one curve keeps a visit worth about the same at wave 5 and at wave 40. A reroll costs
0.6 units, and 0.3 more each time in
the same visit.
| Visit | Ability | Reroll |
|---|---|---|
| after wave 5 | 68 | 16 |
| after wave 10 | 343 | 79 |
| after wave 15 | 827 | 191 |
| after wave 20 | 1479 | 341 |
| after wave 25 | 2218 | 512 |
| after wave 30 | 3063 | 707 |
| after wave 35 | 4038 | 932 |
| after wave 40 | 5156 | 1190 |
Essence cards
Blood Money — Paid in red. Kills drop double essence while you are below half health.
Bounty Hunter — Wanted, alive or dead. Elites drop double essence, and bosses half as much again.
Deep Pockets — Room for more. Kills drop 20% more essence per stack.
Dragon's Hoard — Sleep on it. The more essence you hold, the harder you hit -- up to +40% damage. Weighed against shop prices, so late-game riches count no more than early savings.
Essence Nova — Brimming over. Every 12 kills' worth of essence you collect bursts out of you, hitting everything nearby for 45 damage. Grows with the waves.
Interest — Savings grow. Every shop you open pays 15% interest on the essence you walked in with.
Jackpot — Lucky strike. One kill in twenty pays its essence six times over.
Spendthrift — Money well spent. Everything you buy in the shop makes you stronger for the rest of the run: +2% damage a purchase, up to +24%.
Tip Jar — The crowd pays up. Every combo tier you reach pays 2 essence for each tier you are on.
Above rare, essence becomes power, and none of these cards counts raw essence — a late run holds thousands, and anything paid per essence would run away with it. Dragon's Hoard weighs what you hold against shop prices, in price units (an ability costs 2.6 of them): +40% × (1 − e−units/4), so holding four units is +25% and forty is the full +40%, at wave 5 or wave 50 alike. Spendthrift is the opposite build — +2% a purchase, up to +24% — and the two cannot be held together. Essence Nova bursts every 12 kills' worth of essence you collect (at that wave's average payout), for 45 damage (wave-scaled) within 3.8 m; an arc round the counter shows the charge. The damage bonus shows under the counter while you hold either damage card.
Family items
Beside the ability, the shop shows a row for each of your two most prominent families — the two you own the most cards in (a fresh run with fewer than two is shown a random one). Each panel is sold under its family's icon, the same icon every card of that family carries in its header, and holds two things: a boost (or, now and then, the Recombobulator in its place) and a pack.
- One boost — one of the family's own three (listed on each
family's page), drawn at random from those you do not own yet; a reroll draws again.
Each is bought once. They cost
2.2 / 3.2 / 4.4units by their place, I to III. - A pack — three cards of that family you can still take, and you keep one
(a legendary among them comes cursed). One a visit per family; a reroll puts it back.
4units. - The Recombobulator, on 10% of visits (and
of rerolls), standing in place of one panel's boost — every card you own in one family is given up, one copy at a time, and
replaced by a random card of the same rarity from one other random family (the nearest
rarity it has, if it has none left at that one). The boosts you bought for the old family move to
the new one, first to first, second to second. A card nothing can take back — Twin Orbs, a Contract, or one something else depends
on — stays. A legendary swapped in comes without a new curse: the one the old legendary brought
stays with you. What it gave is shown before you go back to the shelf.
2units.
| Visit | Boost I | Boost II | Boost III | Pack | Recombobulator |
|---|---|---|---|---|---|
| after wave 5 | 57 | 83 | 114 | 104 | 52 |
| after wave 10 | 290 | 422 | 581 | 528 | 264 |
| after wave 15 | 700 | 1018 | 1399 | 1272 | 636 |
| after wave 20 | 1252 | 1821 | 2504 | 2276 | 1138 |
| after wave 25 | 1877 | 2730 | 3753 | 3412 | 1706 |
| after wave 30 | 2592 | 3770 | 5183 | 4712 | 2356 |
| after wave 35 | 3417 | 4970 | 6833 | 6212 | 3106 |
| after wave 40 | 4363 | 6346 | 8725 | 7932 | 3966 |
Transmute
Transmute sacrifices random cards you own of one rarity for a choice of one card a rarity higher. Random on purpose: the cost is not knowing which ones go — and it takes two clicks, so it is never an accident. It never takes Twin Orbs or a Contract, or a card something else you own depends on (Freezing Shot while you hold Shatter); a stack goes one copy at a time. The same undo is what lets The Collector hold your cards and give them back.
| 3 common | → | a choice of one of three uncommon |
| 3 uncommon | → | a choice of one of three rare |
| 3 rare | → | a choice of one of three epic |
| 5 epic | → | a choice of one of three legendary |