The Inventory system, unlocked after first defeating Tier 1, Phase 20 for the first time, allows you to gain items that can be used to help progress through the later stages of the game.
You are able to equip a set number of items at the start: two Normal item slots, and one Rare (also known as Gold) item slot, and for every 50 completed Challenges (which do not all have to be the same kind - any 50 will do) you will gain another Normal item slot. You can also buy more Item slots from the Shop, as well as more Inventory slots beyond the default limit of 15.
Normal Item slots can hold any Normal Item, and if you have more than one of the same item equipped, their effects will be added together. For example, a Level 84 and a Level 88 Beginner Sword, when both are equipped, gives an Attack Power bonus of 860. This can be used to increase the chance of getting a Poison effect to land, or to increase the chance of landing a Critical Hit.
Gold Item slots can only hold Rare Items.
After you get an Item to the level cap for that tier (rare items not included), there is a chance that you get the next tier (from Beginner -> Second > Normal etc.) from the item in your next drop. However, you are not guaranteed that you get the item if you have your item at the max level.
Common Items[]
With these items, an 'Upgrade' Level will also be provided - this is the level at which the item is better than the tier before at max level.
Critical[]
The Critical is a supportive Passive Item which not only gives a chance for attacks (both by using Cubes and with the Sword) to deal critical damage but also increases said critical damage as well.
Tier | Max Level | Critical Rate | Critical Power | 'Upgrade' Lv. |
---|---|---|---|---|
Beginner | Lv. 100 | x0.01 + x0.02/Lv. | x1 + x0.01/Lv. | Lv. 0.1 |
Second | Lv. 100 | x1 + x0.02/Lv. | x1 + x0.04/Lv. | Lv. 50 |
Normal | Lv. 100 | x2 + x0.02/Lv. | x1 + x0.08/Lv | Lv. 50.1 |
Good | Lv. 100 | x3 + x0.02/Lv. | x1 + x0.12/Lv | Lv. 66.7 |
Super | Lv. 100 | x4 + x0.02/Lv. | x1 + x0.16/Lv | Lv. 75.1 |
Ultra | Lv. 100 | x5 + x0.02/Lv. | x1 + x0.2/Lv | Lv. 80.1 |
Get Cube[]
The Get Cube is a supportive Active Item which can generate cubes whenever the Inventory Bar is filled up.
- (Cube Generation Power formula goes here)
Tier | Max Level | Get Cube Power | 'Upgrade' Lv. |
---|---|---|---|
Beginner | Lv. 100 | x5.0/Lv. | Lv. 0.1 |
Second | Lv. 100 | x10.0/Lv. | Lv. 50.1 |
Normal | Lv. 100 | x15.0/Lv. | Lv. 66.7 |
Good | Lv. 100 | x20.0/Lv. | Lv. 75.1 |
Super | Lv. 100 | x25.0/Lv. | Lv. 80.1 |
Ultra | Lv. 100 | x30.0/Lv. | Lv. 83.4 |
Poison[]
The Poison is an offensive Active Item that can inflict a DoT debuff on the Enemy HP bar when triggered. Unlike most other Items, they have a fixed Poison Rate based on the tier of the item.
Tier | Max Level | Poison Power | Poison Rate | 'Upgrade' Lv. |
---|---|---|---|---|
Beginner | Lv. 100 | x1e-10/Lv. | x0.0002 | Lv. 0.1 |
Second | Lv. 100 | x5e-10/Lv. | x0.0004 | Lv. 20 |
Normal | Lv. 100 | x1e-9/Lv. | x0.0008 | Lv. 50 |
Good | Lv. 100 | x5e-9/Lv. | x0.001 | Lv. 20 |
Super | Lv. 100 | x1e-8/Lv. | x0.001 | Lv. 50 |
Ultra | Lv. 100 | x5e-8/Lv. | x0.001 | Lv. 20 |
Shoes[]
The Shoes are supportive Passive Items that reduces the cube requirement needed to fill the Inventory Bar
- Inventory Bar Reduction:
- S = Sum of all Speed on Items equipped
Tier | Max Level | Speed | 'Upgrade' Lv. |
---|---|---|---|
Beginner | Lv. 100 | x0.05/Lv. | Lv. 0.1 |
Second | Lv. 100 | x0.1/Lv. | Lv. 50.1 |
Normal | Lv. 100 | x0.2/Lv. | Lv. 50.1 |
Good | Lv. 100 | x0.3/Lv. | Lv. 66.7 |
Super | Lv. 100 | x0.4/Lv. | Lv. 75.1 |
Ultra | Lv. 100 | x0.5/Lv. | Lv. 80.1 |
Sword[]
The Sword is an offensive Active Item which deals damage per Inventory Bar Tick.
- Damage per Inventory Tick:
- D = Max Damage
- M = Total Multiplier
- A = Attack Multipliers
- p = Sum of all Attack Power on Items equipped, plus 1 if any are equipped
Tier | Max Level | Attack Power | 'Upgrade' Lv. |
---|---|---|---|
Beginner | Lv. 100 | x5.0/Lv. | Lv. 0.1 |
Second | Lv. 100 | x10.0/Lv | Lv. 50.1 |
Normal | Lv. 100 | x15.0/Lv | Lv. 66.7 |
Good | Lv. 100 | x20.0/Lv. | Lv. 75.1 |
Super | Lv. 100 | x25.0/Lv. | Lv. 80.1 |
Ultra | Lv. 100 | x30.0/Lv. | Lv. 83.4 |
Rare Items[]
Drop Rate[]
The Drop Rate is a supportive Rare Item that increases the chances of enemies and bosses dropping items.
Level | Max Level | Item Drop Rate Plus (Enemy, Boss & Rare) |
---|---|---|
Rare | Lv. 5 | x0.5/Lv. |
Level Range[]
The Level Range is a supportive Rare Item that increases the level range of future items collected
Level | Max Level | Level Up Range Plus |
---|---|---|
Rare | Lv. 5 | x0.5/Lv. |
Item Odds[]
Whenever you defeat an enemy or boss, there is a chance, if you have at least one free inventory slot, that you can gain an item. These odds change depending on two things:
- The current Tier and Phase you are on - the odds change for each Boss Phase you enter
- The current Minimum Level Increase you have set, which can be most values between 0.1 and 5.0 (x.3 and x.8 values can't be chosen) - the Maximum will be roughly twice this value
On Tier 1, Phases 1-4, the Enemy Item Drop rate can be at most 2.05%, with the Boss Item Drop rate being at 21.50% and the Rare odds at 0.10% (when the Minimum Level increase is +0.1); each increase of the Minimum Level Increase will reduce the Enemy Item Drop rate by 0.05%, the Boss Item drop rate by 0.50%, and will increase the Rare odds by 0.01% (except for one time where the odds jump up by 0.02% instead between 2.5-5.0 and 2.6-5.2)
Every time the tier reaches one of the Boss Tiers, the Enemy Item Drop rate and the Boss Item Drop rate will decrease, while the Rare odds will increase. (Need to explain how this change is handled)