Items & Shop
During a match you spend gold in the shop to equip your units and keep them alive. Items aren't instant — they're delivered to the unit after a short travel time (~30 seconds to arrive), so buying is a tactical commitment, not a panic button.
Equippable items
| Item | Cost | Effects |
|---|---|---|
| Sword | 500 | Damage +50, Attack Speed +50% |
| Holy Shield | 450 | HP +100, Vision +50, Health Aura +50 |
| Great Helm | — | Defense +30 |
| Shield | — | Defense +20 |
| Helm | — | Defense bonus |
| Scale | — | Armor-class bonus |
| Boots | — | Speed bonus |
| Plume | — | Vision / morale boost |
| Eye | — | Vision bonus |
| Axe | — | (offense — values WIP) |
| Bow | — | (ranged — values WIP) |
Item resources live in the engine as Shop_item resources; the table above reflects the
values currently documented. Several items (Axe, Bow, Boots, Plume, Scale, Helm, Eye)
have sprites and effects still being finalized.
Potions & consumables
| Name | Type |
|---|---|
| Small / Medium / Large HP | Healing potion |
| Small / Medium / Large Poison | Damage-over-time / debuff potion |
How buying works
- Open the shop (mobile: the Shop button in the top-right control cluster).
- Purchase an item with in-match gold.
- The item travels to your unit (~30s) and applies its modifiers on arrival.
Off-match economy. In-match items use gold. The persistent economy — skins and monster mutations — uses $IONS. The two are separate: gold is per-match, $IONS is your account. See $IONS Token.