Items
UNDER CONSTRUCTION
Items can be placed inside your ship to modify your projectiles. Projectiles start at the Projectile Generator and travel along the path you build until they reach an Ejector. Each item in the path can affect the projectile by increasing damage or adding other modifiers.
The projectile travels along the path via items. The projectile exits an item via an output edge, then enters the next item via the corresponding input edge. Most items have one input edge and one output edge, but some items have multiple inputs and outputs, or even edges that can function as both. Read below to learn more about how each item affects the projectile.
DEFAULT ITEMS
Some items are already in your ship by default. These items can not be changed, except for the Empty Slot item which can be replaced by items that you have bought.
| ITEM | Description | Perks |
|---|---|---|
| Empty Slot | You can select items to replace the empty slot item. If you leave the slot empty, then projectiles that enter through one edge of the empty slot will exit through the opposite edge. | P: Each time a projectile enters an empty slot item, it will gain +70 normal damage. |
| Solid Block | Projectiles cannot enter a solid block. You will often need to guide the projectile around them when building a path. | N/A |
| Projectile Generator | Projectiles are generated at this item, and exit this item via the output edge at the top. Fire rate determines how many projectiles are generated each second. Projectiles are given initial 'speed', 'lifetime' and 'normal damage' stats, which can then be affected by other items. (Note: Fire rate, initial speed, initial lifetime and initial normal damage can all be affected by your ship, captain, achievements, and other boni.) |
P: When a projectile is generated here, it will gain an additional +5 normal damage. Note, this perk is automatically assigned when you earn your first skill point and view the tree. |
| Ejection Block | Projectiles can enter the ejection block through any edge. Any projectile that enters will be ejected from the ship. The ejection location and direction are determined by where the ejection block is inside the ship, and which way the projectile enters it. If a projectile's normal damage is less than one, it gets set to 1 upon ejection. | N/A |
NORMAL ITEMS
Normal items are the red items you can buy from the shop using the money from destroying blocks. These items are all unlocked for purchase by default. You can own a maximum of 137 of each of these, and can place as many of those in your ship as you can fit!
The cost for each item increases the more of that item that you own until it reaches 'MAX'. You can still buy items even if the cost is MAX, as long as you have MAX money. (Or some help from a certain Captain.)
The formula for the cost is different for each item. In the formulas, 'n' means how many of that item you already own.
| ITEM | Description | Perks | Cost |
|---|---|---|---|
| Guide Right | Use this item to turn the path to the right. Projectiles that enter this item exit through the output edge to the right side of the input. This only affects how a projectile travels through the ship, it won't change its flight path once ejected. | P: When a projectile enters this item it gains +5 normal damage. | 10×10n |
| Guide Left | Use this item to turn the path to the left. Projectiles that enter this item exit through the output edge to the left side of the input. This only affects how a projectile travels through the ship, it won't change its flight path once ejected. | P: When a projectile enters this item it gains +5 normal damage. | 10×10n |
| Add 1 Damage | When a projectile enters this item it gains +1 normal damage. | P1: When a projectiles enters this item it also gains an additional +5 normal damage. P2: When a projectile enters this item it also gains an additional +20×d normal damage. d is equal to the total number of Add 1 Damage items in the whole ship. |
30×2n |
| Speed Up | When a projectile enters this item it gains +1 speed. | P: When a projectile enters this item, instead of gaining +1 speed, it will gain a Speed Up modifier. Projectiles in flight will accelerate in the direction of travel at a constant rate, determined by the number of speed up modifiers they have. | 90×33n |
| Spread Left | When a projectile enters this item it gains an ejection angle modifier, with a random value between 0 and (some number) of degrees to the left. (The exact number is currently unknown.) When the projectile is ejected, its ejection angle is determined by the (directional) sum all of its ejection angle modifiers. For example, if the projectile has these ejection angle modifiers: 30 degrees left, 20 degrees right, and 30 degrees right, the final ejection angle will be 20 degrees to the right. |
P: When a projectile enters this item, after it gains an ejection angle modifier, it also has all damage types increased by between 0% and 40% of their current values, proportional to the ejection angle modifier that was added by this item. (The max ejection angle corresponds to 40%, and 0 ejection angle corresponds to 0% damage.) | 300×4n |
| Large Spread | When a projectile enters this item it gains an ejection angle modifier, with a random value between 0 and (some number) of degrees to either the left or right (chosen randomly). (The exact number is currently unknown, but it can be larger than for other similar items.) When the projectile is ejected, its ejection angle is determined by the (directional) sum all of its ejection angle modifiers. For example, if the projectile has these ejection angle modifiers: 30 degrees left, 20 degrees right, and 30 degrees right, the final ejection angle will be 20 degrees to the right. |
P: When a projectile enters this item, after it gains an ejection angle modifier, it also has all damage types increased by between 0% and 50% of their current values, proportional to the ejection angle modifier that was added by this item. (The max ejection angle corresponds to 50%, and 0 ejection angle corresponds to 0% damage.) | 200×4n |
| Spread Right | When a projectile enters this item it gains an ejection angle modifier, with a random value between 0 and (some number) of degrees to the right. (The exact number is currently unknown.) When the projectile is ejected, its ejection angle is determined by the (directional) sum all of its ejection angle modifiers. For example, if the projectile has these ejection angle modifiers: 30 degrees left, 20 degrees right, and 30 degrees right, the final ejection angle will be 20 degrees to the right. |
P: When a projectile enters this item, after it gains an ejection angle modifier, it also has all damage types increased by between 0% and 40% of their current values, proportional to the ejection angle modifier that was added by this item. (The max ejection angle corresponds to 40%, and 0 ejection angle corresponds to 0% damage.) | 300×4n |
| Small Spread | When a projectile enters this item it gains an ejection angle modifier, with a random value between 0 and (some number) of degrees to either the left or right (chosen randomly). (The exact number is currently unknown.) When the projectile is ejected, its ejection angle is determined by the (directional) sum all of its ejection angle modifiers. For example, if the projectile has these ejection angle modifiers: 30 degrees left, 20 degrees right, and 30 degrees right, the final ejection angle will be 20 degrees to the right. |
P: When a projectile enters this item, after it gains an ejection angle modifier, it also has all damage types increased by between 0% and 50% of their current values, proportional to the ejection angle modifier that was added by this item. (The max ejection angle corresponds to 50%, and 0 ejection angle corresponds to 0% damage.) | 150×4n |
| Curve Left | When a projectile enters this item, it gets a Curve Left modifier. When the projectile is ejected, it will curve to the left based on the number of curve modifiers it has (more modifiers means a stronger curve). Note, Curve Right modifiers have a similar but opposite effect. For example, having 3 Curve Left modifiers and 2 Curve Right modifiers will result in the same curvature as just using one Curve Left item. | P: When a projectile enters this item, all of its damage types are increased by 30% of their current values. | 600×4n |
| Random Curve | When a projectile enters this item, it gets a Random Curve modifier, which has a random curvature between 0 and (some number) of curviness units to either the left or right (chosen randomly). (The exact number is currently unknown.) When the projectile is ejected, it will curve to the left or right based on the (directional) sum of all of curve modifiers it has (more modifiers means a wider range of possible curvatures). | P1: When a projectile enters this item, after it gains an curve modifier, it also has all damage types increased by between 0% and 60% of their current values, proportional to the random curve that was added by this item. (The max curve corresponds to 60%.) P2: While in flight, projectiles with a Random Curve modifier will have their curvature increase over time. P3: This perk means that when determining the projectile's curvature at ejection, random curve modifiers are treated as either Curve Left or Curve Right modifiers, depending on the direction of curvature. (This does not alter the damage added by Perk 2.) |
500×4n |
| Curve Right | When a projectile enters this item, it gets a Curve Right modifier. When the projectile is ejected, it will curve to the right based on the number of curve modifiers it has (more modifiers means a stronger curve). Note, Curve Left modifiers have a similar but opposite effect. For example, having 3 Curve Left modifiers and 2 Curve Right modifiers will result in the same curvature as just using one Curve Left item. | P: When a projectile enters this item, all of its damage types are increased by 30% of their current values. | 600×4n |
| Slow Down | When a projectile enters this item its current speed gets halved. | P: When a projectile enters this item, instead of having its speed halved, it will gain a Slow Down modifier. Projectiles in flight will decelerate in the direction of travel at a constant rate, determined by the number of slow down modifiers they have, until the speed reaches the minimum possible vaule (0.1). | 90×33n |
| x2 Damage | When a projectile enters this item, it has a 33% chance to have all of its damage types multiplied by 2. | P1: the chance is 40% instead of 33. P2: the multiplier is 2.5 instead of 2. |
200×4n |
| x10 Damage | When a projectile enters this item, it has a 4% chance to have all of its damage types multiplied by 10. | P1: The multiplier is increased to 20 instead. P2: The multiplier is further increased to 30 instead. |
400×4n |
| Random Damage | When a projectile enters this item, all of its damage types are multiplied by a random number chosen from this list: 0,1,1,1,1,1,1,1,1,1,2,3,4. Each option in that list has an equal chance, which means 1 is the most likely outcome since it appears most in the list. If the multiplier is 0, the projectile is destroyed. | P1: The list 0,0,1,1,2,2,3,3,4 is used instead. P2: Before chosing any numbers from the list, all of the projectile's damage types are multiplied by 0.85. However, if 0 is then chosen from the list, the projectile is not destroyed, but a second random number is chosen from the list instead. If the second number is also 0, the projectile still gets destroyed. |
600×11n |
| Charger | Each Charger item has its own damage pool, which starts at 0 for all damage types. When a projectile enters this item, the charger's damage pool is increased by 20% of the projectile's damage. (Damage types are preserved.) This does not reduce the projectile's damage. Then, 10% of the charger's new damage pool is removed from the charger and added on to the projectile. (Damage types are preserved.)
This has the effect of increasing total damage by 20%, with the bonus damage from each projectile being applied slowly over a number of following projectiles. |
P: The damage added to the pool is 30% instead of 20%. | 40k×11n |
| Return Bounce | When a projectile enters this item, it gains one Return Bounce modifier. When a projectile with a pierce or bounce modifier hits a block, it will first apply damage to the block. Then, if it has no Death Pierce modifiers (or did not destroy the block), and it has no Pierce modifiers, and it has no Ricochet modifiers, and it has no Random Bounce modifiers, but does have at least one Return Bounce modifier, it will 'bounce' off the block by changing its direction by 180 degrees, and reducing its number of Return Bounce modifiers by one. Note, projectiles cannot typically hit the same block multiple times in a row without first hitting another block. |
P1: After a projectile bounces off a block by spending a Return Bounce modifier, all of its damage types will be increased by 17% P2: When a projectile enters this item, there is a 25% chance it will gain two Return Bounce modifiers instead of one. P3: After a projectile bounces off a block by spending a Return Bounce modifier, if it impacts the ship before hitting another block, it will bounce off the ship and return in the opposite direction. This does not consume any bounce modifiers. |
7k×7n |
| Return Bounce | When a projectile enters this item, it gains one Random Bounce modifier. When a projectile with a pierce or bounce modifier hits a block, it will first apply damage to the block. Then, if it has no Death Pierce modifiers (or did not destroy the block), and it has no Pierce modifiers, and it has no Ricochet modifiers, but it does have at least one Random Bounce modifier, it will 'bounce' off the block by changing its heading to a random direction, and reducing its number of Random Bounce modifiers by one. Note, projectiles cannot typically hit the same block multiple times in a row without first hitting another block. |
P1: After a projectile bounces off a block by spending a Random Bounce modifier, all of its damage types will be increased by 17% P2: When a projectile enters this item, there is a 25% chance it will gain two Random Bounce modifiers instead of one. P3: When a projectile bounces off a block by spending a Return Bounce modifier, its curvature will be changed by a random 'large' amount. (The possible amounts are currently unknown.) |
14k×7n |
| Ricochet | When a projectile enters this item, it gains one Ricochet bounce modifier. When a projectile with a pierce or bounce modifier hits a block, it will first apply damage to the block. Then, if it has no Death Pierce modifiers (or did not destroy the block), and it has no Pierce modifiers, but it does have at least one Ricochet modifier, it will 'bounce' off the block by changing its heading according to normal physics rules (angle of incidence = angle of reflection). Like a snooker ball. This will also reduce its number of Ricochet modifiers by one. Note, projectiles cannot typically hit the same block multiple times in a row without first hitting another block. |
P1: After a projectile bounces off a block by spending a Ricochet modifier, all of its damage types will be increased by 17% P2: When a projectile enters this item, there is a 25% chance it will gain two Ricochet modifiers instead of one. |
22k×5n |
| Double Lifetime | When a projectile enters this item, its current 'lifetime' stat is doubled. Note, projectiles are generated with a base lifetime of 3s. This base lifetime can be increased (by up to 1s) to 4s by completing all of the relevant achievements. Lifetime determines how long the projectile stays alive in flight before being deleted. | N/A | 500×6n |
| 2-Way Split | Splits the path so each projectile can travel in both directions. When a projectile enters this item, an identical version of that projectile exits through each of the two output edges. (Damage and all other stats and modifiers are preserved.) | N/A | 4k×20n |
| 3-Way Split | Splits the path so each projectile can travel in all 3 directions. When a projectile enters this item, an identical version of that projectile exits through each of the three output edges. (Damage and all other stats and modifiers are preserved.) | N/A | 80k×13n |
| 2-Way Random Split | When a projectile enters this item, it has all of its damage types multiplied by 2. The projectile randomly exits this item through one of the two output edges. | P1: The multiplier is 3 instead of 2. P2: When chosing an exit path, there is a 5% chance that both exits will be used instead (like in a 2-way split item). |
200×18n |
| 3-Way Random Split | When a projectile enters this item, it has all of its damage types multiplied by 3. The projectile randomly exits this item through one of the three output edges. | P1: The multiplier is 4 instead of 3. P2: When chosing an exit path, there is a 5% chance that all three exits will be used instead (like in a 3-way split item). |
800×18n |
| Death Pierce | When a projectile enters this item, it gains one Death Pierce modifier. When a projectile with a Death Pierce modifier hits a block, it will first apply damage to the block. If the block is not destroyed, the projectile stops processing Death Pierce modifiers and moves on to checking for other pierce or bounce modifiers. Otherwise, if the block is destroyed, the damage used to destroy the block will be removed from the projectile. Then, the each of the projectile's damage amounts remaining will be further reduced by an amount equal to 1/(p(p+1)) of their current value, where p is the number of Death Pierce modifiers the projectile has. Then, if it has any remaining damage, it continues on its flight path. Note: this does not remove any Death Pierce modifiers. For example, if you have two modifiers, the remaining damage will be reduced by 1/(2×3), or 1/6, meaning that 5/6 of the remaining damage will still be there. |
P1: When a projectile is about to have its remaining damage further reduced after destroying a block, there is a 50% chance that it will instead not be further reduced P2: When the projectile hits a block, there is a 20% chance that it will apply the damage and then immediately continue on its flight path (without losing any damage) regardless of whether the block was destroyed or not. This is similar to how Pierce works. |
3k×9n |
| Pierce | When a projectile enters this item, it gains one Pierce modifier. When a projectile with a pierce or bounce modifier hits a block, it will first apply damage to the block. Then, if it has no Death Pierce modifiers (or did not destroy the block), but it has at least one Pierce modifier, it will 'pierce' through the block by continuing on its flight path. This will also reduce its number of Pierce modifiers by one. |
P: After a projectile pierces a block and is about to lose a Pierce modifier, there is a 30% chance that it instead won't lose a pierce modifier. (Note, this is the same as losing a pierce modifier then gaining one.) |
30k×5n |
| Circle AoE | When a projectile enters this item, it gains a Circle AoE modifier. Before a projectile is ejected, all of its damage types are reduced by 6%×c, where c is the number of Circle AoE modifiers the projectiles has. When a projectile with a Circle AoE modifier hits a block, every block within a certain radius will be tagged as being inside the projectile's AoE for this hit. When the projectile damage is applied to the block, all of the blocks tagged as inside the AoE will also be damaged (and have DoT applied where applicable) by the projectile. The radius is measured from the centre of the hit block, and is determined by the total number of AoE modifiers that the projectile has (including Rectangle AoE). More modifiers means a larger radius. Note, Circle and Rectangle AoE areas can overlap each other, but blocks are still only damaged once per hit. |
P1: At ejection, the projectile's damage will be reduced by 3%×c (instead of 6%×c). P2: The formula for the radius is different. If you are using a number of Circle AoE items, it will be noticeably larger. |
8k×13n |
| Rectangle AoE | When a projectile enters this item, it gains a Rectangle AoE modifier. Before a projectile is ejected, all of its damage types are reduced by 6%×r, where r is the number of Rectangle AoE modifiers the projectiles has. When a projectile with a Rectangle AoE modifier hits a block, every block within a certain rectangular area will be tagged as being inside the projectile's AoE for this hit. When the projectile damage is applied to the block, all of the blocks tagged as inside the AoE will also be damaged (and have DoT applied where applicable) by the projectile. The rectangle area is centred on the centre of the hit block, and its dimensions are determined by the total number of AoE modifiers that the projectile has (including Circle AoE). More modifiers means a wider and taller rectangle. Note, Circle and Rectangle AoE areas can overlap each other, but blocks are still only damaged once per hit. Normally the rectangle AoE is wider than the circle one, but not as tall. |
P1: At ejection, the projectile's damage will be reduced by 3%×r (instead of 6%×r). P2: The formula for the Area is different. If you are using a number of Rectangle AoE items, it will be noticeably larger. P3: The formula for width and height of the AoE are swapped. |
10k×13n |
| Magnet | When a projectile enters this item, it gains a Magnet modifier. When in flight, projectiles with a Magnet modifier will attempt to alter their course to fly along one of a number of invisible 'magnetic field lines' around the ship. The number of magnet modifiers a projectile has determines how strong this attraction is. | P: When in flight, if a projectile that has been active for longer than 1s comes in to contact with the ship, that projectile will have all of its damage types multiplied by 1.5, lose its Magnet modifiers, and then be accelerated upwards. | 9k×5n |
| Align Direction | When a projectile enters this item, it gains an Align Direction modifier. When in flight, all of the projectiles that share an Align Direction modifier will have their directions 'averaged', and then incrementally change their directions to move towards the current average. If a projectile has more Align Direction modifiers, it means that the incremental changes will be larger. | P: When a projectile with an Align Direction modifier first hits a block, before damaging the block, all of the projectiles in flight with an Align direction modifier will have their heading directions compared, to find the largest angle between any two. This angle will be between 0 and 180 degrees. The damage of the projectile will then be multiplied* by a factor from 1 to 2, where 1 corresponds to a largest difference of 0 (all projectiles have the same heading, damage is unchanged), and 2 corresponds to a largest difference of 180 degrees (two projectiles are heading in opposite directions, damage is doubled). *This multiplier can only be applied once to any projectile, regardless of the number of hits or modifiers. | 7k×5n |
| Line Magnet | When a projectile enters this item, it gains a Line Magnet modifier. When in flight, a projectile with a Line Magnet modifier will be accelerated horizontally towards an invisible centre line that runs through the ship. (This can change the projectile's apparent speed, although it doesn't appear to change its actual speed stat for the purposes of the Slow Burn item, or items that abruptly change projectile heading.) The strength of this attraction is determined by the number of Line Magnet modifiers the projectile has. | P: Projectiles with a Line Magnet modifier will also be accelerated vertically, if they are below the ship. Also, when a projectile with the at least one Line Magnet modifier hits a block, before damage is calculated, the projectile's damage types will all be increased by up to 40%*. The amount of the increase is determined by the horizontal distance from the centre line, with a smaller distance meaning higher damage. *This increase can only be applied once to any projectile, regardless of the number of hits or modifiers. | 10k×5n |
| Add Projectile | When a projectile with an original tag enters this item, another projectile is created at this item that is an exact copy of that original projectile, except it is given a copy tag instead of an original tag. Both projectiles exit through the same output edge. This item does not copy projectiles that already have a copy tag. (Note, when projectiles are initially generated by the Projectile Generator, they start with an original tag. Original tags are preserved by guides and splitters, etc.) |
P: When a copy projectile is created, there is a 10% chance that it will be created with an original tag instead. | 2k×9n |
| Shoot Upwards | When a projectile enters this item, it is given a Shoot Upwards modifier, along with a random time multiplier between 0 and 1. When in flight, a projectile with a Shoot Upwards modifier will adjust its heading once to be considerably more upwards, after a time equal to 0.25s multiplied by all of its Shoot Upwards time multipliers. Note, the projectile will never turn instantly, there is always some minimum time that it must travel for before turning |
P1: At some point during flight, after the projectile has turned upwards and before it damages any blocks, for each Shoot Upwards modifier it has, it will have all of its damage types increased by 60%×t, where t is the time multiplier for that Shoot Upwards modifier. Multiple modifiers apply their multipliers multiplicatively. P2: Each time the projectile turns upwards, new time multipliers are generated and the projectile will turn upwards after another time equal to 0.25s multiplied by all of the new time multipliers. The damage from the first perk is not reapplied. |
8k×16n |
| Shoot Sideways | When a projectile enters this item, it is given a Shoot Sideways modifier, along with a random time multiplier between 0 and 1. When in flight, a projectile with a Shoot Sideways modifier will adjust its heading once to be considerably more sideways (randomly either left or right), after a time equal to 0.25s multiplied by all of its Shoot Sideways time multipliers. Note, the projectile will never turn instantly, there is always some minimum time that it must travel for before turning |
P1: At some point during flight, after the projectile has turned sideways and before it damages any blocks, for each Shoot Sideways modifier it has, it will have all of its damage types increased by 60%×t, where t is the time multiplier for that Shoot Sideways modifier. Multiple modifiers apply their multipliers multiplicatively. P2: Each time the projectile turns sideways, new time multipliers are generated and the projectile will turn sideways after another time equal to 0.25s multiplied by all of the new time multipliers. The damage from the first perk is not reapplied. |
12k×12n |
| Money Cross | When a projectile enters this item from one of the two side edges (labelled "I"), the projectile gets a Money Cross tag for this specific cross, and exits out of the opposite edge. When a projectile enters from the bottom input edge (labelled "II"), if it has a Money Cross tag for this specific cross, it will get a Money Cross modifier instead. Projectiles that enter though side II will exit through the output edge (labelled "III"). When calculating income at the end of a level, the money multiplier is increased by 50×m percentage points, and the ys multiplier is increased by 6×m percentage points, where m is the maximum number of Money Cross modifiers that any projectile had in the level. | N/A | 11k×9n |
| Damage Cross | When a projectile enters this item from one of the two side edges (labelled "I"), the projectile records the damage (all types) that it had at the point it entered this specific cross. It then exits out of the opposite edge. When a projectile enters from the bottom input edge (labelled "II"), if it has an amount of damage recorded for this particular cross, then that recorded damage will be added on to the projectile's current damage. Projectiles that enter though side II will exit through the output edge (labelled "III"). | P: The recorded damage (all types) is doubled before being added on. | 9.2M × 19n |
LEGENDARY ITEMS
Legendary items are under construction. To add: Slow Burn, Combine 10, Crisscross, Guided Damage, Add 100 Damage, Ejector Damage, Sparse Damage, Clone
| ITEM | Description | Perks | Cost |
|---|---|---|---|
| Tier Damage | When a projectile enters this item, it gains 10% of your maximum tier as normal damage. For example, if your maximum reached tier is 2107, the projectile will gain 210.7 normal damage. |
P1: When a projectile enters this item, it also gains 5% of your maximum cleared tier as normal damage. P2: When a projectile enters this item, it also gains 2 normal damage for each hour you have played, up to a maximum of 400 damage from this perk. Note, you can check your hours played in-game, in the stats section. |
500 □ 500G $ |
| Damage Comeback | When a projectile enters this item, Damage Comeback first records the projectile's total damage (sum of all types). Then, it compares that total to the recorded total for the most recent projectile that previously entered this item. If the previous value was higher, the current projectile has all of its damage types multiplied by 4. | P: The damage multiplier is 6 instead. |
500 □ 500G $ |
| Evolved Damage | When a projectile enters this item, it gains an Evolved Damage modifier. When in flight, if a projectile with an Evolved Damage modifier reaches 1s of lifetime remaining, all of its current damage types will be multiplied by 2. |
P1: When in flight, when the projectile reaches 0.5s of lifetime remaining, all of its current damage types will again be multiplied by 2. This perk does not halve projectile lifetime. P2: The second multiplier (from reaching 0.5s) is 4 instead. For eg: Multiplying by 2 (from reaching 1s) and then by 4 (at 0.5s, with both perks) in total would be an 8x multiplier. |
500 □ 500G $ |
| Damage Stockpile | When a projectile enters this item, all of its damage types are increased by (10×e)%. e is equal to the total number of Empty Slot items in the whole ship. For clarity: Increasing by 10×e% is the same as multipliying by (1+0.1×e) |
P1: When counting Empty slot items, Legendary Items are also counted. P2: When counting Empty slot items, Guide Left and Guide Right items are also counted. |
500 □ 500G $ |
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HYPERION FACTION ITEMS
Faction items are under construction
| ITEM | Description | Perks | Cost |
|---|---|---|---|
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