Weapons, supplies and the forge
A full magazine and a useful escape route matter more than an upgrade you cannot sustain. Plan your purchases around the next fight.
Your starting loadout
The Rapid Carbine and Backup Pistol are owned at the beginning of a run. You start with 40 rifle rounds loaded, 120 in reserve, a loaded 12-round pistol, two grenades and $200. The pistol has unlimited reserve ammunition, though its magazine still needs reloading.
The carbine is the flexible starting weapon. Its base firing interval is 0.08 seconds, or 12.5 rounds per second before reloads. Swap to the pistol when you want to preserve rifle ammunition, then return to the carbine when pressure increases.
Pick a weapon for the distance
The Breach Shotgun fires nine pellets per shot. The listed 19 damage is per pellet, so a distant spread does not reliably deliver the same damage as a close shot with every pellet landing. Use it for nearby threats and keep room for its reload.
The Tempest LMG has an 80-round magazine and a base firing interval of 0.065 seconds. Its 1.65-second reload is longer than the carbine's, so reload from cover rather than when a group has already reached you. Both the carbine and LMG can use a purchased 2× scope.
Base weapon comparison
| Weapon | Magazine | Damage per hit / pellet | Reload |
|---|---|---|---|
| Rapid Carbine | 40 | 24 | 1.05 s |
| Breach Shotgun | 7 | 19 × 9 pellets | 1.35 s |
| Tempest LMG | 80 | 32 | 1.65 s |
| Backup Pistol | 12 | 20 | 0.85 s |
| Artemis Bow | 1 | 160 | 0.38 s |
| Zeus Bolt | 6 | 100 | 0.85 s |
| Hephaestus Cannon | 3 | 100 | 1.15 s |
| Poseidon Trident | 4 | 85 × 3 projectiles | 0.8 s |
| Chronos Cannon | 2 | 250 | 1.15 s |
Damage values describe a projectile or pellet before forge bonuses. They do not include relic fields, secondary effects, missed pellets or reload downtime. Scope magnification changes aiming, not the listed base damage.
Resupply at the south wall

| Purchase | Price | What you receive / limit |
|---|---|---|
| Breach Shotgun | $3,000 | 7 loaded shells + 21 reserve |
| Tempest LMG | $6,000 | 80 loaded rounds + 160 reserve |
| Rifle ammunition | $90 | 120 rounds; 600 reserve maximum |
| Shotgun shells | $100 | 21 shells; 105 reserve maximum |
| LMG ammunition | $140 | 160 rounds; 800 reserve maximum |
| Grenade | $120 | One grenade; six maximum |
| Carbine 2× scope | $800 | Scope for an owned Rapid Carbine |
| LMG 2× scope | $800 | Scope for an owned Tempest LMG |
| Forge reroll | $500 | Replaces the current weapon bonuses |
You must own a weapon before buying its ammunition or scope. Reserve limits count spare rounds, separately from the magazine. At the limit, the purchase is blocked; near the limit, only the available space is filled.
A purchased gun is equipped immediately. Using its display again when you already own it equips it without charging for another copy. All shop prices are in-game cash; the game has no payment system.
Forge rolls: a choice, not a guaranteed increase
The forge costs $500 and rerolls the weapon you currently have equipped. Damage bonuses range from 0% to 300%, and fire-rate bonuses from 0% to 50%. Lower rolls are more common.
The new values replace the old values. A strong roll can become weaker, and bonuses do not stack across rerolls. A 100% damage bonus doubles the base damage; a 300% bonus makes it four times the base value. A 50% fire-rate bonus increases firing rate by 50% rather than doubling it.
Buy enough ammunition for the next fight before spending on optional rerolls. When you already have a good damage roll, weigh the $500 cost and replacement risk against a scope, grenades or more supplies.
Relics arrive from bosses
The five boss rewards are Artemis Bow, Zeus Bolt, Hephaestus Cannon, Poseidon Trident and Chronos Cannon. They unlock in that order on campaign waves 4, 8, 12, 16 and 20.
Firing a relic can also trigger a field effect: arrow rain, lightning, lava, a tidal wave or a time rift. These effects have a separate 2.4-second trigger cooldown, so every projectile does not create a new field. Check the weapon indicator to see whether the effect is ready.
Relics, purchases and forge bonuses reset with a new run. Read the boss guide to plan each unlock, and use movement routes to create time for reloads.