Name: Gordon Chum
Age: 34 Gender: M Height: 6'4"
Biography
Before the outbreak Gordon worked at the local mine crushing boulders six days a week. The remaining day spent drinking beer in his trailer next to the industrial plant. The name "Gorm The Destroyer" came about when rumors spread of a giant zombie busting his way through a military blockade. Witnesses report over fifteen troops being torn limb from limb, while another twenty ran away in fear.
Special Abilities
Impede: Tosses a severed head at player bombs and weapons.
Limb Throw: Throws a bloody severed limb causing hearts to become petrified.
Age: 34 Gender: M Height: 6'4"
Biography
Before the outbreak Gordon worked at the local mine crushing boulders six days a week. The remaining day spent drinking beer in his trailer next to the industrial plant. The name "Gorm The Destroyer" came about when rumors spread of a giant zombie busting his way through a military blockade. Witnesses report over fifteen troops being torn limb from limb, while another twenty ran away in fear.
Special Abilities
Impede: Tosses a severed head at player bombs and weapons.
Limb Throw: Throws a bloody severed limb causing hearts to become petrified.
Name: Hanna Tator
Age: 8 Gender: F Height: 3'4"
Biography
Known as "The Lost Girl" having witnessed her fathers gruesome death, she ran to the only safe place she knew. Now trapped with only her doll as company the little girl hid and waited, praying for someone to come save her. With no where to go; fearing dehydration, she drank from a contaminated puddle. The virus now seeks to take over her mind! A lost soul in need, can you help guide her?
Special Abilities
Viral Seperation: Worms split when cut in half.
Natural Selection: Worms armor themselves when consuming a brain of their own color.
Age: 8 Gender: F Height: 3'4"
Biography
Known as "The Lost Girl" having witnessed her fathers gruesome death, she ran to the only safe place she knew. Now trapped with only her doll as company the little girl hid and waited, praying for someone to come save her. With no where to go; fearing dehydration, she drank from a contaminated puddle. The virus now seeks to take over her mind! A lost soul in need, can you help guide her?
Special Abilities
Viral Seperation: Worms split when cut in half.
Natural Selection: Worms armor themselves when consuming a brain of their own color.
Name: Unknown
Age: 66 Gender: M Height: 4'11"
Biography
Not much is known about the man, referred to as the Grave Digger by the nearby townsfolk. He is sneeringly called Igor by the local children, due to the way he hunches over while he walks. He is sometimes seen roaming the cemetery at night, murmuring strange words to himself. Occassionally he has been spied upon crouching near open graves, speaking of the one he calls Master. He has changed little since the outbreak, and still remains caretaker of the cemetery, even though the dead are taking care of themselves these days.
Special Abilities
Shovel Toss: Shovels dirt over objects.
The Masters Call: Shhhhhhhhh it's a secret!
Age: 66 Gender: M Height: 4'11"
Biography
Not much is known about the man, referred to as the Grave Digger by the nearby townsfolk. He is sneeringly called Igor by the local children, due to the way he hunches over while he walks. He is sometimes seen roaming the cemetery at night, murmuring strange words to himself. Occassionally he has been spied upon crouching near open graves, speaking of the one he calls Master. He has changed little since the outbreak, and still remains caretaker of the cemetery, even though the dead are taking care of themselves these days.
Special Abilities
Shovel Toss: Shovels dirt over objects.
The Masters Call: Shhhhhhhhh it's a secret!
Name: Samson Warwick
Age: 1000+ Gender: M Height: 5'9"
Biography
Long before the construction of the Crypts, Samson served the whims of a ruthless king. He was charged with dispensing the kings justice, to any that would defy his rule. Toward the end of his natural life, Samson sought forgiveness by the church. But he was turned away for his many crimes against followers of the faith. In the end, he found acceptance in the arms of a sinister cult. They bestowed upon him eternal life in exchange for his services.
Special Abilities
Verdicts: Uses his booming voice to flip tablets to guilty.
Gavels: Flips all tablets to guilty when the countdown reaches zero.
Age: 1000+ Gender: M Height: 5'9"
Biography
Long before the construction of the Crypts, Samson served the whims of a ruthless king. He was charged with dispensing the kings justice, to any that would defy his rule. Toward the end of his natural life, Samson sought forgiveness by the church. But he was turned away for his many crimes against followers of the faith. In the end, he found acceptance in the arms of a sinister cult. They bestowed upon him eternal life in exchange for his services.
Special Abilities
Verdicts: Uses his booming voice to flip tablets to guilty.
Gavels: Flips all tablets to guilty when the countdown reaches zero.
Name: Grand Summoner
Age: Immortal Gender: M Height: 6'2"
Biography
Known as the Grand Summoner by his followers, he has sacrificed countless souls in the pursuit of power. Believed to be immortal, his true purpose a mystery, he must be stopped at all costs!
Special Abilities
Summon: Summons his followers to be sacrificed.
Protection: Prevents cultists from being harmed while the shield is active.
Age: Immortal Gender: M Height: 6'2"
Biography
Known as the Grand Summoner by his followers, he has sacrificed countless souls in the pursuit of power. Believed to be immortal, his true purpose a mystery, he must be stopped at all costs!
Special Abilities
Summon: Summons his followers to be sacrificed.
Protection: Prevents cultists from being harmed while the shield is active.
Heroes






"Wizard, wanderer, or weirdo, he is known to be all three. But his concerns do not reside with the opinions of men, only that of the gods. His many years of meditation and study, has enabled him to use magic that has been long since forgotten."






"She has dedicated her life to saving others. Her training as an emergency pilot has taught her to be resourceful, and observant of her surroundings."






"He spent the past few years as a rescue pilot. During that time he dealt with dozens of emergency situations. He is a team player and very adaptable."






"Growing up in a broken home, lead her heavy into drugs. She was eventually arrested for the production of methamphetamine. Though prison cured her of drug addiction, it enhanced her interest in meth and made her a better chemist."






"A lifelong trouble maker. He has participated in many riots over the years, due to his passion for setting things ablaze. Causing chaos, wreaking havoc, and stirring up trouble is where his talents lie."






"As a government scientist working in a secret underground lab, he had no family and very few friends. He is socially awkward, but is a genius in his field of nuclear physics."






"Having worked as a handyman for many years, he has more skills than most people have bones in their bodies. If something needs fixing he is the man to go see."






"Raised in the streets of an unforgiving gang territory, knowing how to spot a weapon from afar was vital to his survival. The outbreak has given him a new sense of purpose, and allowed his talents to really shine."






"A large man in stature, hardened by days spent demolishing houses with his trusty sledge hammer. He has a strong work ethic, and is loyal almost to a fault. Most people use him for his physical strength, but he also has a big heart."






"A military man down to his core. After the chain of command broke down, he still followed thru on his orders. Now he has found his own mission, to rid the world of the undead."






"Many people believe she is a witch that uses the dark arts for personal gain. Although she admits to practicing some forms of magic, she has always been adamant about her love for the living."






"Educated in the ways of numbers and balance sheets. She spent most of her adult life crunching numbers, and sorting thru paper work. After seeing the horrors of the apocalypse, she has taken a more spiritual outlook on life."






"An exterminator of all things creepy and crawly. Although his attitude toward killing vexes most people, he has a wealth of knowledge regarding poisons and pest control."






"She has always had an affinity for the outdoors. As a scout leader in Girl Guides, she knows how to survive in the wilderness. She is very adaptable, as such has many talents to offer."






"Spending a lifetime on military bases, he rose through the ranks to become one of the top bomb ordnance specialists. His discipline and strategic mind makes him an ideal commander."






"As a gypsy fortune teller, she made a living speculating peoples futures. Now that the world is gone to hell, she wants only to appease the old gods. She has dedicated herself to learning the rituals of storm."
Talents

Accounting V
Grants 5% bonus to all points scored during combat.
Grants 5% bonus to all points scored during combat.
Accounting IV
Grants 4% bonus to all points scored during combat.
Grants 4% bonus to all points scored during combat.
Accounting III
Grants 3% bonus to all points scored during combat.
Grants 3% bonus to all points scored during combat.
Accounting II
Grants 2% bonus to all points scored during combat.
Grants 2% bonus to all points scored during combat.
Accounting I
Grants 1% bonus to all points scored during combat.
Grants 1% bonus to all points scored during combat.






Dark Gate V
Adds a 25% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Adds a 25% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Dark Gate IV
Adds a 20% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Adds a 20% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Dark Gate III
Adds a 15% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Adds a 15% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Dark Gate II
Adds a 10% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Adds a 10% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Dark Gate I
Adds a 5% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.
Adds a 5% chance to spawn an additonal row of tentacles when casting the Dark Tentacles spell.



Exterminator V
Increases the time limit on all bonus levels by +15 seconds.
Increases the time limit on all bonus levels by +15 seconds.
Exterminator IV
Increases the time limit on all bonus levels by +12 seconds.
Increases the time limit on all bonus levels by +12 seconds.
Exterminator III
Increases the time limit on all bonus levels by +9 seconds.
Increases the time limit on all bonus levels by +9 seconds.
Exterminator II
Increases the time limit on all bonus levels by +6 seconds.
Increases the time limit on all bonus levels by +6 seconds.
Exterminator I
Increases the time limit on all bonus levels by +3 seconds.
Increases the time limit on all bonus levels by +3 seconds.


Fortified Ooze III
Ooze from a Toxic Barrel has a 30% chance not to take damage from your explosions.
Ooze from a Toxic Barrel has a 30% chance not to take damage from your explosions.

Ground Breaker V
Adds a 25% chance for Sledge Hammers to damage an area radius instead of a single slot.
Adds a 25% chance for Sledge Hammers to damage an area radius instead of a single slot.
Ground Breaker IV
Adds a 20% chance for Sledge Hammers to damage an area radius instead of a single slot.
Adds a 20% chance for Sledge Hammers to damage an area radius instead of a single slot.
Ground Breaker III
Adds a 15% chance for Sledge Hammers to damage an area radius instead of a single slot.
Adds a 15% chance for Sledge Hammers to damage an area radius instead of a single slot.
Ground Breaker II
Adds a 10% chance for Sledge Hammers to damage an area radius instead of a single slot.
Adds a 10% chance for Sledge Hammers to damage an area radius instead of a single slot.
Ground Breaker I
Adds a 5% chance for Sledge Hammers to damage an area radius instead of a single slot.
Adds a 5% chance for Sledge Hammers to damage an area radius instead of a single slot.






Mad Bomber V
Empowered Bombs have a 5% chance to spawn from a Match 3 in addition to a Match 4.
Empowered Bombs have a 5% chance to spawn from a Match 3 in addition to a Match 4.
Mad Bomber IV
Empowered Bombs have a 4% chance to spawn from a Match 3 in addition to a Match 4.
Empowered Bombs have a 4% chance to spawn from a Match 3 in addition to a Match 4.
Mad Bomber III
Empowered Bombs have a 3% chance to spawn from a Match 3 in addition to a Match 4.
Empowered Bombs have a 3% chance to spawn from a Match 3 in addition to a Match 4.
Mad Bomber II
Empowered Bombs have a 2% chance to spawn from a Match 3 in addition to a Match 4.
Empowered Bombs have a 2% chance to spawn from a Match 3 in addition to a Match 4.
Mad Bomber I
Empowered Bombs have a 1% chance to spawn from a Match 3 in addition to a Match 4.
Empowered Bombs have a 1% chance to spawn from a Match 3 in addition to a Match 4.

Military Commander V
Adds a 25% chance for the eject button on the Bomb Factory to instantly reset after use.
Adds a 25% chance for the eject button on the Bomb Factory to instantly reset after use.
Military Commander IV
Adds a 20% chance for the eject button on the Bomb Factory to instantly reset after use.
Adds a 20% chance for the eject button on the Bomb Factory to instantly reset after use.
Military Commander III
Adds a 15% chance for the eject button on the Bomb Factory to instantly reset after use.
Adds a 15% chance for the eject button on the Bomb Factory to instantly reset after use.
Military Commander II
Adds a 10% chance for the eject button on the Bomb Factory to instantly reset after use.
Adds a 10% chance for the eject button on the Bomb Factory to instantly reset after use.
Military Commander I
Adds a 5% chance for the eject button on the Bomb Factory to instantly reset after use.
Adds a 5% chance for the eject button on the Bomb Factory to instantly reset after use.

Modify Big Bomb V
Adds additional Chaos Damage to the explosion.
Adds additional Chaos Damage to the explosion.
Modify Big Bomb IV
Adds additional Wind Damage to the explosion.
Adds additional Wind Damage to the explosion.
Modify Big Bomb III
Adds additional Lightning Damage to the explosion.
Adds additional Lightning Damage to the explosion.
Modify Big Bomb II
Adds additional Cold Damage to the explosion.
Adds additional Cold Damage to the explosion.
Modify Big Bomb I
Adds additional Acid Damage to the explosion.
Adds additional Acid Damage to the explosion.





Plague Grenadier V
When using an Acid Flask, there is a 25% chance that a second flask will be thrown at a random location.
When using an Acid Flask, there is a 25% chance that a second flask will be thrown at a random location.
Plague Grenadier IV
When using an Acid Flask, there is a 20% chance that a second flask will be thrown at a random location.
When using an Acid Flask, there is a 20% chance that a second flask will be thrown at a random location.
Plague Grenadier III
When using an Acid Flask, there is a 15% chance that a second flask will be thrown at a random location.
When using an Acid Flask, there is a 15% chance that a second flask will be thrown at a random location.
Plague Grenadier II
When using an Acid Flask, there is a 10% chance that a second flask will be thrown at a random location.
When using an Acid Flask, there is a 10% chance that a second flask will be thrown at a random location.
Plague Grenadier I
When using an Acid Flask, there is a 5% chance that a second flask will be thrown at a random location.
When using an Acid Flask, there is a 5% chance that a second flask will be thrown at a random location.



Pyromaniac V
When using a Molotov Cocktail, there is a 25% chance that a second molotov will be thrown at a random location.
When using a Molotov Cocktail, there is a 25% chance that a second molotov will be thrown at a random location.
Pyromaniac IV
When using a Molotov Cocktail, there is a 20% chance that a second molotov will be thrown at a random location.
When using a Molotov Cocktail, there is a 20% chance that a second molotov will be thrown at a random location.
Pyromaniac III
When using a Molotov Cocktail, there is a 15% that a second molotov will be thrown at a random location.
When using a Molotov Cocktail, there is a 15% that a second molotov will be thrown at a random location.
Pyromaniac II
When using a Molotov Cocktail, there is a 10% chance that a second molotov will be thrown at a random location.
When using a Molotov Cocktail, there is a 10% chance that a second molotov will be thrown at a random location.
Pyromaniac I
When using a Molotov Cocktail, there is a 5% chance that a second molotov will be thrown at a random location.
When using a Molotov Cocktail, there is a 5% chance that a second molotov will be thrown at a random location.

Quick Learner V
Reduces the cost of all other talents by 10% per rank.
Reduces the cost of all other talents by 10% per rank.
Quick Learner IV
Reduces the cost of all other talents by 8% per rank.
Reduces the cost of all other talents by 8% per rank.
Quick Learner III
Reduces the cost of all other talents by 6% per rank.
Reduces the cost of all other talents by 6% per rank.
Quick Learner II
Reduces the cost of all other talents by 4% per rank.
Reduces the cost of all other talents by 4% per rank.
Quick Learner I
Reduces the cost of all other talents by 2% per rank.
Reduces the cost of all other talents by 2% per rank.


Rapid Fire V
When using a Crossbow, there is a 25% chance that a second bolt will be fired at a random location.
When using a Crossbow, there is a 25% chance that a second bolt will be fired at a random location.
Rapid Fire IV
When using a Crossbow, there is a 20% chance that a second bolt will be fired at a random location.
When using a Crossbow, there is a 20% chance that a second bolt will be fired at a random location.
Rapid Fire III
When using a Crossbow, there is a 15% chance that a second bolt will be fired at a random location.
When using a Crossbow, there is a 15% chance that a second bolt will be fired at a random location.
Rapid Fire II
When using a Crossbow, there is a 10% chance that a second bolt will be fired at a random location.
When using a Crossbow, there is a 10% chance that a second bolt will be fired at a random location.
Rapid Fire I
When using a Crossbow, there is a 5% chance that a second bolt will be fired at a random location.
When using a Crossbow, there is a 5% chance that a second bolt will be fired at a random location.

Rioter V
When using a Sledge Hammer, there is a 10% chance that a Molotov Cocktail will be thrown at a random location.
When using a Sledge Hammer, there is a 10% chance that a Molotov Cocktail will be thrown at a random location.
Rioter IV
When using a Sledge Hammer, there is a 8% chance that a Molotov Cocktail will be thrown at a random location.
When using a Sledge Hammer, there is a 8% chance that a Molotov Cocktail will be thrown at a random location.
Rioter III
When using a Sledge Hammer, there is a 6% chance that a Molotov Cocktail will be thrown at a random location.
When using a Sledge Hammer, there is a 6% chance that a Molotov Cocktail will be thrown at a random location.
Rioter II
When using a Sledge Hammer, there is a 4% chance that a Molotov Cocktail will be thrown at a random location.
When using a Sledge Hammer, there is a 4% chance that a Molotov Cocktail will be thrown at a random location.
Rioter I
When using a Sledge Hammer, there is a 2% chance that a Molotov Cocktail will be thrown at a random location.
When using a Sledge Hammer, there is a 2% chance that a Molotov Cocktail will be thrown at a random location.


Scouting V
Increases the chance for weapons to be found behind walls by 10%.
Increases the chance for weapons to be found behind walls by 10%.
Scouting IV
Increases the chance for weapons to be found behind walls by 8%.
Increases the chance for weapons to be found behind walls by 8%.
Scouting III
Increases the chance for weapons to be found behind walls by 6%.
Increases the chance for weapons to be found behind walls by 6%.
Scouting II
Increases the chance for weapons to be found behind walls by 4%.
Increases the chance for weapons to be found behind walls by 4%.
Scouting I
Increases the chance for weapons to be found behind walls by 2%.
Increases the chance for weapons to be found behind walls by 2%.


Splitting Arrows V
Crossbow fires bolts diagonally left and right. Each rank adds +5 to the diagonal range.
Crossbow fires bolts diagonally left and right. Each rank adds +5 to the diagonal range.
Splitting Arrows IV
Crossbow fires bolts diagonally left and right. Each rank adds +4 to the diagonal range.
Crossbow fires bolts diagonally left and right. Each rank adds +4 to the diagonal range.
Splitting Arrows III
Crossbow fires bolts diagonally left and right. Each rank adds +3 to the diagonal range.
Crossbow fires bolts diagonally left and right. Each rank adds +3 to the diagonal range.
Splitting Arrows II
Crossbow fires bolts diagonally left and right. Each rank adds +2 to the diagonal range.
Crossbow fires bolts diagonally left and right. Each rank adds +2 to the diagonal range.
Splitting Arrows I
Crossbow fires bolts diagonally left and right. Each rank adds +1 to the diagonal range.
Crossbow fires bolts diagonally left and right. Each rank adds +1 to the diagonal range.


Stock Pile V
At the start of a level your Bomb Count is increased by +5.
At the start of a level your Bomb Count is increased by +5.
Stock Pile IV
At the start of a level your Bomb Count is increased by +4.
At the start of a level your Bomb Count is increased by +4.
Stock Pile III
At the start of a level your Bomb Count is increased by +3.
At the start of a level your Bomb Count is increased by +3.
Stock Pile II
At the start of a level your Bomb Count is increased by +2.
At the start of a level your Bomb Count is increased by +2.
Stock Pile I
At the start of a level your Bomb Count is increased by +1.
At the start of a level your Bomb Count is increased by +1.


Summon Wind God V
Adds a 5% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Adds a 5% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Summon Wind God IV
Adds a 4% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Adds a 4% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Summon Wind God III
Adds a 3% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Adds a 3% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Summon Wind God II
Adds a 2% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Adds a 2% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Summon Wind God I
Adds a 1% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.
Adds a 1% chance when dropping a Wind Bomb to trigger the Twisting Tornadoes spell.

Treasure Hunter V
+5 XP and Coin Bags recieved from curios.
+5 XP and Coin Bags recieved from curios.
Treasure Hunter IV
+4 XP and Coin Bags recieved from curios.
+4 XP and Coin Bags recieved from curios.
Treasure Hunter III
+3 XP and Coin Bags recieved from curios.
+3 XP and Coin Bags recieved from curios.
Treasure Hunter II
+2 XP and Coin Bags recieved from curios.
+2 XP and Coin Bags recieved from curios.
Treasure Hunter I
+1 XP and Coin Bags recieved from curios.
+1 XP and Coin Bags recieved from curios.

Wind Devotion V
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +5.
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +5.
Wind Devotion IV
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +4.
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +4.
Wind Devotion III
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +3.
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +3.
Wind Devotion II
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +2.
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +2.
Wind Devotion I
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +1.
Increases the number of slots damaged by tornadoes emitted from the Twisting Tornadoes spell by +1.


Trinkets

Coin Purse
A small satchel used to store coins.
Increases the number of coins received from all sources by 25%.
A small satchel used to store coins.
Increases the number of coins received from all sources by 25%.

Crystal Ball
A shiney crystal ball mounted on a hand carved wooden base. It was most likely used by a fortune teller attempting to see into the future.
Allows you to eject an additional bomb from your chamber.
A shiney crystal ball mounted on a hand carved wooden base. It was most likely used by a fortune teller attempting to see into the future.
Allows you to eject an additional bomb from your chamber.

Dream Catcher
Gain natural wisdom even as you sleep.
Adds a 25% chance for a double XP orb to spawn instead of a single XP orb.
Gain natural wisdom even as you sleep.
Adds a 25% chance for a double XP orb to spawn instead of a single XP orb.

Evil Totem
A primitive totem once blessed by a tribal shaman. It gives off an eerie vibe.
Increases the damage radius of Acid Flasks by 1.
A primitive totem once blessed by a tribal shaman. It gives off an eerie vibe.
Increases the damage radius of Acid Flasks by 1.

Ghostly Landmine
An antiqued landmine made from a strange metal alloy.
Zombies slain by landmines, will emit soul charges upon death.
An antiqued landmine made from a strange metal alloy.
Zombies slain by landmines, will emit soul charges upon death.

Golden Egg
A shiney golden egg, filled with magical yolk.
Dropping a Strange Elixir paints the center zombie with golden yolk, converting it into a Powerup.
A shiney golden egg, filled with magical yolk.
Dropping a Strange Elixir paints the center zombie with golden yolk, converting it into a Powerup.

Meteor Shard
A chunk of meteroite radiating a strange glow.
Meteor Shower will drop one additional meteor.
A chunk of meteroite radiating a strange glow.
Meteor Shower will drop one additional meteor.


Mystic Amulet
A mysterious amulet brimming with power.
Reduces the amount of souls required to charge up all spells by -1.
A mysterious amulet brimming with power.
Reduces the amount of souls required to charge up all spells by -1.

Rabbits Foot
A classic trinket to bring good fortune.
Increases the chance of finding XP from enemies by 10%.
A classic trinket to bring good fortune.
Increases the chance of finding XP from enemies by 10%.

Teslas Journal
A book containing scribblings written by Nikola Tesla.
Adds a 5% chance to trigger a Lightning Ball, when dropping Lightning Bombs.
A book containing scribblings written by Nikola Tesla.
Adds a 5% chance to trigger a Lightning Ball, when dropping Lightning Bombs.

Vampire Blood
A strange looking vial full of coagulated blood. A dab of this on the tongue, and you will acquire the speed and vigor of a vampire.
15% chance to deflect Boss projectiles.
A strange looking vial full of coagulated blood. A dab of this on the tongue, and you will acquire the speed and vigor of a vampire.
15% chance to deflect Boss projectiles.

Volatile Liquid
A beaker containing an unstable mixture of chemicals.
Regular bombs have a 5% chance when dropped, to explode as Empowered Bombs.
A beaker containing an unstable mixture of chemicals.
Regular bombs have a 5% chance when dropped, to explode as Empowered Bombs.

Walkie Talkie
Call for back up!
Upon reaching 1 bomb left you have a 50% chance to call in a Big Bomb to drop.
Call for back up!
Upon reaching 1 bomb left you have a 50% chance to call in a Big Bomb to drop.

Walking Stick
An old gnarled stick that grants wisdom to its wielder.
Gain an additional XP when receiving a bronze, silver or gold star from beating a level.
An old gnarled stick that grants wisdom to its wielder.
Gain an additional XP when receiving a bronze, silver or gold star from beating a level.

Witches Cauldron
A menacing looking cauldron full of bat wings and eyeballs.
Converts all souls emitted into chaos souls.
A menacing looking cauldron full of bat wings and eyeballs.
Converts all souls emitted into chaos souls.
Bombs


Lightning Bombs
Releases an electrical surge of chain lightning, that travels in a zig-zag in two directions.
Releases an electrical surge of chain lightning, that travels in a zig-zag in two directions.
Weapons


Big Bomb
One bomb to rule them all.
Causes a massive explosion covering the entire grid with fire.
Breaks red armored items
One bomb to rule them all.
Causes a massive explosion covering the entire grid with fire.
Breaks red armored items


Acid Flask
A flask of highly corrosive acid.
Melts all zombies within the area radius.
Breaks green armored items.
A flask of highly corrosive acid.
Melts all zombies within the area radius.
Breaks green armored items.


Molotov Cocktail
A liquor bottle filled with gasoline.
Sets the ground ablaze within a good sized radius.
Breaks red armored items.
A liquor bottle filled with gasoline.
Sets the ground ablaze within a good sized radius.
Breaks red armored items.


Shotgun
Get surgical with this 12 gauge shotgun!
Blast everything within a frontal cone area.
Breaks armored zombies of any color.
Get surgical with this 12 gauge shotgun!
Blast everything within a frontal cone area.
Breaks armored zombies of any color.


Crossbow
The hunted becomes the hunter.
Fires a bolt upward in a single column.
Breaks armored zombies of any color.
The hunted becomes the hunter.
Fires a bolt upward in a single column.
Breaks armored zombies of any color.


Sledge Hammer
The precision handymans tool of choice.
Destroys any item with a single blow, including walls and armored items.
The precision handymans tool of choice.
Destroys any item with a single blow, including walls and armored items.


Strange Elixir
A beaker containing an unknown liquid.
When dropped on an item, the color of all surrounding items change to the same color.
A beaker containing an unknown liquid.
When dropped on an item, the color of all surrounding items change to the same color.
Spells
Power Ups

Empower Bomb
Empowers your next bomb, increasing its range, and allowing it to be dropped without a match 3.
Empowers your next bomb, increasing its range, and allowing it to be dropped without a match 3.







Medikit
Heals your health 25%. Used only on the Grave Digger boss level.
Heals your health 25%. Used only on the Grave Digger boss level.