Welcome to the “Roboquest Item Guide”! This guide covers all aspects of items in the game, such as their price, how to obtain them, and which ones are useful to compare. Whether you’re a new player or a seasoned pro, this guide provides quick and easy overviews to help you during your gameplay. So let’s dive in and level up your item knowledge!
1. Introduction – Purpose, Structure & Limitation of this Guide
Therefore, this guide has 4 main purposes:
- Explain general gameplay features around items to grant new players an easier start into the game.
- Provide a quick at hand overview to compare your progress in the Museum.
- Provide a quick at hand reference during a run for an easy read up on terms, desireable items and their prices (e.g., how many Powercells you have to save for the next shop).
- Aid planners and theorycrafters by providing every relevant group of items with a similar effect. This enables players to compare items immediatly and figure out builds better.
As Roboquest likes to hit you the hardest when you just started out, this guide aims to prevent unnecessary frustration by serving these 4 purposes. The biggest contribution of this work are the 41 groups, both figuratively and literally speaking. This stems from the fact that you cannot display at items from different qualities at the same time in the game, nor view more than one description at a time in the Museum. I’m confident that the high number of groups is still more enjoyable to use than a compacted, pale table or Excel sheet for the same purpose. But ideally, this guide should provide you with any content on items you could ask for.
As this is my first guide, constructive criticism as well as rating this guide is highly appreciated. Given the extent, it is safe to assume that there are still plenty of typos left. Contributing with hints for those or pointing out other errors will not only be cherished, but also mentioned at the end in the chapter “8. Conclusion & Acknowledgements”. After all, my scientific background led me to value the peer review process very high.
This guide is structered as follows:
- Chapter 2 provides a manual for navigating this guide, please read it after this introduction.
- Chapters 3 to 5.1 explain the most important gameplay features involving items as well as every relevant thing to know about them.
- Chapter 5.2 shows the brief overview of the Bazaar (item pages) in the Museum. Use this section to compare your progress.
- Chapter 6 depicts every item with its description, sorted by quality.
- Chapter 7 provides 41 groups of items. Each group consists of three sub-groups showing every item that has either a positive effect on, a negative effect on, or is triggered by the term in the description, respectively.
- Chapter 8 concludes this guide with final thoughts and acknowledgements.
- Chapter 9 states my sources and legal disclaimers.
I highly recommend that you follow up this introduction with the manual in chapter 2 to maneuver through this document effectively. Steam guides are not optimized for such extensive content, but if you follow my recommendations, you can still browse fast through this content.
It is important to not confuse items mentioned in this guide with the distinct “Quest Items” or “Gadgets” in Roboquest. Quest items don’t provide any buff, can only be gathered once and stay in your inventory across runs until you give them to the right NPC. Doing so removes the quest item from your inventory. “Gadgets” are permanent items that are received from completing quests for NPCs and that can be en- or disabled in the Basecamp. This guide neither discusses quest items nor gadgets for the sake of not spoiling the fun gameplay and content behind them. Let me know if you think these topics (or any other) should be part of this work.
No one likes spoilers, so to ensure a spoiler free guide, every information on late game content (e.g., gadgets, discoverable features) will be blacked out like so. If you mouse over the black bar, you can read the text. Additionally, late game content will only be discussed where it is absolutely necessary, to complete the view on the topic of items.
2. How to Use this Guide & the Steam Overlay
The contents of chapter 3 and 5.1 are self-explanatory, you consult these sections to read up on general information about items.
If you have questions about a gameplay term or are looking for clarification on a confusing item description, chapter 4 will provide you with answers.
If you want to quickly compare your item progress in the Museum, head to chapter 5.2. If you are only interested in a single quality of items, you can go directly to the respective chapter 6. Each overview from chapter 5.2 is depicted there as well.
If you want to read up on a missing item, identifying it so to speak, use the corresponding number in chapter 6. For example, you lack the 5th superior item. You head to “6.2 Superior Items in Detail”. The overview lets you identify the missing item as the Rubber Duck. You then scroll through attached list of superior items till you see the Rubber Duck on the left. Here you find the description of said duck on the right.
Now for the highlight of this guide: Lets assume you ask yourself “Which items increase the firerate of my weapon?”. A reasonable thing to ask when fighting for survival. What you are asking for is the group “XYZ Weapon – Firerate”, to be precise, the sub-group “Positve/Increase”. As you can see on the right, chapter 7 consists of 41 main groups sorted alphabetically (further details on their structure are in the chapter “7. Groups – How to Read Groups”). You could simply scroll through every entry till you find “XYZ Weapon – Firerate”. But that process can be sped up, see below.
When it comes to quickly manoeuvering this guide, you can click on the chapters in the list of contents on the right to jump there, which works great until you reach the 41 groups. The same can be said for using the “Control Find” function, which I highly recommend for chapters 3 to 5.2:
You can search for any specific text by pressing CTRL+F on your keyboard with this function. Doing so opens up a small input window on the top right of the Steam window. Use the attached arrows to jump to every result of your search.
Fig. 1: The input window highlighted by the red arrow.
Those arrows are very handy up to chapter 7, where they won’t bring you far when looking for common phrases. The number of results is just too high to click through every result via the input window.
Instead, after entering a desired word or term, scroll through the list of contents (hold the “Page Down” key or press down on your middle mouse button followed by a down movement) to quickly look for every highlighted example of your word in the chapter title. This will bring you quickly to the right group.
After using this guide a couple times, you will remember the intuitive labes of the groups on your own, which will lead you even faster to your desired entry. Let me know if there are possible improvements for this process!
In case you didn’t know, Valve overhauled the Steam Overlay during a game. To open the overlay, press SHIFT+TAB (by default).
Fig. 2: The opened overlay during the main menu of Roboquest. The guide tab is highlighted by the red arrow.
You can open any guide you wish by using the guide tab at the bottom. The best feature: If you let the guide window open and just close the overlay, Steam will save that window and the exact spot you were viewing. This enables you to quickly consult relevant parts of this guide during a run by simply pressing SHIFT + TAB.
Fig. 3: An example of how you could use this guide in the background. Any time you encounter one of the 5 ambiguous items during a run, you just open the overlay and have the respective section quick at hand.
To have any desired group of items ready at your hand offers a lot of applications: You can easily look up prices to decide how many Powercells to save for the next shop, balance positive and negative effects of items (e.g., deciding which perks to take to counteract a possible 12% armor reduction from an item you hope to collect), figure out which weapons would complement a critical build best and many more. Experiment with this feature to create the overviews you need and enjoy the potential of it.
Equipped with this knowledge, it is time to move on to the real content of this guide.
3. Attributes, Obtainability & Price of Items
Items are obtainable, constant buffs or alterations of gameplay aspects. For example, they can increase the firerate of your weapon, lower the cooldown of your abilities or improve the healing you receive. Of course, there are stronger and weaker items, indicated by 4 categories of quality: common, superior, fantastic, and corrupted . Other roguelites (e.g., Slay the Spire, Darkest Dungeon) often use the terms “relics” or “trinkets” to describe their version of what items are in Roboquest. Accordingly, every item in Roboquest lasts only for the duration of your current run – if you get knocked out (or win) you will start your next run with 0 items again. Additionally, there are no duplicates of an item, you can have any item only once in your inventory. This holds true in multiplayer, as everything other than weapons dropped by enemies isn’t shared between players. Because of that, each player can own any item exactly once independent from one another. However, contrary to other games, items in Roboquest cannot be sold, traded or otherwise be removed from your inventory (the only exception “Spare Head” will be discussed in chapter 4). This is especially important with corrupted items that have negative effects attached to them. So please be aware that you can’t get rid of items once you have them. Consequently, there is no limit on how many distinct items you can carry during a run.
Items have four key attributes: The symbol, the name with description, the quality (as mentioned above), and if you purchase one from a vendor, a price. The quality determines the general power of an item and hence the price. To visualize:
Fig. 4: Legend of an item for sale.
Check the prices in the section “How much does an item cost?” below.
You obtain items through two different interactions:
1) Choosing an item as a free reward from a chest.
2) Buying or collecting an item from a friendly NPC. There are 4 cases for this:
- 2A): Buying an item from Bazaar Bob in exchange for the currency Powercells. This requires you to already have the Tier 1 upgrade “Bazaar Bob” in the Workshop purchased.
- 2B) Choosing one of the two fantastic items from Johnny W. on the map “Oasis” without costs.
- 2C) Buying a corrupted item from Heisenbot using Powercells. See below for details.
- 2D) Receiving an item from Lottery Luke in exchange for wrenches. This requires you to already have the highest Tier upgrade “Lottery Luke” in the Workshop purchased.
Option 1 is straight forward. You can only choose one reward from a chest. If you choose an item, it will be added to your inventory for free. Items can spawn in Max’s Chests as well as in corrupted chests.
Fig. 5: Left: Max’s Chest before opening. Right: A corrupted item next to other rewards from a corrupted chest.
Option 2A will only be available once you invest wrenches at the Workshop in the “Bazaar Bob” upgrade. Note that Bazaar Bob is, like every vendor, not guaranteed to show up when you enter a rest site. You can increase the chance of him being there by purchasing the higher Tier “Friendly Circle” upgrades in the Workshop.
Option 2B requires you to find and help Johnny W. on the map “Oasis”. Once you have done that, he will offer you the choice between two fantastic items for free every time you visit the same spot you met him. He doesn’t change locations or maps.
Option 2C requires you to either unlock a door in the map “Energy Center” to be able to trade only at that spot with Heisenbot. Or, if you want to encounter this NPC on other locations, you have to find and beat the map “The Pit” to obtain the red crystal . Doing so will unlock the permanent upgrade in the Workshop on the right side. Again, Heisenbot is, like every vendor, not guaranteed to show up on other locations except behind the mentioned door in the Energy Center.
Option 2D will only be available once you invest wrenches at the Workshop in the “Lottery Luke” upgrade. From then on, you are going to encounter Luke at the rest site at the very start of each map. Rolling his one-armed bandit by paying wrenches has a chance to win you a random item (among a lot of other possible rewards). Every roll increases the cost of the next try by 2 wrenches. The more wrenches you spend during a run, the more it increases the chance for higher quality prizes. Rolling also reduces Lottery Lukes power. If his power is depleted, he will stop his service for the rest of the run.
Bazaar Bob and Heisenbot are fair vendors that always demand the same amount of Powercells for an item. As mentioned above, the quality of an item determines its price:
Common (Green) = 6 Powercells
Superior (Blue) = 8 Powercells
Fantastic (Yellow/Brown) = 12 Powercells
Corrupted (Purple) = 6 Powercells
These colors appear in the background of every item symbol throughout this guide to display quality and price without text.
Lottery Luke starts at 6 wrenches for a roll, although there is no confirmation if it is possible to win an item on the first try. Remember, there is no fixed item reward, so you might spend a lot of wrenches without even winning an item.
Quick info on the currencies:
Fig. 6: Left: A dropped Powercell near a healing-cell. Right: A dropped wrench near a healing-cell.
Powercells (blue) are dropped by enemies and are rewarded for clearing levels with a high rank. They are your currency for buying items and weapons, upgrading weapons as well as re-rolling the affixes on your weapons once you have the respective upgrades at the Workshop. Powercells only last for your current run.
Wrenches (yellow) are dropped by enemies and are permanent across runs to buy upgrades at the Workshop. They are also rewarded for finding hidden data logs scattered across the world. Later on, you gain them also for beating levels on higher difficulties than “Standard”.
Important: Wrenches and Powercells on the ground despawn (just like healing orbs) if you don’t collect them fast enough! Find a balance between fighting enemies from a distance and going in to collect your drops.
That is an entire guide on its own, as it is highly build and playstyle dependent. My recommendation for beginners is to invest in improved healing, reduction of negative status effects and the ability to mark an enemy. All of this can mostly be done without items via abilities, perks and weapons, so try to find a good balance between using these options. Also, with the provided groups below, you can figure out synergies and strong builds on your own, which is part of the fun.
The only two items you should buy/take every time are the Ugly Tie for 10% more boss damage and the Flower Pot to reduce the duration of negative status effects by 50%. Both will pay off heavily in the later maps.
4. Confusing Terms & Item Descriptions
This should get you well underway to grasp all remaining descriptions on your own. Please let me know if you need more detailed or other explanaitions. Every contribution is highly appreciated!
Let’s stary by explaining terms as this lowers the amount of ambiguous items drastically:
Alt-fire is short for alternative firemode. Weapons can spawn with an attachement, e.g., a grenade launcher, which is used by pressing the right mouse button (by default). Scroll to “Rocket Jump” in this section for full example with visual help.
To understand what auto-critical chance is, you need to know how the game handles critical hits: As you probably figured out by now, almost all of the enemies in Roboquest have a red weak spot, either in plain sight or more hidden or shielded. Multiple weak spots on the same enemy are also possible.
Fig. 7: This annoyed Laser Pawn has 3 weak spots, the eye and the tip of every rocket.
Hitting a weak spot causes a critical hit, which deals critical (increased) damage. Different weapons have different critical multipliers. Lets assume the standard critical multiplier of 1.25: This multiplier tells you, that a critical hit with this weapon will deal the regular damage times 1.25. Or, to put it simple, it will deal 25% increased damage. Note that not every weapon can deal critical damage.
Hitting everything else on an enemy is a regular hit, unless you have an automatic critical chance. The auto-crit deals critical damage even if you did not hit a weak spot. A 100% auto-crit chance would translate into every hit being critical, 50% would be a critical hit about every second time you deal damage and so on.
This group consists of every enemy on the first page of the Robo-Zoo in the Museum. In other words, every bot except elites, goliaths and bosses.
Elemental refers to burn (fire), cryo (ice) and shock damage. Everything else, including explosions, is considered non-elemental.
A headbonk refers to jumping on top of an enemy. This will deal damage and inflict high impact. If an enemy receives enough impact, it will be staggered for a couple of seconds.
A marked enemy receives 50% more damage from all sources for 6 seconds. Marks can be caused by weapons, items, skills and perks. You can tell that an enemy is marked by a red cross over its head:
Fig. 8: This Scout Pawn is marked and will meet its end sooner than later.
A pickup is every helpful thing that an enemy drops on death, excluding weapons: Healing-Cells, Powercells, and wrenches. Consult chapter 3 for a more detailed discussion of currencies. A later class can even use a skill to create another pickup, but you should experience that on your own.
Pickup range describes how far away you can be to collect pickups. The bigger the range, the further you can be from the drops to automatically collect them, you attract them.
As long as you have two weapons, the currently not equipped one (the one in your “pocket”) will be reloaded after a short delay. Some firearms have affixes that can reload unequipped weapons earlier by killing an enemy.
This term used to really bother me, as I was reading it frequently when I started out but couldn’t find a definition within the game until later. To spare you the same fate: Weapons can have alternative firemodes (e.g., “Fires an explosive grenade”) after a certain upgrade at the Workshop. One of those alt-fire modes is the Rocket Jump, an explosion around you that propels you into the air. It does count as 1 regular jump:
Fig. 9: A Thumper with the alt-fire mode “Rocket Jump” on it.
Comments in italic:
Pickle Jar – Fully restores your health.
Only once and at the moment of collecting this item.
Candle – Increases burn or and explosion damage by 10%.
It increases both, there is no choice or draw which damage type receives the buff.
Strawberries – Increases critical damage by 20% after dealing critical damage.
As there is no time window, it only works for the next hit. You could read it as “If you inflict two critical hits in a row, the second hit deals 20% increased damage”
Spare Head – Dropping to 0 health restores 30% of your maximum health and destroys this item.
The only item that can be removed from your inventory. This is basically a second life, avoiding the first time you would die during a run. After using the spare head, you are back to one life.
Stone Block – Increases heavy weapon fire rate by 20% and their damage by 20% but increases their speed penalty by 60%.
Heavy weapons reduce your movement speed by 25% while shooting. This item increases the speed penalty by 60% which calculates to 15% (25*0,6). That adds up to a massive total of 40% decreased movement speed while shooting!
5.1 Managing Your Items
Roboquest isn’t upfront with a couple of things, the same goes for finding the description of your items during a run. As you probably noticed, the symbol of each item you own is displayed on the right side of your screen under the minimap at all times:
Fig. 10: Top right of the screen. The red arrow highlights the always visible symbols of your items.
Additionally, you can hold Tab (by default) to bring up the info screen of your run:
Fig. 11: Top right of the screen when holding Tab (by default). Here you find the item tab.
While your skills and upgrades are displayed on the left (not visible in the above picture), the right displays, top to bottom, details about your weapons, class, items, gadgets and data logs. The key here is to use your mouse wheel to scroll through the different categories. The item category (duck symbol) shows the picture as well as the description of all your items. If you pass a certain number of items, a second tab will be created for your new items.
The Museum in your Basecamp (the area you are in before starting a run) keeps track of every item you owned previously under the section “Bazaar”. You can see those overviews completed in chapter 5.2 and 6. But during a run, how can you tell if you owned an item at any point in the past or if one is “undiscovered” and hasn’t been used? The solution is simple: Every undiscovered item you encounter will have a blue “NEW” label on the bottom of the description when looked at:
Fig. 12: The NEW label visible under the Tin Can at Bazaar Bob’s shop.
With that said, it is time to move on to the actual items.
5.2 Brief Item Overview without Descriptions
Fig. 13: Common items. The red underlined items are only available in multiplayer.
Superior:
Fig. 14: Superior items. The red underlined item is only available in multiplayer.
Fantastic:
Fig. 15: Fantastic items
Corrupted:
Fig. 16: Corrupted items
6.1 Common Items in Detail
Fig. 13: Common items. The red underlined items are only available in multiplayer.
From left to right, top to bottom, 40 total:
Pickle Jar – Fully restores your health.
Lollipop – Increases firerate by 35% for 6s when burned, frozen, stunned, hacked or blinded.
Thermos Flask – Increases healing-cell duration by 35%.
Rice Cooker – Increases healing-cell efficiency by 15%.
Rubber Tape – Increases alt-fire damage by 20% and reduces their cooldown by 20%.
Soccer Shoe – Increases headbonk damage by 50%.
Ugly Tie – Increases all damage by 10% against bosses.
Rake – Increases all damage by 10% against turrets.
Fly Swatter – Increases all damage by 10% against flying enemies.
Gingerbread Jeremy – Increases Repair-o-Bot healing by 20%.
Octopus Plush – Increases pickup gathering range by 35%.
Stool – While crouched, increases weapon accuracy by 50% and their damage by 15%.
Dice – Grants 2 perk reroll tokens.
Credit Card – Shooting has 10% chance to refund 2 ammo or 5% energy.
Monocle – Increases weapon damage by 15% against enemies further than 14m.
Wonka bar – Has a 25% chance to grant you 20 Powercells, 75% to do nothing.
Party Popper – Taking down an enemy has a 4% chance to drop 6 additional healing cells.
Soap – Increases weapon pocket reload speed by 150%.
Salt Shaker – Increases reload speed by 20% when clip is empty.
Carnival Mask – Increases armor by 4%.
Flower Pot – Reduces the duration of blind, hack, stun and freeze on yourself by 50%.
Ice Cream – Increases freeze rate by 15% and duration by 15%.
Candle – Increases burn and explosion damage by 10%.
Butter – Picking up a Powercell or a Wrench triggers an explosion dealing 22 damage.
Microphone – Increases melee and [Secondary Ability] damage by 10%.
Miss B. – Increases auto-critical chance by 5%.
Eggplant – Increases all shock damage by 10%.
Tin Can – Inreases all damage by 20% against stunned and staggered enemies.
Frog Prince – While airborne, increases weapon damage by 15%.
Sami – Deals 15 damage to enemies damaging you.
Magic Wand – Increases explosions radius by 10% and Rocket Jump power by 25%.
Sandal – While you are on the ground, increases weapon damage by 20% against enemies below you.
Coffee Mug – Increses firerate by 10% and reload speed by 10%.
Battery – Increases energy weapon damage by 10%.
Fountain Pen – Increases non-elemental damage by 10%.
Walkie Talkie (Co-op exclusive) – Increases damage by 15% while you are within 7.5 metres of your brobot.
Heart Necklace (Co-op exclusive) – Increases armor by 16% while you are within 7.5m of your brobot.
Cheese – Increases Gadget 8s Jetpack maximum duration by 1.5s.
Cookie – Reduces Gadget 10 Grappling Hook cooldown by 2s.
Skateboard – Gadget 3 Roller increases firerate by 20% and Gadget 3s Roller effect duration is increased by 3s.
6.2 Superior Items in Detail
Fig. 14: Superior items. The red underlined item is only available in multiplayer.
From left to right, top to bottom, 34 total:
Phone Charger (Co-op exclusive) – Increases brobot rebooting speed by 25% and it no longer costs health.
Thimble – Reloading increases firerate by 20% for 3s.
Green Sock – Performing a headbonk repairs all your scratch bar.
Atomic Mushroom – Explosions have a 20% chance to have a bigger radius or 15% to have a smaller radius.
Rubber Duck – Performing a headbonk increases firerate by 20% and movement speed by 12% for 6s.
Floppy Disc – Every 6s, deals 32 shock damage to an enemy within 7.5m.
French Fries – Every 2s, dealing critical damage reduces [Primary Ability] cooldown by 10%.
Toy Helicopter – Every 5s, performing a headbonk triggers a Rocket Jump.
Police Whistle – Opening a door increases firerate by 30% and movement speed by 12% for 12s.
Viking Helmet – Increases all damage by half of your bonus movement speed.
Lemon – Taking damage increases movement speed by 12% and firerate by 15% for 6s.
Post Stamp – Taking down an enemy has a 8% chance to trigger a mark explosion.
Popcorn – Marking an enemy deals 25 burn damage over time to it.
Winter Hat – Freezing an enemy has a 20% chance to trigger a cryo explosion dealing 20 damage.
Drum – Shock damage has a 15% chance to ricochet on 1 enemy within 9m dealing 40% damage.
Hot Dog – Taking down a burning enemy has a 15% chance to trigger a burn explosion dealing 22 damage.
Piece of Cake – Freezing an enemy deals 25 burn damage over time to it.
Toaster – Increases non-burn damage by 25% against burning enemies.
Soda Bottle – Reloading has a 25% chance to trigger an explosion dealing 30 damage.
Strawberries – Increases critical damage by 20% after dealing critical damage.
Little Wheel – Swapping weapons increases firerate by 15% for 5s.
Scissors – Taking down an enemy with [Secondary Ability] reduces [Primary Ability] cooldown by 10%.
Bowl – Every 6s, your next shot fires an explosive marking projectile.
Bowtie – Increases all damage by 30% against enemies with less than 25% health remaining.
Cherries – On last 25% ammo, increases weapons auto-critical chance by 35%.
Fancy Button – Increases melee and [Secondary Ability] damage by 30% against enemies with more than 90% health remaining.
Watermelon – Taking down an enemy with critical damage has a 50% chance to automatically gather pickups.
Cucumber – While you have no scratch damage, increases all damage by 15%.
Bottle Cap – Increases magazine weapons first shot damage by 20%.
Red Car – Every 4s, your next weapon shot while crouched has 100% auto-critical chance.
Magnet – Gadget 10 Grappling Hook deals shock damage.
Water Bottle – Gadget 4 Hero Cape deals cryo damage.
Carrot – Gadget 2 Pogo Stick triggers a burn explosion dealing 16 damage.
Yo-Yo – Increases cryo critical damage by 25%.
6.3 Fantastic Items in Detail
Fig. 15: Fantastic items From left to right, top to bottom, 17 total:
From left to right, top to bottom, 17 total:
Stapler – Shooting no longer consumes ammo or energy for 1.5s after taking down an enemy.
Screwdriver – Melee damage instantly executes common enemies with less than 15% health remaining.
3D Glasses – Performing a headbonk marks all enemies within 6m.
Spare Head – Dropping to 0 health restores 30% of your maximum health and destroys this item.
Magic Broom – Every 6s, instantly executes the next common enemy damaging you.
Hero Knee Pads – Sliding fires three explosive grenades in front of you.
Jet Fighter – Every 3s, your next shot fires an explosive missile.
Candies – Gathering a healing-cell reduces [Primary Ability] cooldown by 3%.
Boom Box – Every 1s, deals 22 damage to all enemies within 7.5m.
Beach Ball – Taking damage has a 15% chance to grant you an invulnerable bubble for 2s.
Secret Book – Grants 1 upgrade choice.
CD – Taking down an enemy increases firerate by 10% (max. 60%). Reloading or swapping weapons resets this effect.
Baguette – Grants an additional jump.
Air Freshener – Every 1s, repairs 1% of your scratch damage.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
Tiny Bicycle – Every 1s, generates 2 charges (max. 5). Increases your next ability damage by 20% per charge and consumes all charges.
Fireman Truck – While there are no enemies within 12m, generates 2 charges every 1s (max. 5). Your next critical damage deals 20% increased damage per charge and consumes all charges.
6.4 Corrupted Items in Detail
Fig. 16: Corrupted items
From left to right, top to bottom, 24 total :
Magnifying Glass – Increases weapon damage by 25% against enemies within 7.5m but reduces their damage by 50% against enemies further away than 14m.
An Egg – Reduces armor by 12%. Taking damage grants a 100% auto-critical chance for 4s.
Atomic Radish – Taking damage has a 10% chance to trigger a Rocket Jump.
Perfume Bottle – Increases explosion damage by 20% but decreases their radius by 30%.
Non-Magic Ring – Increases non-elemental damage by 25% but decreases elemental damage by 40%.
Artishock – Increases shock damage by 20% but taking damage has a 5% chance to stun you.
Stone Block – Increases heavy weapon fire rate by 20% and their damage by 20% but increases their speed penalty by 60%.
Snow Globe – Deals 22 cryo damage to enemies damaging you but taking damage has a 10% chance to freeze you.
Poppy – Increases auto-critical chance by 20% but you no longer apply critical hits when hitting enemies’ critical spots.
Lumo Pal – Increases healing-cells efficiency by 25% but reduces their duration by 50%.
TV Remote – Reduces [Primary Ability] cooldown by 25% but using it has a 8% chance to hack you.
Crab Key Ring – [Secondary Ability] deals burn damage but using it has a 10% chance to burn you.
Balloon – Increases burn damage by 20% but decreases your armor by 8%.
Jigsaw Box – Increases weapon damage by 10% and reloading rerolls your current weapon affixes.
Chili Pepper – Increases critical damage by 40% but decreases damage by 20%.
Avocado – Increases armor by 12% but decreases healing-cells efficiency by 50%.
Banana – Increases explosion damage by 25% when hitting a single enemy but decreases it by 25% when hitting multiple ones.
Gas Lighter – Increases reload speed by 40% but reloading has a 5% chance to burn you.
Hourglass – Increases weapon damage by 25% but decreases firerate by 25%.
Bag – Increases weapon ammo by 50% but decreases reload speed by 30%.
Shell – Increases armor by 12% but reduces movement speed by 12%.
Ice Cube – Increases cryo damage by 20% but increases burn damage you take by 80%.
Sponge – Increases shock damage by 20% but you can no longer stun enemies.
Kazoo – Every 4s, your next weapon shot fires a piercing burn arc dealing 50 damage, but has a 15% chance to burn you.
7. Groups – How to Read Groups
As you can see on the right, the 41 groups are titled as the relevant key word of an item description and are sorted alphabetically. Every group consists of three sub-groups. These groups are determined by their impact on the key word:
- Positive, increasing effects, written in bold (e.g., “Increases firerate by x %”).
- Negative, reducing effects, underlined (e.g., Decreases movement speed by x %).
- Effects that trigger from the key word (e.g., After dealing critical damage, increase firerate by x%) in italic.
This creates a better distinction as Steam guides lack the option for colored text. The items in each sub-group are arranged by their quality, starting with the lowest and ending with the highest (Common – Superior – Fantastic – Corrupted). If multiple items have the same quality, they are sorted by their place in the Museum (first left to right, top to bottom) as in chapters 6.1 to 6.4.
Keep in mind that the background color of an item symbol tells you the quality and hence the price:
Green = Common = 6 Powercells
Blue = Superior = 8 Powercells
Brown = Fantastic = 12 Powercells
Purple = Corrupted = 6 Powercells
Enjoy browsing now!
7.1 Ability – Cooldown
French Fries – Every 2s, dealing critical damage reduces [Primary Ability] cooldown by 10%.
Scissors – Taking down an enemy with [Secondary Ability] reduces [Primary Ability] cooldown by 10%.
Candies – Gathering a healing-cell reduces [Primary Ability] cooldown by 3%.
TV Remote – Reduces [Primary Ability] cooldown by 25% but using it has a 8% chance to hack you.
TV Remote – Reduces [Primary Ability] cooldown by 25% but using it has a 8% chance to hack you.
Scissors – Taking down an enemy with [Secondary Ability] reduces [Primary Ability] cooldown by 10%.
TV Remote – Reduces [Primary Ability] cooldown by 25% but using it has a 8% chance to hack you.
7.2 Ability – Damage
Microphone – Increases melee and [Secondary Ability] damage by 10%.
Fancy Button – Increases melee and [Secondary Ability] damage by 30% against enemies with more than 90% health remaining.
Tiny Bicycle – Every 1s, generates 2 charges (max. 5). Increases your next ability damage by 20% per charge and consumes all charges.
None.
Scissors – Taking down an enemy with [Secondary Ability] reduces [Primary Ability] cooldown by 10%.
Tiny Bicycle – Every 1s, generates 2 charges (max. 5). Increases your next ability damage by 20% per charge and consumes all charges.
7.3 Armor
Carnival Mask – Increases armor by 4%.
Heart Necklace (Co-op exclusive) – Increases armor by 16% while you are within 7.5m of your brobot.
Avocado – Increases armor by 12% but decreases healing-cells efficiency by 50%.
Shell – Increases armor by 12% but reduces movement speed by 12%.
An Egg – Reduces armor by 12%. Taking damage grants a 100% auto-critical chance for 4s.
Balloon – Increases burn damage by 20% but reduces your armor by 8%.
None.
7.4 Co-op Exclusive (Brobot)
Walkie Talkie (Co-op exclusive) – Increases damage by 15% while you are within 7.5 metres of your brobot.
Heart Necklace (Co-op exclusive) – Increases armor by 16% while you are within 7.5m of your brobot.
Phone Charger (Co-op exclusive) – Increases brobot rebooting speed by 25% and it no longer costs health.
Explanation for the general gameplay without Phone Charger: If only one of the two players reaches 0 health, the game continues instead of ending the run. The remaining player can either survive for long enough (around 1 minute) so the downed player can reboot (= revive) themself without aid after the timer reached 0. Or the remaining player presses “Interact” at the downed body long enough to reboot their Brobot earlier than the end of the timer. Both options take half of the remaining players health and transfer it on the revived Brobot.
7.5 Critical – Auto-Critical Chance
Miss B. – Increases auto-critical chance by 5%.
Cherries – On last 25% ammo, increases weapon auto-critical chance by 35%.
Red Car – Every 4s, your next weapon shot while crouched has a 100% auto-critical chance.
An Egg – Reduces armor by 12%. Taking damage grants a 100% auto-critical chance for 4s.
Poppy – Increases auto-critical chance by 20% but you no longer apply critical hits when hitting enemies’ critical spots.
None.
None.
7.6 Critical – Critical Damage
Strawberries – Increases critical damage by 20% after dealing critical damage.
Yo-Yo – Increases cryo critical damage by 25%.
Fireman Truck – While there are no enemies within 12m, generates 2 charges every 1s (max. 5). Your next critical damage deals 20% increased damage per charge and consumes all charges.
Chili Pepper – Increases critical damage by 40% but decreases damage by 20%.
None.
French Fries – Every 2s, dealing critical damage reduces [Primary Ability] cooldown by 10%.
Strawberries – Increases critical damage by 20% after dealing critical damage.
Watermelon – Taking down an enemy with critical damage has a 50% chance to automatically gather pickups.
7.7 Damage – All Damage (Every Type simultaneously)
Ugly Tie – Increases all damage by 10% against bosses.
Rake – Increases all damage by 10% against turrets.
Fly Swatter – Increases all damage by 10% against flying enemies.
Tin Can – Inreases all damage by 20% against stunned and staggered enemies.
Walkie Talkie (Co-op exclusive) – Increases damage by 15% while you are within 7.5 metres of your brobot.
Viking Helmet – Increases all damage by half of your bonus movement speed.
Bowtie – Increases all damage by 30% against enemies with less than 25% health remaining.
Cucumber – While you have no scratch damage, increases all damage by 15%.
Chili Pepper – Increases critical damage by 40% but decreases damage by 20%.
None.
7.8 Damage – Automatic
Floppy Disc – Every 6s, deals 32 shock damage to an enemy within 7.5m.
Boom Box – Every 1s, deals 22 damage to all enemies within 7.5m.
None.
None.
7.9 Damage – Melee
Microphone – Increases melee and [Secondary Ability] damage by 10%.
Fancy Button – Increases melee and [Secondary Ability] damage by 30% against enemies with more than 90% health remaining.
Screwdriver – Melee damage instantly executes common enemies with less than 15% health remaining.
None.
Screwdriver – Melee damage instantly executes common enemies with less than 15% health remaining.
7.10 Damage – Non-Elemental
Fountain Pen – Increases non-elemental damage by 10%.
Toaster – Increases non-burn damage by 25% against burning enemies.
Non-Magic Ring – Increases non-elemental damage by 25% but decreases elemental damage by 40%.
None.
None.
7.11 Damage – Taking Damage, Enemies Damaging You, Invulnerability
Sami – Deals 15 damage to enemies damaging you.
Lemon – Taking damage increases movement speed by 12% and firerate by 15% for 6s.
Beach Ball – Taking damage has a 15% chance to grant you an invulnerable bubble for 2s.
An Egg – Reduces armor by 12%. Taking damage grants a 100% auto-critical chance for 4s.
Atomic Radish – Taking damage has a 10% chance to trigger a Rocket Jump.
Snow Globe – Deals 22 cryo damage to enemies damaging you but taking damage has a 10% chance to freeze you.
Artishock – Increases shock damage by 20% but taking damage has a 5% chance to stun you.
Snow Globe – Deals 22 cryo damage to enemies damaging you but taking damage has a 10% chance to freeze you.
Crab Key Ring – [Secondary Ability] deals burn damage but using it has a 10% chance to burn you.
Ice Cube – Increases cryo damage by 20% but increases burn damage you take by 80%.
Kazoo – Every 4s, your next weapon shot fires a piercing burn arc dealing 50 damage, but has a 15% chance to burn you.
Sami – Deals 15 damage to enemies damaging you.
Lemon – Taking damage increases movement speed by 12% and firerate by 15% for 6s.
Beach Ball – Taking damage has a 15% chance to grant you an invulnerable bubble for 2s.
An Egg – Reduces armor by 12%. Taking damage grants a 100% auto-critical chance for 4s.
Atomic Radish – Taking damage has a 10% chance to trigger a Rocket Jump.
Snow Globe – Deals 22 cryo damage to enemies damaging you but taking damage has a 10% chance to freeze you.
7.12 Distance – Enemies further/within
Monocle – Increases weapon damage by 15% against enemies further than 14m.
Floppy Disc – Every 6s, deals 32 shock damage to an enemy within 7.5m.
Drum – Shock damage has a 15% chance to ricochet on 1 enemy within 9m dealing 40% damage.
3D Glasses – Performing a headbonk marks all enemies within 6m.
Boom Box – Every 1s, deals 22 damage to all enemies within 7.5m.
Magnifying Glass – Increases weapon damage by 25% against enemies within 7.5m but reduces their damage by 50% against enemies further away than 14m.
Magnifying Glass – Increases weapon damage by 25% against enemies within 7.5m but reduces their damage by 50% against enemies further away than 14m.
Fireman Truck – While there are no enemies within 12m, generates 2 charges every 1s (max. 5). Your next critical damage deals 20% increased damage per charge and consumes all charges.
7.13 Elemental – Blind, Burn, Freeze, Hack, Stun (Player)
Lollipop – Increases firerate by 35% for 6s when burned, frozen, stunned, hacked or blinded.
Flower Pot – Reduces the duration of blind, hack, stun and freeze on yourself by 50%.
Gas Lighter – Increases reload speed by 40% but reloading has a 5% chance to burn you.
Artishock – Increases shock damage by 20% but taking damage has a 5% chance to stun you.
Snow Globe – Deals 22 cryo damage to enemies damaging you but taking damage has a 10% chance to freeze you.
TV Remote – Reduces [Primary Ability] cooldown by 25% but using it has a 8% chance to hack you.
Crab Key Ring – [Secondary Ability] deals burn damage but using it has a 10% chance to burn you.
Ice Cube – Increases cryo damage by 20% but increases burn damage you take by 80%.
Kazoo – Every 4s, your next weapon shot fires a piercing burn arc dealing 50 damage, but has a 15% chance to burn you.
Lollipop – Increases firerate by 35% for 6s when burned, frozen, stunned, hacked or blinded.
7.14 Elemental – Burn (Enemy)
Candle – Increases burn and explosion damage by 10%.
Popcorn – Marking an enemy deals 25 burn damage over time to it.
Hot Dog – Taking down a burning enemy has a 15% chance to trigger a burn explosion dealing 22 damage.
Piece of Cake – Freezing an enemy deals 25 burn damage over time to it.
Carrot – Gadget 2 Pogo Stick triggers a burn explosion dealing 16 damage.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
Crab Key Ring – [Secondary Ability] deals burn damage but using it has a 10% chance to burn you.
Balloon – Increases burn damage by 20% but decreases your armor by 8%.
Kazoo – Every 4s, your next weapon shot fires a piercing burn arc dealing 50 damage, but has a 15% chance to burn you.
Non-Magic Ring – Increases non-elemental damage by 25% but decreases elemental damage by 40%.
Hot Dog – Taking down a burning enemy has a 15% chance to trigger a burn explosion dealing 22 damage.
Toaster – Increases non-burn damage by 25% against burning enemies.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
7.15 Elemental – Cryo, Freeze (Enemy)
Ice Cream – Increases freeze rate by 15% and duration by 15%.
Winter Hat – Freezing an enemy has a 20% chance to trigger a cryo explosion dealing 20 damage.
Water Bottle – Gadget 4 Hero Cape deals cryo damage.
Yo-Yo – Increases cryo critical damage by 25%.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
Snow Globe – Deals 22 cryo damage to enemies damaging you but taking damage has a 10% chance to freeze you.
Ice Cube – Increases cryo damage by 20% but increases burn damage you take by 80%.
Non-Magic Ring – Increases non-elemental damage by 25% but decreases elemental damage by 40%.
Winter Hat – Freezing an enemy has a 20% chance to trigger a cryo explosion dealing 20 damage.
Piece of Cake – Freezing an enemy deals 25 burn damage over time to it.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
7.16 Elemental – Shock (Enemy)
Eggplant – Increases all shock damage by 10%.
Floppy Disc – Every 6s, deals 32 shock damage to an enemy within 7.5m.
Drum – Shock damage has a 15% chance to ricochet on 1 enemy within 9m dealing 40% damage.
Magnet – Gadget 10 Grappling Hook deals shock damage.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
Artishock – Increases shock damage by 20% but taking damage has a 5% chance to stun you.
Sponge – Increases shock damage by 20% but you can no longer stun enemies.
Non-Magic Ring – Increases non-elemental damage by 25% but decreases elemental damage by 40%.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
7.17 Elemental – Stun, Stagger (Enemy)
Tin Can – Inreases all damage by 20% against stunned and staggered enemies.
Sponge – Increases shock damage by 20% but you can no longer stun enemies.
Tin Can – Inreases all damage by 20% against stunned and staggered enemies.
7.18 Enemy Type – Bosses, Turrets, Flying Enemies
Ugly Tie – Increases all damage by 10% against bosses.
Rake – Increases all damage by 10% against turrets.
Fly Swatter – Increases all damage by 10% against flying enemies.
None.
None.
7.19 Explosion – Damage, Additional Explosions
Candle – Increases burn and explosion damage by 10%.
Butter – Picking up a Powercell or a Wrench triggers an explosion dealing 22 damage.
Post Stamp – Taking down an enemy has a 8% chance to trigger a mark explosion.
Winter Hat – Freezing an enemy has a 20% chance to trigger a cryo explosion dealing 20 damage.
Hot Dog – Taking down a burning enemy has a 15% chance to trigger a burn explosion dealing 22 damage.
Soda Bottle – Reloading has a 25% chance to trigger an explosion dealing 30 damage.
Bowl – Every 6s, your next shot fires an explosive marking projectile.
Carrot – Gadget 2 Pogo Stick triggers a burn explosion dealing 16 damage.
Hero Knee Pads – Sliding fires three explosive grenades in front of you.
Jet Fighter – Every 3s, your next shot fires an explosive missile.
Atomic Radish – Taking damage has a 10% chance to trigger a Rocket Jump.
Perfume Bottle – Increases explosion damage by 20% but decreases their radius by 30%.
Banana – Increases explosion damage by 25% when hitting a single enemy but decreases it by 25% when hitting multiple ones.
Banana – Increases explosion damage by 25% when hitting a single enemy but decreases it by 25% when hitting multiple ones.
None.
7.20 Explosion – Radius, Area
Magic Wand – Increases explosions radius by 10% and Rocket Jump power by 25%.
Atomic Mushroom – Explosions have a 20% chance to have a bigger radius or 15% to have a smaller radius.
Atomic Mushroom – Explosions have a 20% chance to have a bigger radius or 15% to have a smaller radius.
Perfume Bottle – Increases explosion damage by 20% but decreases their radius by 30%.
None.
7.21 Gadget – Damage, Properties
Cheese – Increases Gadget 8s Jetpack maximum duration by 1.5s.
Cookie – Reduces Gadget 10s Grappling Hook cooldown by 2s.
Skateboard – Gadget 3 Roller increases firerate by 20% and Gadget 3s Roller effect duration is increased by 3s.
Magnet – Gadget 10 Grappling Hook deals shock damage.
Water Bottle – Gadget 4 Hero Cape deals cryo damage.
Carrot – Gadget 2 Pogo Stick triggers a burn explosion dealing 16 damage.
None.
Skateboard – Gadget 3 Roller increases firerate by 20% and Gadget 3s Roller effect duration is increased by 3s.
Carrot – Gadget 2 Pogo Stick triggers a burn explosion dealing 16 damage.
7.22 Headbonk
Soccer Shoe – Increases headbonk damage by 50%.
Green Sock – Performing a headbonk repairs all your scratch bar.
3D Glasses – Performing a headbonk marks all enemies within 6m.
None.
Green Sock – Performing a headbonk repairs all your scratch bar.
Rubber Duck – Performing a headbonk increases firerate by 20% and movement speed by 12% for 6s.
Toy Helicopter – Every 5s, performing a headbonk triggers a Rocket Jump.
3D Glasses – Performing a headbonk marks all enemies within 6m.
7.23 Healing-Cells – Duration, Efficiency, Pickup Range
Thermos Flask – Increases healing-cell duration by 35%.
Rice Cooker – Increases healing-cell efficiency by 15%.
Octopus Plush – Increases pickup gathering range by 35%.
Party Popper – Taking down an enemy has a 4% chance to drop 6 additional healing cells.
Watermelon – Taking down an enemy with critical damage has a 50% chance to automatically gather pickups.
Lumo Pal – Increases healing-cells efficiency by 25% but reduces their duration by 50%.
Lumo Pal – Increases healing-cells efficiency by 25% but reduces their duration by 50%.
Avocado – Increases armor by 12% but decreases healing-cells efficiency by 50%.
Candies – Gathering a healing-cell reduces [Primary Ability] cooldown by 3%.
7.24 Health – Enemy Health Remaining
None
None.
Bowtie – Increases all damage by 30% against enemies with less than 25% health remaining.
Fancy Button – Increases melee and [Secondary Ability] damage by 30% against enemies with more than 90% health remaining.
Screwdriver – Melee damage instantly executes common enemies with less than 15% health remaining.
7.25 Health – Reboot, Repair-o-Bot, Scratch Damage
Pickle Jar – Fully restores your health.
Gingerbread Jeremy – Increases Repair-o-Bot healing by 20%.
Phone Charger (Co-op exclusive) – Increases brobot rebooting speed by 25% and it no longer costs health.
Green Sock – Performing a headbonk repairs all your scratch bar.
Spare Head – Dropping to 0 health restores 30% of your maximum health and destroys this item.
Air Freshener – Every 1s, repairs 1% of your scratch damage.
None.
Cucumber – While you have no scratch damage, increases all damage by 15%.
Spare Head – Dropping to 0 health restores 30% of your maximum health and destroys this item.
7.26 Kill – Taking Down an Enemy, Execute
Screwdriver – Melee damage instantly executes common enemies with less than 15% health remaining.
Magic Broom – Every 6s, instantly executes the next common enemy damaging you.
None.
Party Popper – Taking down an enemy has a 4% chance to drop 6 additional healing cells.
Post Stamp – Taking down an enemy has a 8% chance to trigger a mark explosion.
Hot Dog – Taking down a burning enemy has a 15% chance to trigger a burn explosion dealing 22 damage.
Scissors – Taking down an enemy with [Secondary Ability] reduces [Primary Ability] cooldown by 10%.
Watermelon – Taking down an enemy with critical damage has a 50% chance to automatically gather pickups.
Stapler – Shooting no longer consumes ammo or energy for 1.5s after taking down an enemy.
CD – Taking down an enemy increases firerate by 10% (max. 60%). Reloading or swapping weapons resets this effect.
Chalk – Taking down an enemy with elemental damage generate 1 point (max. 5). Each point increases elemental damage by 5%. Resets if not refreshed within 5s.
7.27 Marks
Post Stamp – Taking down an enemy has a 8% chance to trigger a mark explosion.
Bowl – Every 6s, your next shot fires an explosive marking projectile.
3D Glasses – Performing a headbonk marks all enemies within 6m.
None.
Popcorn – Marking an enemy deals 25 burn damage over time to it.
7.28 Movement Speed
Rubber Duck – Performing a headbonk increases firerate by 20% and movement speed by 12% for 6s.
Police Whistle – Opening a door increases firerate by 30% and movement speed by 12% for 12s.
Lemon – Taking damage increases movement speed by 12% and firerate by 15% for 6s.
Stone Block – Increases heavy weapon fire rate by 20% and their damage by 20% but increases their speed penalty by 60%.
Shell – Increases armor by 12% but reduces movement speed by 12%.
Viking Helmet – Increases all damage by half of your bonus movement speed.
7.29 Movement Status (Standing, Sliding, Jumping, Crouching, Airborne)
Magic Wand – Increases explosions radius by 10% and Rocket Jump power by 25%.
Cheese – Increases Gadget 8s Jetpack maximum duration by 1.5s.
Cookie – Reduces Gadget 10s Grappling Hook cooldown by 2s.
Skateboard – Gadget 3 Roller increases firerate by 20% and Gadget 3s Roller effect duration is increased by 3s.
Toy Helicopter – Every 5s, performing a headbonk triggers a Rocket Jump.
Baguette – Grants an additional jump.
Atomic Radish – Taking damage has a 10% chance to trigger a Rocket Jump.
None.
Stool – While crouched, increases weapon accuracy by 50% and their damage by 15%.
Frog Prince – While airborne, increases weapons damage by 15%.
Sandal – While you are on the ground, increases weapons damage by 20% against enemies below you.
Police Whistle – Opening a door increases firerate by 30% and movement speed by 12% for 12s.
Red Car – Every 4s, your next weapon shot while crouched has 100% auto-critical chance.
Hero Knee Pads – Sliding fires three explosive grenades in front of you.
7.30 Pickups – Powercells, Wrenches
Octopus Plush – Increases pickup gathering range by 35%.
Wonka bar – Has a 25% chance to grant you 20 Powercells, 75% to do nothing.
Watermelon – Taking down an enemy with critical damage has a 50% chance to automatically gather pickups.
None.
Butter – Picking up a Powercell or a Wrench triggers an explosion dealing 22 damage.
7.31 Projectiles – Added Projectiles (Missile, Arc)
Bowl – Every 6s, your next shot fires an explosive marking projectile.
Jet Fighter – Every 3s, your next shot fires an explosive missile.
Kazoo – Every 4s, your next weapon shot fires a piercing burn arc dealing 50 damage, but has a 15% chance to burn you.
None.
None.
7.32 Upgrades – Perks
Dice – Grants 2 perk reroll tokens.
Secret Book – Grants 1 upgrade choice.
None.
None.
7.33 Weapon – Accuracy
Stool – While crouched, increases weapon accuracy by 50% and their damage by 15%.
None.
None.
7.34 Weapon – Ammunition (Ammo)
Credit Card – Shooting has a 10% chance to refund 2 ammo or 5% energy.
Stapler – Shooting no longer consumes ammo or energy for 1.5s after taking down an enemy.
Bag – Increases weapon ammo by 50% but decreases reload speed by 30%.
None.
Cherries – On last 25% ammo, increases weapons auto-critical chance by 35%.
Bottle Cap – Increases magazine weapons first shot damage by 20%.
7.35 Weapon – Alternative Firemode (Alt-Fire)
Rubber Tape – Increases alt-fire damage by 20% and reduces their cooldown by 20%.
None.
None.
7.36 Weapon – Damage
Stool – While crouched, increases weapon accuracy by 50% and their damage by 15%.
Monocle – Increases weapon damage by 15% against enemies further than 14m.
Frog Prince – While airborne, increases weapon damage by 15%.
Sandal – While you are on the ground, increases weapon damage by 20% against enemies below you.
Battery – Increases energy weapon damage by 10%.
Bottle Cap – Increases magazine weapons first shot damage by 20%.
Magnifying Glass – Increases weapon damage by 25% against enemies within 7.5m but reduces their damage by 50% against enemies further away than 14m.
Jigsaw Box – Increases weapon damage by 10% and reloading rerolls your current weapon affixes.
Hourglass – Increases weapon damage by 25% but decreases firerate by 25%.
Magnifying Glass – Increases weapon damage by 25% against enemies within 7.5m but reduces their damage by 50% against enemies further away than 14m.
None.
7.37 Weapon – Energy
Credit Card – Shooting has a 10% chance to refund 2 ammo or 5% energy.
Stapler – Shooting no longer consumes ammo or energy for 1.5s after taking down an enemy.
None.
Battery – Increases energy weapon damage by 10%.
7.38 Weapon – Firerate
Lollipop – Increases firerate by 35% for 6s when burned, frozen, stunned, hacked or blinded.
Coffee Mug – Increses firerate by 10% and reload speed by 10%.
Skateboard – Gadget 3 Roller increases firerate by 20% and Gadget 3s Roller effect duration is increased by 3s.
Thimble – Reloading increases firerate by 20% for 3s.
Rubber Duck – Performing a headbonk increases firerate by 20% and movement speed by 12% for 6s.
Police Whistle – Opening a door increases firerate by 30% and movement speed by 12% for 12s.
Lemon – Taking damage increases movement speed by 12% and firerate by 15% for 6s.
Little Wheel – Swapping weapons increases firerate by 15% for 5s.
CD – Taking down an enemy increases firerate by 10% (max. 60%). Reloading or swapping weapon resets this effect.
Hourglass – Increases weapon damage by 25% but decreases firerate by 25%.
None.
7.39 Weapon – Heavy Weapon
Stone Block – Increases heavy weapon fire rate by 20% and their damage by 20% but increases their speed penalty by 60%.
Stone Block – Increases heavy weapon fire rate by 20% and their damage by 20% but increases their speed penalty by 60%.
None.
7.40 Weapon – Reload Speed
Soap – Increases weapon pocket reload speed by 150%.
Salt Shaker – Increases reload speed by 20% when clip is empty.
Coffee Mug – Increses firerate by 10% and reload speed by 10%.
Gas Lighter – Increases reload speed by 40% but reloading has a 5% chance to burn you.
Gas Lighter – Increases reload speed by 40% but reloading has 5% chance to burn you.
Bag – Increases weapon ammo by 50% but decreases reload speed by 30%.
Thimble – Reloading increases firerate by 20% for 3s.
Soda Bottle – Reloading has a 25% chance to trigger an explosion dealing 30 damage.
CD – Taking down an enemy increases firerate by 10% (max. 60%). Reloading or swapping weapons resets this effect.
Jigsaw Box – Increases weapon damage by 10% and reloading rerolls your current weapon affixes.
Gas Lighter – Increases reload speed by 40% but reloading has a 5% chance to burn you.
7.41 Weapon – Swapping Weapons
Little Wheel – Swapping weapons increases firerate by 15% for 5s.
CD – Taking down an enemy increases firerate by 10% (max. 60%). Reloading or swapping weapons resets this effect.
Soap – Increases weapon pocket reload speed by 150%.
Little Wheel – Swapping weapons increases firerate by 15% for 5s.
CD – Taking down an enemy increases firerate by 10% (max. 60%). Reloading or swapping weapons resets this effect.
8. Conclusion & Acknowledgements
Finally, enjoy playing Roboquest and show those bots, what a Guardian can do with the right item!
RedWolve
This guide is dedicated to my dear friends near and far. Without you, playing games would be pointless.
This guide couldn’t have been created without the help of others. This section acknowledges every contribution. My biggest thanks to each of you!
Reasonable Maniac – For countless discussions, extensive proof reading and contributing Figure 12.
9. Sources
Title picture and every item description: The official Roboquest Wiki
https://roboquest.miraheze.org/wiki/Buyable_Items
Every item symbol: My own screenshots of the Museum, cropped to size.
Every Roboquest and Steam screenshot except Figure 12: Taken, cropped and edited by myself.
All written content including the created groups: My own work.
Legal Disclaimer: I do not claim any right for the used ingame content including the artwork, all rights remain at RyseUpStudios or the respective owner of said content. This guide is intended for educational purpose only. Any similarity in wording or structure of this guide to other user generated content is not intended and is caused by the nature of referring to the same gameplay features, terms and aspects of a very popular game.
If you identify a copyright issue with this guide, please contact me immediatly. The content at question will be changed or deleted according to the effective law.
If you want to use information or material of this guide that is my own work, please contact me in the comments or via a direct message here on Steam. I will be glad to discuss the details with you.
And that wraps up our share on “Roboquest Item Guide”. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by RedWolve, who deserves all the credit. Happy gaming!