Starter Items Guide

Starter Item System

Forty-two starter items define roguelike runs with passive and active abilities. Three per run maximum combinable for synergies. Purchase with money from Lobby Shop; thirteen advanced items from Black Market after Floor 30 unlock via Dancing Shopkeeper something different dialogue with Kingpin.

Badge and Bestiary items like Horns of Sloth bypass shops entirely—long chase rewards.

Selection Framework

Slot one: task efficiency—Lumberjack Cap Tracker variants reduce exposure time. Slot two: mobility stealth or detection disengage. Slot three: fear management or boss-specific tech depending target depth.

Avoid three redundant actives. Test trios in Loadout Builder before purchasing expensive Black Market pieces.

Economy Order

Early: cheap versatile Lobby Shop items plus consumable stock. Mid: complete Floor 30 unlock save for one Black Market synergy piece. Late: chase badge items and optimize Daily forced loadout flexibility.

v0.6.8 rebalanced item qualities—refresh tier list assumptions after patches.

Daily Forced Items

Daily Mode may force up to three starters globally. Missing items auto-equip if slots open. Build knowledge of all forty-two items helps adapt when forced into unfamiliar tools.

Frequently Asked Questions

How many starter items total?
Forty-two with three equipped per run.
Black Market count?
Thirteen Black Market starter items per wiki category.
Best beginner trio?
Task help plus escape tool plus flexible third—see Best Starter Items.
Consumables vs starters?
Fifteen consumable slots separate from three starters.
Codes for items?
No codes—money badges Bestiary only.