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MeatSlicer/docs/items.md
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MeatSlicer Developer 4f46d54e99 Item system overhaul: rarity bands, per-item caps, source pools + 14 new passives
- Add ITEM_RARITY (common/uncommon/rare/legendary) with per-item tier caps
- Weighted pools per source: elites favour common, item rooms uncommon,
  bosses rare/legendary; legendaries are boss-exclusive; capped items excluded
- Rarity-weighted powerScore so deep common stacks inflate difficulty less
- Differentiate duplicates: Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts
- 14 new clean passives incl. Chill Gland (activates slowOnHit) and Hooked Sinew
  (activates magnetPull); revive magnetPull in pickups
- Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray,
  dynamic help implant pages (8 -> 9)
- Generate 14 item icons via gen_assets.py; bump asset cache to v=38
- Update smoke tests for 60 items, per-item caps, pools, weighted power
2026-07-30 15:21:02 +10:00

13 KiB
Raw Blame History

Items

All 60 passive items in MeatSlicer, with exact effects pulled from js/items.js and the proc logic in js/enemies.js / js/player.js.


How items work

  • Items are passive and permanent for the run. Pick one up and its effect applies immediately.
  • Duplicates upgrade the tier (shown as Roman numerals on the pedestal and in your item tray). Each duplicate re-applies the item's effect — multiplicative stats compound, additive stats stack linearly.
  • Tier caps are per-item. Simple stat items stack deep (up to VIII); build-defining and legendary items cap at III or I. Picking up a duplicate at cap instead grants +150 score and 5 XP gems with a "MAX" toast.
  • Every item has a rarity band — Common, Uncommon, Rare, or Legendary — which drives both its drop weight and how much it inflates enemy scaling (see below).
  • Item rolls use a "smart roll": a small chance to upgrade an item you already own (below cap), otherwise a weighted roll from the source's pool. Builds naturally specialize, but rares stay rare.

Rarity bands

Band Base weight Power/tier Typical cap Colour
Common 100 0.5 V–VIII bone
Uncommon 55 1.0 IV–VI teal
Rare 25 1.5 II–III gold
Legendary 8 3.0 I red

Power score (drives enemy HP/speed scaling) = perks × 0.5 + Σ(item tier × band power). A deep stack of commons inflates difficulty far less than a few rares.

Where items come from

Source Chance Pool tilt
Item room pedestal Guaranteed (1 per floor) Favours Uncommon / Rare
Boss kill Guaranteed (1 pedestal) Favours Rare / Legendary (boss-only)
Elite enemy kill 18% + luck × 10% Favours Common

Legendary items are boss-exclusive — they never roll from item rooms or elites. Items already at their tier cap are excluded from fresh rolls, so pedestals don't waste themselves.


Damage & Fire Rate

Item Description Effect per tier
Hollow Points +25% damage dmgMul ×1.25
Marrow Glut +20% damage, −10% fire rate dmgMul ×1.20, rateMul ×0.90
Bloat Rounds +25% attack size, +10% damage sizeMul ×1.25, dmgMul ×1.10
Twitch Fibers +20% fire rate rateMul ×1.20
Grafted Trigger +18% fire rate, +6% shot speed rateMul ×1.18, shotSpeedMul ×1.06
Bonemeal Powder +15% damage, +15% shot speed dmgMul ×1.15, shotSpeedMul ×1.15
Marrow Piston +30% knockback, +12% attack size knockbackMul ×1.30, sizeMul ×1.12
Whipcord Tendon +20% range, +8% fire rate rangeMul ×1.20, rateMul ×1.08
Butcher's Twine +12% bleed, +8% fire rate bleed +0.12, rateMul ×1.08

Note: attack size (sizeMul) also enlarges melee arcs, blast radii, acid pools, and projectile hitboxes — Bloat Rounds is secretly an AoE item.

Shot Modifiers

Item Description Effect per tier
Scalpel +25% shot speed shotSpeedMul ×1.25
Lead Marrow +25% range rangeMul ×1.25
Piercing Gaze Shots pierce +1 enemy pierce +1
Ricochet Ribs Shots bounce +1 time bounce +1 (wall bounces)
Gyroscopic Ribs +2 bounce, +10% range bounce +2, rangeMul ×1.10
Split Cortex +1 pierce, +1 chain pierce +1, chain +1 — Rare hybrid projectile modifier
Split Tongue Twin parallel shot split +1 — extra parallel shots per volley
Hydra Maw Fires 2 extra angled shots fan +1 — extra angled shots (±0.16 rad per level)
Homing Tumor Shots seek flesh (stronger per tier) homing +1 — homing strength 1.6 + homing × 0.7
Backstabber +1 rear shot rear +1 — fires backward too
Splinter Bone Shots shatter into +2 shards on hit splinter +2 — on-hit shards dealing 40% of the hit's damage each

On-Hit Procs

All of these trigger from your weapon hits (orbital knives proc at half chance). Chances stack additively across tiers and are rolled per hit.

Item Description Exact effect per tier
Flayer Kiss Hits inflict heavy bleeding bleed +0.20 — every hit applies 2.2 s bleed at hit damage × bleed × 0.45 DPS
Ember Jar 20% chance to ignite +0.20 chance — burn for 1.8 s at 5 × dmgMul DPS
Chill Gland 18% chance to chill +0.18 chance — slows enemies (activates the previously unused slowOnHit stat)
Cinder Sump +12% ignite, +12% acid igniteChance +0.12, acidOnHit +0.12 — dual-element hybrid
Acid Gland Hits may leave acid pools +0.12 chance (cap 65%) — pool radius 18 × sizeMul, 2.5 s, 5 × dmgMul DPS
Hook Rounds Hits pull enemies toward you +0.18 chance (cap 80%) — yanks the enemy toward you at speed 170
Sledge Rounds More knockback, hits may stun knockbackMul ×1.35, +0.08 stun chance (cap 75%) — 0.35 s stun, non-bosses only
Chain Sinew Hits arc to +1 nearby enemy chain +1 — arcs to up to 6 nearby enemies within 180 px for 35% of the hit's damage each
Mortar Bone Every sixth hit erupts mortar +1 — every max(2, 7 − mortar) hits, AoE blast: radius 42 + mortar × 5, 55% of the hit's damage

On-Kill Effects

Item Description Exact effect per tier
Vampire Dentures Kills may heal you lifestealChance +0.04 — on kill, chance × 3 (cap 90%) to heal 1 HP (2 for elites, 4 for bosses)
Volatile Bile Kills explode (bigger per tier) explodeOnKill +1 — kill explosions: radius 60 + 15/tier, damage (10 + 8/tier) × dmgMul
Bloodlust Kills may drop bonus XP +0.12 chance per kill to drop bonus XP equal to the enemy's XP value
Dead Man's Switch Kills trigger a fire-rate frenzy frenzy +0.12 — any kill grants 1 + frenzy fire rate for 3 s

Survivability

Item Description Exact effect per tier
Iron Stomach +½ heart container, heal ½ heart maxHp +1, heal 1
Ghoul Heart +2 max HP, heal 2 maxHp +2, heal 2
Twin Hearts +1 max heart, heal to full maxHp +2, hp = maxHp — the premium Rare HP item
Rendered Fat +½ heart, +4% armor maxHp +1, armor +0.04, heal 1 — clean hybrid HP/armor
Gristle Cord +0.12s hurt immunity, +4% armor invBonus +0.12, armor +0.04
Bone Plate +½ shield heart each floor shieldPerk +1, shieldHp +1 — shields refill every floor (1 shield HP = ½ heart, renders as half a cyan pip)
Second Stomach +½ heart and excess healing shields maxHp +1, heal 1, overShield +1 — overflow healing becomes shield HP
Tanned Hide +8% chance to ignore damage armor +0.087 — block chance armor / (1 + armor), cap 75%
Dead Man's Clock +0.25s hurt immunity invBonus +0.25 — post-hit invulnerability 0.9 s → 1.15 s at tier I
Worm Gut Heal ½ heart after combat rooms roomHeal +1 — guaranteed 1 HP heal after each combat room clear
Spine Cage Contact attackers take damage thorns +8 — melee attackers take 8 × dmgMul when they hurt you
Spite Well Taking damage releases a blood nova retaliate +10 — on hit taken: nova radius 85 × √sizeMul, damage 10 × dmgMul

Criticals

Item Description Effect per tier
Bloodshot Eye +6% critical chance crit +0.06 (base 5%)
Hollow Needle +50% critical damage critMul +0.50 (base ×2.0)

Utility

Item Description Exact effect per tier
Orbital Knives +1 circling knife orbitals +1 — each knife orbits you, dealing 12 × dmgMul × orbDmgMul on contact (0.35 s cooldown per enemy, half proc chance)
Orbit Crown +25% orbital speed and damage orbSpeedMul ×1.25, orbDmgMul ×1.25
Lucky Coin Better drops luck +0.2
Crow Bait +15% drop luck, +25% pickup radius luck +0.15, magnet ×1.25
Magnet Maw +60% pickup radius magnet ×1.6 — magnet radius 46 × magnet px
Gorging Leech +20% XP gained xpMul ×1.20
Reroll Rib +1 perk reroll each level rerollPerLevel +1 and +1 reroll immediately
Brass Magazine 15% less ammo use, +20% ammo found ammoEff ×1.15, ammoPickupMul ×1.20 (the ×1.15 stays multiplicative; the Scrap Feed perk's additive stacks sit underneath it)
Hollow Bones +14% move speed speedMul ×1.14 (178 → ~203 px/s at tier I)
Gorged Tick +15% XP, +10% luck xpMul ×1.15, luck +0.10
Hooked Sinew +30% pickup pull speed, +10% radius magnetPull ×1.30, magnet ×1.10 (activates the magnetPull stat)
Rusted Diadem +40% orbital speed orbSpeedMul ×1.40
Rimed Fang +4% crit chance, +25% crit damage crit +0.04, critMul +0.25

Complete item index (A–Z)

# Item Rarity Cap Category
1 Acid Gland Uncommon VI On-hit proc
2 Backstabber Rare III Shot modifier
3 Bloodlust Common V On-kill
4 Bloodshot Eye Common VIII Criticals
5 Bloat Rounds Uncommon V Damage
6 Bone Plate Rare III Survivability
7 Bonemeal Powder Common VI Damage
8 Brass Magazine Common V Utility
9 Butcher's Twine Uncommon V Fire rate
10 Chain Sinew Uncommon VI On-hit proc
11 Chill Gland Uncommon V On-hit proc
12 Cinder Sump Uncommon V On-hit proc
13 Crow Bait Common V Utility
14 Dead Man's Clock Rare III Survivability
15 Dead Man's Switch Rare III On-kill
16 Ember Jar Uncommon V On-hit proc
17 Flayer Kiss Uncommon V On-hit proc
18 Ghoul Heart Uncommon V Survivability
19 Gorged Tick Common V Utility
20 Gorging Leech Common IV Utility
21 Grafted Trigger Common VI Fire rate
22 Gristle Cord Uncommon IV Survivability
23 Gyroscopic Ribs Uncommon IV Shot modifier
24 Hollow Bones Common VI Utility
25 Hollow Needle Common VI Criticals
26 Hollow Points Common VI Damage
27 Homing Tumor Uncommon IV Shot modifier
28 Hook Rounds Uncommon V On-hit proc
29 Hooked Sinew Common V Utility
30 Hydra Maw Rare III Shot modifier
31 Iron Stomach Common VIII Survivability
32 Lead Marrow Common VIII Shot modifier
33 Lucky Coin Common V Utility
34 Magnet Maw Common III Utility
35 Marrow Glut Uncommon VI Damage
36 Marrow Piston Common V Damage
37 Mortar Bone Uncommon V On-hit proc
38 Orbit Crown Uncommon V Utility
39 Orbital Knives Rare III Utility
40 Piercing Gaze Uncommon V Shot modifier
41 Rendered Fat Common VI Survivability
42 Reroll Rib Rare II Utility
43 Ricochet Ribs Uncommon V Shot modifier
44 Rimed Fang Common VI Criticals
45 Rusted Diadem Uncommon V Utility
46 Scalpel Common VIII Shot modifier
47 Second Stomach Rare III Survivability
48 Sledge Rounds Uncommon V On-hit proc
49 Spine Cage Uncommon V Survivability
50 Spite Well Uncommon V Survivability
51 Split Cortex Rare III Shot modifier
52 Splinter Bone Rare III Shot modifier
53 Split Tongue Rare III Shot modifier
54 Tanned Hide Common VI Survivability
55 Twin Hearts Rare III Survivability
56 Twitch Fibers Common VI Fire rate
57 Vampire Dentures Uncommon V On-kill
58 Volatile Bile Rare III On-kill
59 Whipcord Tendon Uncommon V Damage
60 Worm Gut Rare III Survivability

Synergy notes

  • Second Stomach turns every healing source into shield generation: Worm Gut, Bone Knit, Vampire Dentures, Hemophage, and hearts at full HP.
  • On-hit procs scale with hit frequency — pair Flayer Kiss / Ember Jar / Chain Sinew with the Ribcage Repeater, Bile Blunderbuss, or Cauterizer.
  • Split Tongue / Hydra Maw / Backstabber multiply projectile count, which multiplies proc rolls per second — the core of most broken builds.
  • Piercing Gaze + Ricochet Ribs feed the slam/saw/beam "inert" bonus (+6% each) on The Tenderizer, Red Right Hand, and Spinal Tap, while also powering Swarm Jar maggots.
  • Volatile Bile chains: explosions can kill, which triggers more explosions (and frenzy, and lifesteal procs).
  • Bone Plate + Shield Heart (perk) stack into a large shield that refills free every floor.