Heirlooms

**Heirlooms** are special items that can be brought through Portals and grant bonuses (multipliers and new abilities) through a set of upgradeable modifiers.

There are three types of Heirlooms: **Shield**, **Staff** and **Core**, each with a different set of modifiers they can contain.

Each Heirloom is assigned a rarity which is permanent and cannot be changed. Heirlooms of a higher rarity may have more modifier slots, provide stronger bonuses, and grant access to more powerful modifiers.

Shield and Staff heirlooms drop whenever a Void map is completed. Each Void map gives exactly one Heirloom. Since Void maps are only available after the player has used the Portal, the same applies to these Heirlooms.

Core heirlooms are available when the player completes a Spire after their first time.

## The UI

The Heirlooms menu can be accessed by clicking the button located below the Maps button.

### Resource Summary

Along the top is a bar which indicates the total Nullifium and Spirestones available to spend on Heirlooms. Nullifium and Spirestones are not consumed when spent on Heirlooms; rather, one can use them to upgrade every single heirloom at one's disposal (up to a certain % of the total amount).

### Equipped Inventory

The equipped Heirlooms inventory can be found in the top left corner. Heirlooms can be equipped by clicking on them from either the Carried or the Temporary inventory and then pressing Equip or Swap, depending on whether there's already an Heirloom equipped in the corresponding slot. Heirlooms can be freely moved between inventories at will, at any time, with no penalties.

The player can only equip one Heirloom of each type, so up to three Heirlooms can be active at once. An Heirloom's modifiers will be applied as soon as it's equipped.

Equipped Heirlooms carry on through Portals.

### Carry Inventory

Under the equipped inventory, there's a menu where the player can store Heirlooms. Any Heirlooms stored in this area will carry on through Portals, and will not be reset. This can be used as means of storing certain Heirlooms the player doesn't want to lose.

Heirlooms can be put here by clicking on them, then pressing Carry.

This inventory starts with just one available slot. Up to 12 additional heirloom carry slots will be automatically unlocked once your total Nullifium reaches certain thresholds, for a maximum of 13 slots. The thresholds for each slot are 40, then 80, 120, 200, 600, 1200, 3200, 8000, 20000, 60000, 400000, 3000000. Each of these thresholds represents each Heirloom rarity's worth times eight. The player can also earn up to 3 more free slots (grand total: 16 slots) by clearing Spires I to III for the first time.

### Temporary Inventory

In the bottom left, there's a menu for all left-over Heirlooms. This is where newly dropped Heirlooms from completed Void maps and Spires will appear.

Heirlooms stored in this inventory will be automatically recycled upon using the Portal, and the player will receive their value's worth in Nullifium (Shield and Staff) or Spirestones (Core). Heirlooms stored here can also be manually recycled at any point by clicking on them, then pressing Recycle - this action will also award the Heirloom's value worth in Nullifium/Spirestones. All Heirlooms stored here can also be recycled at once by clicking the Recycle All button.

### Upgrade menu

To the right, there's a menu which will display the properties of the currently selected Heirloom.

Clicking the Heirloom's icon or name will allow the player to change it. By default, the names are a combination of rarity + type, for example "Common Shield". This action doesn't cost anything and has no penalty attached, meaning the icons and names can be changed at will.

Underneath the Heirloom's name is a counter indicating how many resources (Nullifium or Spirestones) have been spent on that Heirloom, and how much of that Heirloom's available Nullifium/Spirestones remains to be spent on it.

Clicking a modifier will cause a window to appear below the heirloom details. On the left side of this window, the player can replace the selected modifier with the one selected through the drop-down list at the cost of the displayed amount of Nullifium/Spirestones. On the right side, the selected modifier can be upgraded to a higher multiplier, also at the cost of some Nullifium/Spirestones.

**New as of 5.0.0:** Nullifium is not permanently spent when upgrading an Heirloom. Each Heirloom may be upgraded up to a percentage of your total Nullifium. See the Upgrading Section.

**New as of 5.9.0:** Spirestones are not permanently spent when upgrading Core heirlooms. Each Core may be upgraded up to a percentage of your total Spirestones. See the Upgrading Section.

## Heirloom Rarities, Value, and Modifiers

When the game spawns an heirloom, it is assigned a type and a rarity. This rarity determines the number of modifier slots, the resource value, and an upgrade growth factor for the Heirloom. The modifiers that are available depend on the type of Heirloom and its rarity. Each rarity also corresponds to a maximum cap on select modifiers. These are summarized in the table below.

Table notes:

1. As of version 5.8.0, Grey Shields/Staffs no longer drop at lower zones. Cores are unaffected.

1. ↑ Shields and Staffs use Nullifium. Cores use Spirestones. They're grouped here because both are resources. There's no way to convert between them, or use Heirlooms of one resource type to get the other.
2. ↑ 2.0 2.1 2.2 2.3 Modifiers cannot be changed. One modifier slot will be empty with a small chance of a second, and they can be assigned once.
3. ↑ Recycling a Radiating Heirloom will award 250K Nu
4. ↑ 4.0 4.1 Hazardous and higher shields have innate Gamma Burst; Hazardous and higher staffs have innate Parity
5. ↑ Recycling a Hazardous Heirloom will award 1M Nu
6. ↑ 6.0 6.1 Void Map Drop Chance on Hazardous and higher Heirlooms causes 1 extra Void Map to drop every 10th zone cleared.
7. ↑ Recycling an Enigmatic Heirloom will grant 75M Nu

Modifiers are assigned randomly with equal probabilities when an Heirloom is created. There is a chance (1/11 chance for a Shield, 1/12 chance for a Staff) for the last modifier slot to be left empty. However, this does not apply to Common Heirlooms, or Cores of any rarity.

Each modifier will be given a random starting value within an allowable range for the specific modifier at that rarity.

Modifiers that appear on an Heirloom will initially be sorted alphabetically. Replacing modifiers will not sort them, meaning that by doing so different modifiers can be made to appear in different places.

### Upgrading and Recycling Heirlooms

A currency called Nullifium is used to upgrade Shields and Staffs, while Spirestones are used to upgrade Cores.

As of v5.0.0, Nullifium/Spirestones are not permanently spent to upgrade Heirlooms. Instead, the total amount of Nullifilium/Spirestones you've earned so far can be used to upgrade each Heirloom separately.

Recycled Heirlooms will have their own worth added to the total Nullifium/Spirestone pool, but will not re-contribute the resources invested in them (because it is already available for other Heirlooms to use). Note that exceeding the Spirestone cost of the next floor of the Player's Spire will cause it to be automatically purchased. This means it may not be possible to completely recoup the full Spirestone value of a Core when doing so would trigger the Spire floor purchase.

With the Heirnuum Masteries, the proportion of total Nullifium that can be spent on Staffs and Shields are increased.

**The cost to upgrade** a single modifier by one step is equal to that Heirloom's worth (1x).

Heirlooms can be upgraded past their maximum value, indefinitely, with the exception of Condensor Effect (for Cores), and Crit Chance, Void Map Drop Chance, Plaguebringer, and Prismatic (for Shields). These have hard caps determined by their rarity, indicated in the "Modifier Caps" columns of the above table.

If the current multiplier of a modifier has been upgraded once past its maximum, each successive upgrade will have an exponentially increasing cost based on its rarity, indicated in the "Growth Factor" column of the table above.

For example, buying the last step for a Common Shield will cost 10 Nullifium; after that, upgrading it further will cost 15, then 22, then 33 Nullifium

The final cost of upgrades past maximum is rounded down at the very end of calculation.

**The cost of adding** a modifier to an empty slot is equal to two times that Heirloom's worth (2x).

**The cost of replacing** an existing modifier with a different one is equal to six times that Heirloom's worth (6x).

## Shield and Staff Heirlooms

By completing a Void Map, either a Shield or a Staff can drop, with an equal chance of each.

Staffs provide boosts to resource gathering and looting, while Shields provide boosts to combat, Void Map drops and other miscellaneous stats.

### Rarity chances

The chances for each rarity depend on the current zone a Void map was completed at. Numbers in parentheses and italics indicate the new bonus drop rate from Fluffy.

In the Radon Universe, the drop rates are as follows:

1. ↑ This is bugged in 5.8.0, and the next rarity tier applies instead

### Shield Modifiers

 Gamma Burst

1. ↑ 1.0 1.1 1.2 Hazardous shields have innate Gamma Burst

### Staff modifiers

 Pet XP

### Plagued Heirlooms

A new type of Heirloom called Plagued Heirlooms can be found only at Zones 500+. This is the first type of Heirloom that has an animation (rotating).

Every Plagued Heirloom will spawn with one Empty slot. An Empty slot is also among the pool of mods that may be selected, so a 2nd Empty slot is equally as likely as any other possible mod. No more than 2 Empty slots per heirloom are possible.

Unlike lower rarity Heirlooms, modifiers on these Heirlooms *cannot* be replaced. (The player may still add modifiers to empty slots.) Plagued Shields are also different from the lower rarities in that they have increased caps for Crit Chance (100%) and Void Map Drop Chance (80%).

There is one new modifier (Plaguebringer) exclusive to Plagued Shields and one new modifier (Pet EXP, affecting Fluffy/Scruffy) exclusive to Plagued Staffs.

Plaguebringer allows a percentage of all non-lethal damage and Nature stacks you afflict on your current enemy to be copied onto the next enemy. Plaguebringer damage cannot bring an enemy below 5% health, but nature stacks will continue to accumulate. Note that Plaguebringer has no effect when enemies are overkilled, and requires enemies to be alive to have any effect.

### Radiating Heirlooms

While the player is in the Radon Universe, all Heirlooms will be greatly weaker in this new world (10% effect). The exceptions are the modifiers Crit Chance, Void Map Drop Chance, Plaguebringer and Pet EXP, which can be brought back to normal once the player levels Scruffy to Level 2. To compensate for this fact, a new type of Heirloom will drop, known as Radiating Heirlooms. They have a pulsing animation, signifying radiation of some sort.

Just like Plagued Heirlooms, these will spawn with one guaranteed Empty slot. An Empty slot is also among the pool of mods that may be selected, so a 2nd Empty slot is equally as likely as any other possible mod. No more than 2 Empty slots per heirloom are possible. Likewise, existing modifiers cannot be replaced. Adding a new modifier to an Empty slot will work as usual. The skill caps are further increased from Plagued Heirlooms, with Radiating Heirlooms capping out Crit Chance at 125%, Void Map Drop Chance at 99%, Plaguebringer at 100% and Prismatic Shield at 250%.

The following new modifiers are present on Radiating Heirlooms:

* Prismatic Shield (Shield): ADDS this amount to your total Prismatic Shield. This modifier can only function in the Radon Universe.
* Gamma Burst (Shield): Every time your Trimps attack, adds 1 stack of Charging. When Charging reaches 5 stacks, your Trimps will release a burst of energy, dealing a certain percentage of their attack damage. Stacks reset after releasing a Burst or when your Trimps die.

The following modifiers are NOT present on Radiating Heirlooms (partly due to Block being absent in the Radon Universe):

* Storage Size
* Trainer Efficiency
* Trimp Block

### Hazardous Heirlooms

A new type of Heirloom called Hazardous Heirlooms can be found only at Zones 100+ in the Radon Universe.

Just like Plagued and Radiating Heirlooms, these will spawn with one Empty slot. An Empty slot is also among the pool of mods that may be selected, so a 2nd Empty slot is equally as likely as any other possible mod. No more than 2 Empty slots per heirloom are possible. Likewise, existing modifiers cannot be replaced. Adding a new modifier to an Empty slot will work as usual. Some skill caps are further increased from Radiating Heirlooms, with Hazardous Heirlooms capping out Crit Chance at 200%, Plaguebringer at 125%, and Prismatic Shield at 500%.

The skill cap for Void Map Drop Chance is dropped to 40%, but the VMDC modifier causes 1 extra Void Map to drop every 10th zone cleared. More precisely, the extra Void Map drops after 1000 World cells with the shield equipped: if a Hazardous shield is equipped for only part of a World Zone, the bonus Void Map will appear after a number of extra cells corresponding to the number cleared with a different shield. This means that not every cell in a Zone need be cleared with the Hazardous shield in order to get credit, and that a Zone in which different shields are used does not require an additional complete Zone to compensate. Combat in Maps does not affect this calculation: any shield may be equipped while mapping so long as the Hazardous shield is equipped prior to returning to the World.

Each Hazardous Shield innately has Gamma Burst (it does not take up a slot), and each Hazardous Staff has Parity, a new ability. Their strength levels up according to the total amount of Nu spent, with formulae:

G
a
m
m
a
B
u
r
s
t
# %

log

10

⁡
(
N
u
S
p
e
n
t

10

6

)
∗
4000

{\displaystyle GammaBurst\%=\log \_{10}(NuSpent+10^{6})\*4000}

,

P
a
r
i
t
y
# %
l
o

g

10

(
N
u
S
p
e
n
t

10

6

)
∗
20
−
100

{\displaystyle Parity\%=log\_{10}(NuSpent+10^{6})\*20-100}

Parity increases resources Food, Wood, and Metal gained through two separate multipliers. The first is the multiplier mentioned in the previous paragraph, based purely on Nu spent on the heirloom, applied as a multiplier of

1

P
a
r
i
t
y
%

100

{\displaystyle 1+{Parity\% \over 100}}

. There is an additional multiplier, only applying when Parity is present, which gives up to 2x based on the evenness of your distribution of Farmers, Lumberjacks, and Miners. It uses the following formula:

P
a
r
i
t
y
B
o
n
u
s
M
u
l
# t
1

(

ln
⁡
(
L

/

100
)

ln
⁡
(
3
)

)

2

{\displaystyle ParityBonusMult = 1+ \left({\ln(L/100) \over \ln(3)} \right)^2}

where L is the largest percentage of Farmers, Lumberjacks, or Miners assigned to any particular single job. This bonus is the largest with equal numbers in those three jobs (L = 33.333, 2x multiplier) and smallest with all workers in a single job (L = 100, 1x multiplier).

This boost of Parity largely serves to make equal worker distributions more viable when multiple resources are needed. You still benefit from moving all workers to a single job, but equal distributions are buffed to bring them closer to focused distributions. For example, a 0/0/1 distribution now only gives 1.5x as much metal as a 1/1/1 distribution (instead of 3x), because the 1/1/1 now gives twice as much metal as it would have without Parity.

### Enigmatic Heirlooms

A new type of Heirloom called Enigmatic Heirlooms can be found only at Zones 200+ in the Radon Universe. They have an extra slot compared to the previous tier, improved scaling on innate bonuses, and two new Modifiers.

Just like Hazardous, Plagued and Radiating Heirlooms, these will spawn with one Empty slot. An Empty slot is also among the pool of mods that may be selected, so a 2nd Empty slot is equally as likely as any other possible mod. No more than 2 Empty slots per heirloom are possible. Likewise, existing modifiers cannot be replaced. Adding a new modifier to an Empty slot will work as usual. Some skill caps are further increased from Hazardous Heirlooms, with Enigmatic Heirlooms capping out Crit Chance at 260%, Plaguebringer at 150%, and Prismatic Shield at 750%.

The skill cap for Void Map Drop Chance is dropped to 50%, but the VMDC modifier causes 1 extra Void Map to drop every 10th zone cleared, just as it would for a Hazardous heirloom.

Each Enigmatic Shield innately has Gamma Burst (it does not take up a slot). Its strength levels up according to the total amount of Nu spent, with the improved formula:

G
a
m
m
a
B
u
r
s
t
# %

log

10

⁡
(
N
u
S
p
e
n
t

10
6

)
∗
10000

{\displaystyle GammaBurst\% = \log\_{10}(NuSpent+10^6)\*10000}

Shields also gained access to the **Inequality** modifier. This reduces the effect Equality has on your trimps, without changing how it affects enemies.

Equality normally multiplies your attack by

0.9
E

{\displaystyle 0.9^E}

 where *E* is the number of Equality stacks.

With Inequality, the attack multiplier becomes

(
0.9
I
n
e
q
u
a
l
i
t
y
%

)
E

{\displaystyle (0.9 + Inequality\%)^E}

.

Each Enigmatic Staff Has innate parity, but a new modifier **Parity Power** has been added to its possible modifiers, resulting in the following formula

P
a
r
i
t
y
# %
(
l
o

g

10

(
N
u
S
p
e
n
t

10
6

)
∗
20
−
100
)
∗
(
1
P
a
r
i
t
y
P
o
w
e
r
%
)

{\displaystyle Parity\%=(log\_{10}(NuSpent+10^6)\*20-100)\*(1 + Parity Power\%)}

Parity works the same as on a Hazardous heirloom

## Spire Core Heirlooms

By completing Spires in the world, a Heirloom Core is guaranteed to drop, with the exception of the first Spire clear, where 20 Spirestones are awarded.

Cores are used to provide bonuses to the Traps/Towers in the Player's Spire.

Each Spire will drop a Core of the specified rarity as depicted by the table below:

## Trivia

* In patch 5.9, Heirlooms can now be upgraded up to 100% of the total amount of Nu you've gathered (rather than 50%), and the number of carry slots you can have for heirlooms automatically increases when you pass each threshold (instead of having to purchase the slots manually like in earlier versions). Additionally, Spire Cores no longer consume spirestones for upgrades, allowing 100% of your spirestones to be spent on each core in your inventory.
* In patch 5.8, the gray Common rarity was eliminated, and the green Uncommon rarity was renamed Common. The drop rates for zones 1-59 were changed to 50/50.
* In patch 5.4, another brand new rarity of Shield/Staff Heirloom was introduced (Hazardous). The Radon Universe z80+ rarity breakpoint was changed to z80-z99, and new rarity breakpoints at z100-z134, z135-174, and z175+ were added.
* In patch 5.0, another brand new rarity of Shield/Staff Heirloom was introduced (Radiating), together with the Radon Universe. All Staffs and Shields are much weaker in this new universe and only work at 10% effectiveness (Pet Exp, Crit chance, plaguebringer and Void map Drop Chance can be restored to normal strength with scruffy bonus).
* In patch 4.11, a brand new type of Heirlooms were introduced (Cores). Common and Uncommon Heirlooms can no longer spawn with an Empty slot, and have the same values for modifiers as Rare Heirlooms. Rare Heirlooms now have 3 modifier slots (up from 2). Drop rates for Heirlooms up to zone 300 were improved. In addition, two new rarity breakpoints are introduced at z600 and z700.
* In patch 4.8, a new tier of Heirlooms is introduced (Plagued) which is obtained on Zones 500+. Two new modifiers are exclusive to this type. To accommodate this, the z400+ rarity breakpoint was changed to z400-z499, and a new rarity breakpoint z500+ was added.
* In patch 4.5, the z300+ rarity breakpoint was changed to z300-z399, and a new rarity breakpoint z400+ was added.
* In patch 4.1, the Magmatic rarity was added, and the number of carried slots was increased by 1. Also, prior to 4.1, it was impossible to retrieve any Nullifium spent on an Heirloom. Recycling Heirlooms would not give back any Nullifium spent on upgrades. This works retroactively - any Heirlooms that were found and upgraded prior to 4.1 can now be recycled for full value with all the upgrades.
* In patch 3.3, the z181+ rarity breakpoint was changed to z181-z200, and a new rarity breakpoint z201+ was added.

## Notes

1. ↑ Note that Condensor Effect has a cap of 10% for Uncommon and Rare Cores, 15% for Epic Cores, 25% for Legendary Cores, 35% for Magnificent Cores and 50% for Ethereal Cores.