The complete reference for all 80 items in Dungeons & Moles. Items are divided across 8 tags, each representing a distinct strategic archetype. Every mole equips exactly 1 Weapon and up to 5 Gear items. All items are upgradable through three tiers (I, II, III), with stat values scaling at each tier.
Bulwark ShovelCommonSTONEWeapon
+2/3/4 , +4/6/8
while you have Armor, take 1 less weapon damage per strike (min 1)
Cragbreaker HammerRareSTONEWeapon
+2/3/4 , +3/5/7
first strike each turn removes 1/2/3 enemy Armor before damage
Miner HelmetCommonSTONEGear
+5/10/20
Work VestCommonSTONEGear
+4/8/16 , +1
Spiked BracersCommonSTONEGear
+2/4/8
+4/8/16 Shrapnel
Reinforcement PlateRareSTONEGear
+2/4/8
every other turn: gain 2/4/8 Armor and 1/2/4 Shrapnel
Rebar CarapaceRareSTONEGear
+3/6/12
Exposed (once): gain 6/12/24 Armor and 2/4/8 Shrapnel
Shrapnel TalismanRareSTONEGear
+4/8/16
gain Shrapnel (once): gain 2/4/8 Armor
Crystal CrownMythicSTONEGear
Battle Start: gain Max HP = starting Armor (cap 10/20/40)
Stone SigilHeroicSTONEGear
+3/6/12
end of turn: if ≥2 Armor, gain 3/6/12 Armor
Twin PicksCommonSCOUTWeapon
+1/2/3
strike 2x/turn; On Hit triggers each strike
Pneumatic DrillRareSCOUTWeapon
+1/2/3
strike 3x/turn; Gear ATK at 50% beyond 2nd strike
Miner BootsCommonSCOUTGear
+2/4/8 , +1/2/4
Leather GlovesCommonSCOUTGear
+1/2/4 , +1/2/4
Tunnel InstinctRareSCOUTGear
+1/2/4
DIG > enemy: +1/2/4 SPD, +1/2/4 ATK
Tunneler SpursRareSCOUTGear
+2/4/8
act first Turn 1: +1/2/4 DIG, +2/4/8 ARM
Wall-Sense VisorRareSCOUTGear
+1/2/4 , +1/2/4
DIG > enemy: +5/10/20 Armor
Drill ServoHeroicSCOUTGear
Wounded: gain +1/2/4 additional strikes and +2/4/8 ATK
Weak-Point ManualHeroicSCOUTGear
+1/2/4 , +1/2/4
DIG > enemy ARM: ignore 2/4/8 Armor
Gear-Link MedallionMythicSCOUTGear
+2/4/8
On Hit effects trigger twice
Glittering PickCommonGREEDWeapon
+1/2/3
On Hit: +1 Gold; Victory: +2 Gold
Gemfinder StaffHeroicGREEDWeapon
+2/2/3 , +2/3/3 , +1/2/2
first hit triggers all Shards
Loose NuggetsCommonGREEDGear
+1/2/4
Start of Day: gain +5/10/20 Gold
Lucky CoinCommonGREEDGear
Victory: +2/4/8 Gold, heal 2/4/8 HP
Ruby ShardCommonGREEDGear
Every other turn: heal 2/4/8 HP
Pyrite ShardCommonGREEDGear
Every other turn: +2/4/8 Gold
Amethyst ShardCommonGREEDGear
Every other turn: 1/2/4 non-weapon damage
Emerald ShardCommonGREEDGear
Every other turn: +2/4/8 Armor
Gilded RingHeroicGREEDGear
+4/8/16
Armor = Gold/6 (cap 6/12/24); Gold ≥20: +1/2/4 SPD
Royal BracerMythicGREEDGear
+1/2/4
Turn Start: convert 1 Gold → 4/8/16 Armor (max 3 times per battle); Gold gains from all sources increased by 50/100/200%
Fuse PickCommonBLASTWeapon
+1/2/3
first hit: 1/2/3 non-weapon damage
Spark PickRareBLASTWeapon
+2/3/4
On Hit: reduce highest Countdown by 1
Small ChargeCommonBLASTGear
Countdown(3): 8/14/24 to enemy, 4/6/10 to self
Blast SuitRareBLASTGear
+4/8/16
BLAST self-damage reduced by 50%. When you deal non-weapon damage: gain +1/2/4 Armor
Explosive PowderRareBLASTGear
+2/4/8
Non-weapon damage deals +2/4/8
Double DetonationRareBLASTGear
1st bomb: +1/2/4
2nd: +3/6/12
Bomb SatchelHeroicBLASTGear
+4/8/16 , +1/2/4
Reduce Countdown of all bombs by 1 (min 1). Bombs deal +0/2/4 extra damage
Every item exists in three tiers: Tier I, Tier II, and Tier III. Upgrading an item increases its stat bonuses and effect values (shown as the three slash-separated numbers in each effect description). Items are upgraded at the Rusty Anvil (Weapon upgrades, costs Gold) or the Rune Kiln (fuse two identical items to upgrade for free).
Method
Accepts
Cost
Rusty Anvil
Weapons only
I→II: 10g, II→III: 20g
Rune Kiln
Any item (fuse 2 identical)
Free
Equipment Slots
Each mole has exactly 1 Weapon slot and multiple Gear slots. Your Weapon sets your primary attack pattern, while Gear items provide passive bonuses, triggered effects, and stat boosts. Gear slots expand as you defeat bosses:
Week
Gear Slots
Mode
Week 1
4
All
Week 2 (after W1 boss)
6
All
Week 3 (after W2 boss)
8
All
Week 4 (after W3 boss)
10
Gauntlet only
Week 5 (after W4 boss)
12
Gauntlet only
Weapon Oils
Weapon Oils are single-use stat modifiers applied to your equipped Weapon at a Weapon Oil Rack POI. Each oil grants a permanent +1 bonus to one stat for the rest of the run. You can only apply one oil per tool.
ATK Oil+1 ATK
SPD Oil+1 SPD
DIG Oil+1 DIG
ARM Oil+1 ARM
Item Unlocking
The Items screen: pick which unlocked items can show up in your runs.
The base item catalog contains 80 items. Of these, 40 items are unlocked from the start (5 per tag, consisting of 1 Weapon and 4 Gear). The remaining 40 items are locked and must be earned through gameplay.
Each first-time campaign victory on a given stage unlocks 1 random locked item. The item is selected randomly using on-chain VRF (Verifiable Random Function), so the result is unpredictable but verifiable.
Starter Items
The 40 starter items are distributed evenly across all 8 tags:
Per Tag
Breakdown
5 items
1 Weapon + 4 Gear
This guarantees that every player begins with at least one viable build path for each tag archetype.