Items

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 Shovel
Bulwark ShovelCommonSTONEWeapon
+2/3/4 ATK, +4/6/8 ARM
while you have Armor, take 1 less weapon damage per strike (min 1)
Cragbreaker Hammer
Cragbreaker HammerRareSTONEWeapon
+2/3/4 ATK, +3/5/7 ARM
first strike each turn removes 1/2/3 enemy Armor before damage
Miner Helmet
Miner HelmetCommonSTONEGear
+5/10/20 ARM
Work Vest
Work VestCommonSTONEGear
+4/8/16 HP, +1 ARM
Spiked Bracers
Spiked BracersCommonSTONEGear
+2/4/8 ARM
+4/8/16 Shrapnel
Reinforcement Plate
Reinforcement PlateRareSTONEGear
+2/4/8 ARM
every other turn: gain 2/4/8 Armor and 1/2/4 Shrapnel
Rebar Carapace
Rebar CarapaceRareSTONEGear
+3/6/12 ARM
Exposed (once): gain 6/12/24 Armor and 2/4/8 Shrapnel
Shrapnel Talisman
Shrapnel TalismanRareSTONEGear
+4/8/16 ARM
gain Shrapnel (once): gain 2/4/8 Armor
Crystal Crown
Crystal CrownMythicSTONEGear
Battle Start: gain Max HP = starting Armor (cap 10/20/40)
Stone Sigil
Stone SigilHeroicSTONEGear
+3/6/12 ARM
end of turn: if ≥2 Armor, gain 3/6/12 Armor
Twin Picks
Twin PicksCommonSCOUTWeapon
+1/2/3 ATK
strike 2x/turn; On Hit triggers each strike
Pneumatic Drill
Pneumatic DrillRareSCOUTWeapon
+1/2/3 ATK
strike 3x/turn; Gear ATK at 50% beyond 2nd strike
Miner Boots
Miner BootsCommonSCOUTGear
+2/4/8 DIG, +1/2/4 SPD
Leather Gloves
Leather GlovesCommonSCOUTGear
+1/2/4 ATK, +1/2/4 DIG
Tunnel Instinct
Tunnel InstinctRareSCOUTGear
+1/2/4 DIG
DIG > enemy: +1/2/4 SPD, +1/2/4 ATK
Tunneler Spurs
Tunneler SpursRareSCOUTGear
+2/4/8 SPD
act first Turn 1: +1/2/4 DIG, +2/4/8 ARM
Wall-Sense Visor
Wall-Sense VisorRareSCOUTGear
+1/2/4 DIG, +1/2/4 SPD
DIG > enemy: +5/10/20 Armor
Drill Servo
Drill ServoHeroicSCOUTGear
Wounded: gain +1/2/4 additional strikes and +2/4/8 ATK
Weak-Point Manual
Weak-Point ManualHeroicSCOUTGear
+1/2/4 ATK, +1/2/4 DIG
DIG > enemy ARM: ignore 2/4/8 Armor
Gear-Link Medallion
Gear-Link MedallionMythicSCOUTGear
+2/4/8 SPD
On Hit effects trigger twice
Glittering Pick
Glittering PickCommonGREEDWeapon
+1/2/3 ATK
On Hit: +1 Gold; Victory: +2 Gold
Gemfinder Staff
Gemfinder StaffHeroicGREEDWeapon
+2/2/3 ATK, +2/3/3 ARM, +1/2/2 DIG
first hit triggers all Shards
Loose Nuggets
Loose NuggetsCommonGREEDGear
+1/2/4 ARM
Start of Day: gain +5/10/20 Gold
Lucky Coin
Lucky CoinCommonGREEDGear
Victory: +2/4/8 Gold, heal 2/4/8 HP
Ruby Shard
Ruby ShardCommonGREEDGear
Every other turn: heal 2/4/8 HP
Pyrite Shard
Pyrite ShardCommonGREEDGear
Every other turn: +2/4/8 Gold
Amethyst Shard
Amethyst ShardCommonGREEDGear
Every other turn: 1/2/4 non-weapon damage
Emerald Shard
Emerald ShardCommonGREEDGear
Every other turn: +2/4/8 Armor
Gilded Ring
Gilded RingHeroicGREEDGear
+4/8/16 ARM
Armor = Gold/6 (cap 6/12/24); Gold ≥20: +1/2/4 SPD
Royal Bracer
Royal BracerMythicGREEDGear
+1/2/4 ATK
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 Pick
Fuse PickCommonBLASTWeapon
+1/2/3 ATK
first hit: 1/2/3 non-weapon damage
Spark Pick
Spark PickRareBLASTWeapon
+2/3/4 ATK
On Hit: reduce highest Countdown by 1
Small Charge
Small ChargeCommonBLASTGear
Countdown(3): 8/14/24 to enemy, 4/6/10 to self
Blast Suit
Blast SuitRareBLASTGear
+4/8/16 ARM
BLAST self-damage reduced by 50%. When you deal non-weapon damage: gain +1/2/4 Armor
Explosive Powder
Explosive PowderRareBLASTGear
+2/4/8 ARM
Non-weapon damage deals +2/4/8
Double Detonation
Double DetonationRareBLASTGear
1st bomb: +1/2/4
2nd: +3/6/12
Bomb Satchel
Bomb SatchelHeroicBLASTGear
+4/8/16 ARM, +1/2/4 ATK
Reduce Countdown of all bombs by 1 (min 1). Bombs deal +0/2/4 extra damage
Kindling Charge
Kindling ChargeRareBLASTGear
Battle Start: 2/4/8 to enemy
next bomb +3/6/12, self -2/4/8
Time Charge
Time ChargeHeroicBLASTGear
+2/4/8 ARM
Turn Start: +2/4/8 stored; Exposed/Turn 5+: deal stored
Twin-Fuse Knot
Twin-Fuse KnotMythicBLASTGear
Bombs trigger 2x
self-damage -3/6/12
Rime Pike
Rime PikeCommonFROSTWeapon
+1/2/3 ATK
On Hit: 1 Chill; 2+ Chill: +1 more
Glacier Fang
Glacier FangRareFROSTWeapon
+1/2/3 ATK
On Hit: 1 Chill; if Chilled: +0/1/1 SPD, +0/1/1 dmg
Frost Lantern
Frost LanternCommonFROSTGear
+1/2/4 ARM
Battle Start: 1/2/4 Chill
Rime Cloak
Rime CloakHeroicFROSTGear
+1/2/4 ARM
struck: 1/1/2 Chill to attacker
Cold Snap Charm
Cold Snap CharmRareFROSTGear
+1/2/4 SPD
first Turn 1: 2/4/8 Chill, +4/8/16 ARM
Ice Skates
Ice SkatesRareFROSTGear
+2/4/8 SPD, +2/4/8 DIG
Frostguard Buckler
Frostguard BucklerHeroicFROSTGear
+8/16/32 ARM
if Chilled: +3/6/12 Armor, 1/2/4 Chill
Permafrost Core
Permafrost CoreMythicFROSTGear
If Chilled: 1/2/4 Armor, 1/2/4 non-weapon
Cold Front Idol
Cold Front IdolHeroicFROSTGear
Every other turn: 1/2/4 Chill, 1/2/4 non-weapon, 0/1/2 ARM
if enemy is Chilled: +1/2/4 SPD
Deep Freeze Charm
Deep Freeze CharmHeroicFROSTGear
+3/6/12 ARM
Wounded: 2/4/8 Chill, -1/2/4 SPD; non-weapon dmg +1/2/4 while enemy Chilled
Corrosive Pick
Corrosive PickCommonRUSTWeapon
+2/3/4 ATK
On Hit: apply 2/3/4 Rust
Etched Burrowblade
Etched BurrowbladeHeroicRUSTWeapon
+2/3/4 ATK, +2/3/4 SPD
Rust: ignore 2/3/4 Armor; Rust ≥4: ignore ALL
Oxidizer Vial
Oxidizer VialCommonRUSTGear
+2/4/8 ARM
Battle Start: 2/4/8 Rust (+2/4/8 if Armored)
Rust Spike
Rust SpikeRareRUSTGear
+1/2/4 ATK
On Hit: 1/2/4 Rust; Rust ≥2: 2/4/8 non-weapon
Corroded Greaves
Corroded GreavesRareRUSTGear
+1/2/4 SPD
Battle Start: 2/4/8 Rust; Wounded: +3/6/12 Rust
Acid Phial
Acid PhialRareRUSTGear
Battle Start: -5/10/20 enemy Armor, 2/4/8 Rust
Flaking Plating
Flaking PlatingRareRUSTGear
+6/12/24 ARM
lose 3+ Armor: 2/4/8 Rust to enemy
Rust Engine
Rust EngineHeroicRUSTGear
Rust or 0 Armor: deal 3/6/12 non-weapon damage
Corrosion Loop
Corrosion LoopMythicRUSTGear
On Hit: +2/4/8 Rust
0 Armor: 2/4/8 non-weapon
Salvage Clamp
Salvage ClampCommonRUSTGear
Apply Rust: +2/4/8 Gold
Battle Start: 2/4/8 Rust
Serrated Drill
Serrated DrillCommonBLOODWeapon
+1/2/3 ATK
On Hit: 1 Bleed; Bleed dmg heals 0/1/2 HP
Reaper Pick
Reaper PickRareBLOODWeapon
+1/2/3 ATK
On Hit: 1 Bleed (Wounded: +0/1/1)
Last Breath Sigil
Last Breath SigilCommonBLOODGear
Prevent death once, heal 3/6/12 HP
Bloodletting Fang
Bloodletting FangRareBLOODGear
+1/2/4 ATK
+1/2/4 dmg to Bleeding enemies
Leech Wraps
Leech WrapsRareBLOODGear
Bleed dmg: +1/2/4 Armor, heal 1/2/4 HP
Blood Chalice
Blood ChaliceRareBLOODGear
+2/4/8 ARM
Victory: heal 4/8/16 HP
Hemorrhage Hook
Hemorrhage HookHeroicBLOODGear
+1/2/4 ATK, +3/6/12 ARM
Wounded: 2/4/8 Bleed
Execution Emblem
Execution EmblemHeroicBLOODGear
+1/2/4 ATK, +2/4/8 ARM
Wounded enemy: first strike +2/4/8
Gore Mantle
Gore MantleRareBLOODGear
First Wounded: gain 8/16/32 Armor
Vampiric Tooth
Vampiric ToothMythicBLOODGear
First hit: 0/1/2 Bleed
if Bleeding: heal = stacks (max 2/4/8)
Quickpick
QuickpickCommonTEMPOWeapon
+1/2/3 ATK, +2/3/4 SPD
every other turn: +1/2/4 SPD
Chrono Rapier
Chrono RapierMythicTEMPOWeapon
+1/2/3 ATK, +3/4/5 SPD
if you act first Turn 1: +1/2/3 ATK
Wind-Up Spring
Wind-Up SpringCommonTEMPOGear
+1/2/4 SPD, +1/2/4 ATK
Ambush Charm
Ambush CharmRareTEMPOGear
+1/2/4 SPD
first Turn 1: +4/8/16 dmg, +1/2/4 ATK
Counterweight Buckle
Counterweight BuckleRareTEMPOGear
+1/2/4 SPD
enemy first: 7/14/28 Armor, 2/4/8 Shrapnel
Hourglass Charge
Hourglass ChargeRareTEMPOGear
+2/4/8 ARM
Turn 3: +2/4/8 ATK, +1/2/4 SPD
Initiative Lens
Initiative LensRareTEMPOGear
+1/2/4 SPD
SPD > enemy: 5/10/20 Armor
Backstep Buckle
Backstep BuckleRareTEMPOGear
Enemy first Turn 1: 4/8/16 Armor AND +3/6/12 dmg
Tempo Battery
Tempo BatteryHeroicTEMPOGear
+1/2/4 ATK, +3/6/12 ARM
every other turn: +2/4/8 SPD
Second Wind Clock
Second Wind ClockHeroicTEMPOGear
+3/6/12 ARM
Turn 5: heal 10/20/40 HP, +2/4/8 SPD

Upgrade Tiers

Rusty Anvil
Weapons upgrade at the Rusty Anvil.
Rune Kiln
Gear fuses at the Rune Kiln.

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).

MethodAcceptsCost
Rusty AnvilWeapons onlyI→II: 10g, II→III: 20g
Rune KilnAny 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:

WeekGear SlotsMode
Week 14All
Week 2 (after W1 boss)6All
Week 3 (after W2 boss)8All
Week 4 (after W3 boss)10Gauntlet only
Week 5 (after W4 boss)12Gauntlet only

Weapon Oils

Weapon Oil Rack

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 OilATK Oil+1 ATK
SPD OilSPD Oil+1 SPD
DIG OilDIG Oil+1 DIG
ARM OilARM Oil+1 ARM

Item Unlocking

Items screen
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 TagBreakdown
5 items1 Weapon + 4 Gear

This guarantees that every player begins with at least one viable build path for each tag archetype.