Slot Machine
/slot-machine
Systems
Slot Machine
The slot machine summons your army. It has a 3x3 grid and 8 lines; three of one unit symbol on a line summon one unit of that symbol.
- 6
- Spins per wave
- 100 Gold
- First spin
- +50 Gold
- Each paid spin
- 1,350 Gold
- All 6 spins
Spins return to 6 and the price returns to 100 Gold at the end of every wave; unused spins are lost. A Fate Stone spin uses no spin. Cores and upgrades can lower the price.
Symbols
Each cell draws its symbol on its own
20% per cell. Summons Warrior, Mace Soldier, Fighter, Skull Fighter or Slayer, by the grade it rolls.
20% per cell. Summons Archer, Scout, Gunslinger, Skeleton Archer or Sharpshooter, by the grade it rolls.
20% per cell. Summons Spearman, Infantry, Spear Fighter, Bone Spearman or Lancer, by the grade it rolls.
15% per cell. Summons Mage, Sorcerer, Arcanist, Bone Mage or Forbidden Mage, by the grade it rolls.
15% per cell. Summons Cavalry, Iron Cavalry, Light Cavalry, Dread Cavalry or Beast Cavalry, by the grade it rolls.
10% per cell. Summons Duelist, Druid, Guardian, Shade or Angel, by the grade it rolls.
Appears only through cores: some give each cell a Joker chance (at most 5%), others place Jokers directly. It counts as every unit symbol, and three Jokers make a Joker line that summons a Jester.
Lines
Every line is checked; lines pay one after another
Top row
Middle row
Bottom row
Diagonal from top left
Diagonal from top right
Left column
Middle column
Right column
Odds of one spin
Without cores, guarantees or the streak help below
- 22.7%
- At least one line
- 20.4%
- Exactly one line
- 2.04%
- Two lines
- 0.28%
- Three or more
- 0.254
- Lines per spin, average
- About 1 in 620,000
- Jackpot
Jackpot and big wins
A spin with 5 or more winning lines gives +2 Essence.
All 9 cells show one symbol. All 8 lines pay, so 8 units are summoned, the JACKPOT banner gives +2 Essence, and the units of the last line are Prism. With the 5-line bonus a jackpot gives +4 Essence.
Three Jokers on a line summon a 1-star Special Jester. A Jester gets no class choice when summoned.
Unit grade
Odds of each grade after each research upgrade; the number after a name is its Originite cost
Every unit a line summons rolls its grade on its own. Without research every unit is Normal; research upgrades raise the odds. Normal is always what is left over.
Needs Open Forest cleared on Easy. Normal 95%, Advanced 5%
Normal 90%, Advanced 10%
Normal 85%, Advanced 15%
Needs Wasteland cleared on Easy. Normal 83%, Advanced 15%, Rare 2%
Normal 82%, Advanced 15%, Rare 3%
Normal 80.5%, Advanced 15%, Rare 4.5%
Needs Lost Ruins cleared on Easy. Normal 80.4%, Advanced 15%, Rare 4.5%, Legendary 0.1%
Normal 80.3%, Advanced 15%, Rare 4.5%, Legendary 0.2%
Normal 80.1%, Advanced 15%, Rare 4.5%, Legendary 0.4%
Needs Crimson Hell cleared on Easy. Normal 80.08%, Advanced 15%, Rare 4.5%, Legendary 0.4%, Prism 0.02%
Normal 80.05%, Advanced 15%, Rare 4.5%, Legendary 0.4%, Prism 0.05%
Normal 80%, Advanced 15%, Rare 4.5%, Legendary 0.4%, Prism 0.1%
Machines
Picked before a run; cores made for the other machine do not fit
Once per wave, nudge one reel down one space. A new symbol enters at the top. Free to use. The default machine.
Once per wave, blow up every symbol of one kind that appears two or more times. The rest fall down, and new symbols fill the empty spaces. Free to use. Unlocked with the Blast Slot Machine Unlock upgrade (60) after clearing Deep Cave on Normal.
Win guarantees
Help the game gives after losing spins
If neither of the first two spins of a run wins, the third spin is a sure win. This happens once per run; Fate Stone spins do not count.
With this upgrade, the next spin after you first lose life is a sure win. Once per run.
From wave 2, a losing paid spin can be turned into a win: one cell changes so that a line with two matching unit symbols wins. From wave 4 the chance is 15% on the 4th paid loss in a row, then 30%, 50%, 75%, and the 8th loss is always turned. In wave 2 it is 25% on the 3rd loss, 60% on the 4th and certain on the 5th, and in wave 3 20% on the 4th, 55% on the 5th and certain on the 6th, but only once per wave and only while the run has summoned at most 1 unit (wave 2) or 2 units (wave 3). Any win resets the streak; a new wave does not. Fate Stone spins do not count.
From the 3rd paid spin of a wave that has no win yet, a losing spin is turned into a win with 70% in waves 2 to 5, 45% in wave 6 and 20% in wave 7. When both this and the streak rule apply, the higher chance counts.
From wave 4, after 3 waves in a row in which you spun but won nothing, each spin wins with a chance of 1 in (spins you can still afford + 1), so the last affordable spin always wins. It turns off again once it fires.
End of a wave
What every wave pays
+400 at the end of every wave. A won wave adds +100, up to +20 for a fast battle (+20 at once, nothing after 20 seconds) and +10 with no ally lost (+7 with 1, +3 with 2, nothing with 3 or more). A lost wave adds +10.
+1 at the end of every wave, +5 more when you win a wave whose number ends in 0 and +3 more when it ends in 5. A spin with 5 or more winning lines gives +2, and the Jackpot banner another +2.
Won by clearing every 5th wave and paid at the end of the run: (wave / 5) x stage factor x difficulty factor, doubled the first time you reach that wave on that stage and difficulty. Spent on the upgrade tree.





















