Blood Dungeon Weapons, Spells & Charms
Every level-up in Blood Dungeon offers one card per slot: a Weapon, a Spell and a Charm. You carry two weapons including your starter; spells and charms live in their own categories, so taking one never costs you a weapon. Messhof counts over 100 unlockable weapons and upgrades. What follows is only what a first-party or on-screen source actually names.
Pickup list checked:
Three slots, not one pool
| Slot | How it works |
|---|---|
| Weapon | Two at a time, including whatever your bunkmate starts with. Weapons carry their own level — press-kit screenshots show a weapon card at LVL 3. |
| Spell | Its own category, so a spell pick never competes with a weapon pick. |
| Charm | Passive modifiers. Two are named on Messhof's own screenshots: Fireworks and Highground. |
Rarity and the duplicate rule
Cards roll as Common, Uncommon, Rare. The rarity label sits on the card. It matters because the transformative effects are the rare ones — an extra projectile is far harder to roll than a small cooldown reduction. Which means the honest read is often "take the modest one now" rather than waiting on a card that may not arrive.
Picking up another copy of something you already own improves it. A duplicate feeding the attack that is already carrying the run usually beats a fresh weapon that starts at level 1.
Named charms
| Charm | Effect | Source |
|---|---|---|
| Fireworks | Enemies explode into small bullets when killed. | Messhof press kit |
| Highground | +50% damage when you have the highground. | Messhof press kit |
Only two charms are named on official material. Highground in particular explains a lot about why this game is a platformer: a charm that pays you 50% more damage for being above the enemy turns wall-climbing from an escape route into a damage decision.
Weapons we can confirm exist
Each of these is named inside an achievement condition or on a press-kit screenshot, so we know it is real and we know one concrete thing it does.
| Weapon | How we know |
|---|---|
| Machinegun | Firing 25 bullets before reloading unlocks Double Deagles; taking it to max level unlocks Bullet Time. |
| Double Deagles | Five kills in a row with it unlocks Laser. |
| Laser | Damaging 10 enemies with one beam unlocks Shield. |
| Magnum | Dealing at least 700 damage in one shot unlocks Stagger. |
| Axe | Killing 10 enemies with a single throw unlocks Grenade. |
| Harpoon | Retrieving 25 harpoons unlocks Flippers — so the harpoon is a weapon you pick back up. |
| Bounce balls | Having 20 bouncing at once unlocks Life Insurance. |
| Zombie Ring | Running 10 zombies at once unlocks Defibrillator. It is also why the run screen tracks a Zombie Chance stat. |
| Webs | Trapping 25 enemies in webs at once unlocks Slow Ring. Leggy's starting kit. |
Named unlockables
These 25 names are what the achievement list hands out. Their in-game effects are not published anywhere we can check, so we list the names and the condition, not invented descriptions.
- Double Deagles
- Laser
- Shield
- Slow Ring
- Vampire Ring
- Defibrillator
- Multiheal
- StimGun
- Bullet Time
- Grenade
- Stagger
- Decoy
- Airbound
- Life Insurance
- Freeze Armor
- Flippers
- Kill Zone
- Artillery
- Jetpack
- Battery
- Crystalize
- Protection Drone
- Lucky Chests
- Extra Choice
- Slow Enemies
The exact condition for each is on the achievements page, along with how many players have met it.
The 16 stats a card can move
16 stats sit on the run screen, shown as percentages against a 100% baseline (Jumps is a count). Read off Messhof's press-kit screenshots — which are mid-run, so the numbers in them reflect picks already taken, not starting values.
| Stat | Group |
|---|---|
| Damage | Offence |
| Reload | Offence |
| Knock | Offence |
| Blood | Pickups |
| Money | Pickups |
| Luck | Pickups |
| Magnet | Pickups |
| Move Spd | Movement |
| Jump Height | Movement |
| Jumps | Movement |
| Slow Chance | Status |
| Burn Chance | Status |
| Freeze Chance | Status |
| Zombie Chance | Status |
| Enemy Spd | Enemy scaling |
| Enemy Bullet Spd | Enemy scaling |
Two of these are worth reading twice. Enemy Spd and Enemy Bullet Spd sit on your sheet, which means something in the game moves them — a run can get harder in ways that have nothing to do with wave count. And Zombie Chance being a tracked stat is why the Zombie Ring scales rather than being a one-off gimmick.