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

SlotHow it works
WeaponTwo at a time, including whatever your bunkmate starts with. Weapons carry their own level — press-kit screenshots show a weapon card at LVL 3.
SpellIts own category, so a spell pick never competes with a weapon pick.
CharmPassive 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

CharmEffectSource
FireworksEnemies 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.

WeaponHow we know
MachinegunFiring 25 bullets before reloading unlocks Double Deagles; taking it to max level unlocks Bullet Time.
Double DeaglesFive kills in a row with it unlocks Laser.
LaserDamaging 10 enemies with one beam unlocks Shield.
MagnumDealing at least 700 damage in one shot unlocks Stagger.
AxeKilling 10 enemies with a single throw unlocks Grenade.
HarpoonRetrieving 25 harpoons unlocks Flippers — so the harpoon is a weapon you pick back up.
Bounce ballsHaving 20 bouncing at once unlocks Life Insurance.
Zombie RingRunning 10 zombies at once unlocks Defibrillator. It is also why the run screen tracks a Zombie Chance stat.
WebsTrapping 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.

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.

StatGroup
DamageOffence
ReloadOffence
KnockOffence
BloodPickups
MoneyPickups
LuckPickups
MagnetPickups
Move SpdMovement
Jump HeightMovement
JumpsMovement
Slow ChanceStatus
Burn ChanceStatus
Freeze ChanceStatus
Zombie ChanceStatus
Enemy SpdEnemy scaling
Enemy Bullet SpdEnemy 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.