Collector Quest
The Adventurer's Handbook
Your collection is the dungeon. Track what you own, hunt what you want, and your pixel adventurer levels up, opens chests, and gears up along the way.
✦ The Legend ✦
The Legend of the Scattered Vault

Long ago, every treasure in the world rested in one place: the Great Vault, tended by the Order of Collectors. Every figure stood posed in its case, every card slept in its sleeve, every list was complete. Then came the Scattering — a calamity no chronicle fully explains — and the Vault burst across the world. Grails landed in attics and flea markets, sealed wonders sank into forgotten warehouses, and the Great Lists themselves were torn to fragments.
Worse things crawled out of the wreckage. Dust Bunnies breed in neglected shelves. Entropy Moths gnaw mint corners soft. Bootleg Mimics wear the faces of treasures they could never be, and Scalper Wraiths haunt every restock, hoarding what they'll never love. Above them all coils the Backlog Dragon, fat on unopened boxes, growing with every purchase left sealed in shame.





You are a Collector — one of the Order's new adventurers. Every item you track returns a fragment to the Lists. Every bounty you claim pulls a grail out of the dark. Every checklist you complete drives the creatures back a little further. The Vault will never be one place again… but shelf by shelf, case by case, collectors like you are rebuilding it everywhere.
The Order needs collectors.
How to play
📦
Track your stuff
Every item you mark as owned earns XP for your adventurer.
🎯
Post bounties
Wantlist a grail to post a bounty — acquire it later for a big XP payout and a guaranteed chest.
🐉
Slay the boss
Complete a checklist to defeat its guardian: 500 XP and a Rare-or-better drop.
The classes
Vault Knight
the Knight
Stalwart keeper of the collection. Nothing leaves the vault.
Bonus XP for owning items and completing checklists (×1.5).
Grail Hunter
the Ranger
Always scanning the horizon for the next white whale.
Bonus XP for wantlisting and claiming bounties (×1.5).
Arcane Archivist
the Wizard
Master of the catalog's deepest lore.
Bonus XP for wiki edits, item data, and the Arcana Table (×1.5).
Shadow Scout
the Rogue
First to every deal, gone before the restock sells out.
Bonus XP for deals, alerts, and marketplace moves (×1.5).
Coin Bard
the Bard
Every trade a verse, every sale a chorus.
Bonus XP for sales, trades, and referrals (×1.5).
Leveling & XP
Levels run 1–50 — quick early, prestigious late. Every level-up opens a chest. Titles land every 10 levels, and your adventurer appears on your public profile (you can turn that off anytime).
| You do this | XP | Notes |
|---|---|---|
| Mark an item owned | +25 | first 20/day |
| Add an item to your wantlist | +10 | bounty posted |
| Acquire a wanted item | +60 | bounty claimed — guaranteed chest |
| Checklist milestone (25/50/75%) | +150 | |
| Complete a checklist | +500 | boss defeated — Rare+ guaranteed |
| Approved wiki edit | +40 | |
| Marketplace sale | +50 | |
| Referral signup | +200 |
The Armory
Every weapon is class-bound; armor fits everyone. Drop odds: Common 60% · Uncommon 25% · Rare 11% · Epic 3.5% · Legendary 0.5% — with a Rare-or-better guaranteed every 20 chests. Duplicates melt into Glimmer.
Vault Knight weapons (Knight)
Grail Hunter weapons (Ranger)
Arcane Archivist weapons (Wizard)
Shadow Scout weapons (Rogue)
Coin Bard weapons (Bard)
Armor (all classes)
Combat
⚔️ PvE — The Hunt Board
Six creatures prowl your shelves each day; you have the strength for three hunts. Read the monster's tell, pick a stance (Aggressive beats Lucky beats Guarded beats Aggressive — winning the wheel makes your opening blows ~30% harder), then fight turn by turn: Attack, cast your class spell (Case Slam, Deadeye Shot, Grail Fire, Shadowstrike, Rally Song — 2 MP per battle), drink a Curator's Tonic to heal half, or Guard to halve the next hit. Scalper Wraiths also ambush ~1 in 5 bounty claims. Losing never costs you anything.
🛡️ PvP — Showdowns coming soon
Duel other collectors' adventurers: gear stats + dice rolls, level-bracketed, fully asynchronous. LUCK crits, KEEN dodges, CHARM taunts. Winners earn Honor for exclusive cosmetics — nothing is ever taken from the loser.
Your Den — home base
Every adventurer gets a room of their own: a floor of tiles where furniture and displayed gear live. Drag anything anywhere — pieces snap to the grid. Sweep daily for Glimmer, and check the In progress strip under the room to watch everything you've set cooking.
Stations
🔥 Hearth
Every level adds +3 Max HP. Its fire literally grows with it. Upgrades cost ✦50 → ✦800 across five levels, and the furniture's look improves as it levels.
🗄️ Display Case
Every level adds +1 LUCK. It's also the storage cabinet: seal a piece inside for timed restoration — it may come out a rarity tier finer, or shatter (odds below). Upgrades cost ✦50 → ✦800 across five levels, and the furniture's look improves as it levels.
🔨 Workbench
Every level adds +1 KEEN and reduces restoration break risk 2%. The bench is also the forge: level gear up and repair battle wear. Upgrades cost ✦50 → ✦800 across five levels, and the furniture's look improves as it levels.
🏅 Trophy Shelf
Every level adds +1 CHARM, as does each displayed Epic or Legendary. Click it to see every badge you've earned on IHasStuff — each pays a one-time Glimmer + XP reward, bigger for bigger milestones. Upgrades cost ✦50 → ✦800 across five levels, and the furniture's look improves as it levels.
Machines & the Workshop Market
⚗️ The Curiosity Engine (free with your den)
Three chambers of timed research: spend Glimmer, wait, collect more Glimmer, XP, tonics, even guaranteed Rare+ chests. Upgrade the Engine (✦150 / ✦300 / ✦600 / ✦1200) — each level runs research 5% faster and unlocks deeper projects, up to a Mythic Divination that guarantees an Epic-or-better find.
🎯 Training Dummy ✦300
Timed drills permanently raise LUCK, KEEN or CHARM — up to +3 each. Each rank costs double and takes longer (✦100/2h → ✦400/6h).
🪬 Rune Etcher ✦500
Carve runes into Lv 5+ gear (✦75 per etching, one rune per piece): 🔥 Ember Rune +2 ATK, 🛡️ Ward Rune +2 DEF, 🍀 Fortune Rune +4 LUCK, 👁️ Keeneye Rune +4 KEEN, 🎵 Echo Rune +4 CHARM. Runes drop from Stacks chests at depth 6+ and from Grail Divination.
⚱️ Glimmer Still ✦250
Condenses shelf dust overnight: +✦20 to every daily sweep.
Don't want something? Any station or machine (except the Engine) can be removed and sold from its own panel or the Market — you get half its invested value back, and sold stations can be bought back later for ✦100 with their upgrades reset. Choose wisely.
Forging, wear & repair
Every piece of gear has a forge level (up to Lv 10) adding +8% stats per level. Put it on the bench (or drag it there): Lv 1→2 costs ✦20 and 15 minutes, and both roughly ×1.6 each level after — masterwork is a commitment. Battles wear your equipped gear (−3 durability on a win, −5 on a loss); at 0% it's broken and fights at half strength until repaired. Repairs are instant and cost more for finer pieces and higher-level adventurers.
Restoration odds
| Sealed piece | Cost · time | Upgrade | Shatter* |
|---|---|---|---|
| Common | ✦25 · 30m | 75% | 10% |
| Uncommon | ✦60 · 2h | 65% | 20% |
| Rare | ✦150 · 8h | 50% | 30% |
| Epic | ✦400 · 24h | 35% | 40% |
*Each Workbench level shaves 2% off the shatter chance (floor 5%). Shattered pieces salvage 40% of the fee. Anything left over is "unscathed" — no harm done.
The Arcana Table
A card den inside the quest: build poker hands from 8 dealt cards (play 1–5, with 4 hands and 3 discards per blind), score chips × mult, and beat each blind's threshold. Clear 4 antes of Small → Big → Boss blinds and the table pays out — bosses twist the rules, and the finale is always the Backlog Dragon, whose threshold grows every hand you play.
🃏 Getting a seat
The table is free to play right now — up to 6 runs a day, on the house. Hang on to your Arcana Tickets (from deep Stacks chests and Ticket Tracing research); they'll matter when the buy-in returns.
🧙 The Wizard Council
Between blinds, Mog's Emporium sells wizards (5 seats): flat mult, per-suit chips, scaling powers, economy tricks. Buy with run-scoped Arcana ($) earned from blinds, unused hands, and interest — sell for half back. Builds are the whole game.
🏆 The pot
XP and Glimmer scale with blinds cleared (up to 50 XP and ✦73), and a full clear opens a gear chest. Arcane Archivists earn 1.5× XP here — cards are their element.
| Hand | Chips | Mult |
|---|---|---|
| High Card | 5 | ×1 |
| Pair | 10 | ×2 |
| Two Pair | 20 | ×2 |
| Three of a Kind | 30 | ×3 |
| Straight | 30 | ×4 |
| Flush | 35 | ×4 |
| Full House | 40 | ×4 |
| Four of a Kind | 60 | ×7 |
| Straight Flush | 100 | ×8 |
Card chips add on top: number cards face value, faces 10, aces 11. Wizards stack after that — order matters.
📖 Grimoire Pages
Each shop sells one page for a random hand type. Buying it levels that hand for the whole run — bigger hands grow faster per level (a Straight gains +22 chips and +2 Mult, while High Card only gains chips). Stack pages on one hand and build your run around it.
🪙 Curio Kits
Kits enchant a single card identity for the run — it returns with every shuffle. Gilded: +30 chips. Foil: +2 Mult. Lucky: 1-in-3 for +$2. And the jackpot roll, Prismatic: ×1.5 Mult every time that card scores. Buy the kit, then tap the card at the next deal.
🏷️ Skipping blinds
Before playing a hand on a Small or Big blind you may skip it for a mystery Charm Tag: instant cash, a free page, or a random enchant. No payout, and it doesn't count as cleared — pure greed, priced accordingly.
🂠 Decks
Run history unlocks new starting decks: reach Ante 2 for the Collector's (+1 discard) and Gambler's (+$4, only 3 hands), clear the table for the Archivist's (start with a random common wizard).
A blind, step by step
- You hold 8 cards. Tap 1–5 of them, then Play Hand — the best poker hand among them is what scores.
- Scoring: hand base chips + every scored card's chips, times the mult. Your wizards fire in shelf order — chip wizards first, then +Mult, then ×Mult last (that's why ×Mult wizards are gold).
- Not feeling it? Discard up to 5 cards (3 discards per blind) to draw fresh ones.
- Beat the threshold within 4 hands to clear the blind and bank Arcana ($): the blind payout, +$1 per unused hand, and interest ($1 per $5 held, max $5).
- Spend it at Mog's Emporium between blinds, then face the next one. Run out of hands short of the threshold and the run ends — you keep rewards for blinds already cleared.
The Wizard Council — full roster
A council of wizards, memes and furniture. Commons are cheap glue, uncommons scale or pay, rares warp builds — and gold-rimmed legendaries bend the whole run: copying the council, tripling shop odds, uncapping interest, even switching bosses off. Shop odds: 55% common / 30% uncommon / 12% rare / 3% legendary. And 1 in 50 offers prints NEGATIVE — inverted colors, and it takes no council seat at all. Other offers can roll a shiny print that fires every hand on top of the wizard's own power: Foil (+60 chips), Holo (+8 Mult) or the coveted Polychrome (×1.5 Mult) — stack a couple of those and the numbers stop being polite.

Apprentice Aldo
common · $6
Always: +4 Mult

Coinwise Cornelius
common · $6
Every scored
Coin card: +20 chips

Gemcutter Gwen
common · $6
Every scored
Gem card: +20 chips

Reliquary Rex
common · $6
Every scored
Relic card: +20 chips

Charm-speaker Cleo
common · $6
Every scored
Charm card: +20 chips

Pip the Pairwise
common · $7
+4 Mult on Pair, Two Pair, Full House & Four of a Kind

Bulk Binder Bram
common · $7
+50 chips whenever you play exactly 5 cards

Mint-Condition Mira
uncommon · $9
+6 chips for every card you keep in hand

Grail Hunter Gideon
uncommon · $10
+4 Mult for every scored Ace

The Speculator
uncommon · $9
Earn +$1 on every blind you clear; interest cap raised to $8

Dustblade Dorian
uncommon · $10
The FIRST hand of every blind: ×2 Mult

The Completionist
uncommon · $9
+1 Mult for each different hand type played this run

Ledger Lich
uncommon · $10
+1 Mult for every $2 of Arcana in your purse

Foil Wizard Fen
rare · $12
Always: ×1.5 Mult

The Archivist
rare · $13
×2 Mult on Straights, Flushes & Straight Flushes

The Grand Curator
rare · $13
+2 Mult, growing +2 more for every boss blind defeated

The Appraisal Duck
common · $5
Always: +3 Mult. Quack.

Cardboard Box Fort
common · $7
Always: +40 chips (it's very structurally sound)

Sentient Bubble Wrap
common · $7
+8 chips per card kept in hand (pop pop pop)

Emotional Support Cactus
uncommon · $9
The FIRST hand of every blind: ×2 Mult (it believes in you)

Mog's Cousin Greg
uncommon · $9
+$2 every blind you clear (he knows a guy)

Feral Price Gun
uncommon · $10
Every scored 2, 3, 4 or 5: +25 chips. EVERYTHING MUST GO

The Lint Roller of Destiny
uncommon · $9
+2 Mult per unused discard (cleanliness is power)

The Forbidden Stapler
rare · $12
×1.4 Mult. Do not ask what it staples.

Obi-Wand Kenoble
uncommon · $9
Hello there. Play EXACTLY 2 cards: +6 Mult (he has the high ground)

The Little Green Sage
uncommon · $10
This is the way: every scored
Charm gives +2 Mult

Tony the Tin Wizard
uncommon · $9
I am Iron Wizard: +$1 for every hand you play

The Incredulous Hulk
rare · $12
WIZARD SMASH! Four of a Kind: ×3 Mult

Doge the Shiba Sage
common · $7
much chips. very score. wow. Every scored card: +8 chips

This-Is-Fine Hound
uncommon · $10
Everything is fine: your LAST hand each blind ×1.5 Mult

Rick the Portal Sage
rare · $12
*burp* Science: shop rerolls always cost $2

Boromir the Blunt
common · $7
One does not simply flush: Straights get +6 Mult

The Mirror Mage
legendary · $18
Copies the effect of the wizard to its RIGHT

The Understudy
legendary · $16
Performs the effect of the wizard to its LEFT

The Folding Chair
legendary · $16
+2 council seats. Surprisingly comfy.

The Crouton Knight
common · $5
Stale but dependable: Pair-family hands +35 chips

Odd Rod the Sock Goblin
common · $6
Odd cards (A, 3, 5, 7, 9): +16 chips when scored

Evan the Even-Keeled
common · $6
Even cards (2, 4, 6, 8, 10): +2 Mult when scored

The Motivational Toaster
common · $5
DING! Your FIRST hand each blind: +30 chips

Gary the Garden Gnome
common · $6
+2 Mult per scored face card (they stare back)

The Participation Trophy
common · $5
+20 chips, always. You tried.

The Coupon Cutter
common · $7
Shop wizards cost $1 less (extreme couponing)

The DVD Screensaver
uncommon · $9
+10 chips; every 4th hand it HITS THE CORNER: +60 chips

Schrödinger's Cardboard Box
uncommon · $9
Each hand: a mystery +0 to +12 Mult. The cat decides.

Tag, You're It
uncommon · $10
+4 Mult per
Charm Tag claimed this run

The Alchemist of Alloys
uncommon · $10
Gems and
Coins count as the same suit — mixed Flushes welcome

Sensei Enchanté
uncommon · $10
Enchanted cards also give +2 Mult when scored

Big Hands Hank
uncommon · $10
+1 hand size — you're dealt 9 cards

The Recycling Bin
uncommon · $9
+1 discard every blind (reduce, reuse, redraw)

The Hoarder's Sock Drawer
rare · $12
Gains +1 Mult permanently every time you discard

Double-or-Nothing Dave
rare · $12
Blind payouts: coin flip. DOUBLE… or half.

The Limbo Instructor
rare · $13
Blind thresholds 20% lower. How low can you go?

Sir Slaysalot, Boss Puncher
rare · $13
×2 Mult during Boss blinds

The Pawn Star
rare · $12
×1.3 Mult, and sells for FULL price

The Infinite Shrimp Buffet
rare · $13
Full House hands: ×2.5 Mult. Surf AND turf.

Greta the Glimmer Gremlin
rare · $12
+1 Mult per $4 spent in shops this run. She remembers.

Deja Boo, the Time-Loop Ghost
rare · $13
First hand each blind: every scored card triggers TWICE

The Lag Spike
rare · $12
Boss rules arrive one hand LATE — your first hand is safe

Mom's Credit Card
rare · $13
+$4 after every blind. Do NOT tell mom.

The One True Sock
rare · $12
Single-card plays: ×4 Mult. Its pair is out there somewhere.

The Yes-And Improviser
legendary · $16
Each deal, performs the effect of a RANDOM other council member

The New Game Plus
legendary · $18
You've seen the credits: shop Rare+ odds are TRIPLED

The Heat Death of the Universe
legendary · $19
×3 Mult… but blind thresholds +10%. Entropy comes for us all.

Grandma's Infinite Purse
legendary · $18
Interest has NO cap. She always finds another $5.

TAS Bot, Frame-Perfect
legendary · $19
Boss rules simply do not apply. Frame-perfect.

The Sourdough Starter
rare · $13
×Mult that RISES: gains ×0.1 for every blind cleared

Sal T., Seasoning Sprite
common · $5
×2 Mult while Pep R. is seated. Salt needs pepper.

Pep R., Seasoning Sprite
common · $5
×2 Mult while Sal T. is seated. Pepper needs salt.

The Wingman
common · $6
+3 Mult per wizard seated NEXT to him — he just wants the hang

Karen, Speaker to Managers
common · $6
+5 Mult on hands played after a discard this blind (she demanded a redo)

The Rubber Duck Debugger
common · $6
+35 chips when you repeat your last hand type (it heard you the first time)

Intern With a Ladder
common · $5
+25 chips per EMPTY council seat. Room to grow!

The Group Project
uncommon · $9
+1 Mult per wizard on the council (everyone contributed, allegedly)

Conga Line Instructor
uncommon · $10
+3 Mult per CONSECUTIVE play of the same hand type. Don't break the line!

The Enabler
uncommon · $10
+1 extra Mult every time another wizard adds Mult (such support!)

Crystal Karl, Gem Believer
uncommon · $10
+3 Mult per enchanted card in your deck (the crystals KNOW)

The Magpie Appraiser
uncommon · $10
+25 chips per Foil, Holo or Polychrome wizard on your council. Shiny!

Doomsday Prepper
uncommon · $9
+1 Mult per hand you still have this blind (always ready, never spends)

The Understudy's Understudy
uncommon · $10
Performs the effect of the wizard TWO seats to the left. Method acting.

Feng Shui Consultant
uncommon · $10
×1.5 Mult while seated EXACTLY in the middle seat (the energy flows)

The Dungeon Master
rare · $12
×2.5 Mult while The D20 of Destiny is seated. The campaign continues.

The D20 of Destiny
rare · $12
Each hand: roll ×1 to ×3 Mult. Advantage not included.

The Other Sock
rare · $12
×3 Mult while The One True Sock is seated. REUNITED AT LAST.

Union Rep of the Council
rare · $13
×1.75 Mult while EVERY council seat is filled. Solidarity, wizards!

The Shadow Broker
rare · $13
×1.5 Mult per NEGATIVE wizard you hold — he deals in inverses

Marie the Tidying Spirit
rare · $12
×2 Mult when you play 3 or fewer cards. It sparks joy.

Peer Pressure
rare · $13
×1.1 Mult for EVERY wizard effect that fires this hand (c'mon, everyone's doing it)

Golden Retriever in a Wizard Hat
rare · $12
Fetches +$1 each time another wizard fires (max $4/hand). WHO'S a good boy!

The Conductor
legendary · $18
Every +Mult your other wizards add plays a SECOND time. Encore!

The Multiverse of Madness
legendary · $19
Each deal it prints itself a random Foil, Holo or Polychrome edition

The Final Boss's Mixtape
legendary · $18
×3 Mult on boss blinds, and boss rules arrive one hand late. It slaps.
Boss blinds

The Dust Tide — Cards of one suit score 0 chips

The Curator — Hands must play exactly 5 cards

The Miser Mimic — No discards this blind

The Grader — Only 3 hands this blind

The Forger — 10s and face cards (10/J/Q/K) score 0 chips

The Shredder — After each hand, TWO held cards are locked

The Tax Wraith — Each played hand costs $2

The Backlog Dragon — Threshold grows +150 with every hand you play

The Clearance Gremlin — EVERYTHING'S 50% OFF — base hand chips & Mult are halved

The Déjà Moo — Herd it before: no playing the same hand type twice in a row (lone cards excused)

The Couch Wizard — Your last 3 cards are stuck to the couch (unplayable)

Fine Print Phil — Clearing this blind pays $0 — read the contract
Each run faces three of the seven lesser bosses (seeded per run) — the fourth ante always ends at the Backlog Dragon.
Fair play
- No pay-to-win, ever: gear affects the game, never the marketplace or your real collection.
- Drop odds are published above and identical for everyone at the same LUCK.
- Your adventurer shows on your public profile by default — one switch on the quest page hides it.
- XP grants are one-per-item: toggling statuses back and forth earns nothing.
