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Costume choice: every trade-off listed

All 27 costumes, what each gains and — the part usually left out — what each gives up.

  • Applies to 1.0.23
  • Checked August 5, 2026

A costume is not a skin. It is the run’s starting deal: a stat you would otherwise have to earn, paid for with one you will miss. Two of the twenty-seven ask for nothing in return, a handful rewrite how you dodge or cast, and several will quietly wreck a build that was not designed around them.

The table below is the whole roster with both halves of every trade, because the second half is the one nobody writes down.

The whole roster

Costume Gains Gives up
Adventurer Bunny Dash Count +1, Dash Recovery Speed +10% Grimoire Haste −50
Armored Bunny Defense +10 Max HP −15
Braided Hair Rabbit Attack Speed +7%, Move Speed +12% Dash Recovery Speed −20%
Brown Rabbit Evasion +12 Critical −4%
Crocodile Defense stops reducing damage, and a higher Damage Reduction Rate raises the damage you deal The same line is the whole deal
Deer Wishing Fountain Capacity +3 Critical −90%
Eagle Dash Count +2 Dash Recovery Speed −20%
Fairy of Fortune Luck +7 Inventory Slot −3
Farmer Squirrel Fruit Skewer Max +2 Weapon Damage −14%
Forest Cat Start with 800 Leaf, Move Speed +10% Nothing
Frog Lightning Damage Amplification +15% Physical Damage Amplification −20%
Ghost Grimoires do not consume MP Weapon Damage −40%
Mole Companion Damage +10% Defense −20, Move Speed −10%
Orange Rabbit Damage dealt with Debuff +14% Defense −8
Otter Critical +9% Move Speed −8%
Pink Bunny Experience Drop +4% Nothing
Red Fox Inventory Slot +6 Healing received decreases by 50%
Red-Clothed Cat Fire Damage Amplification +15% Physical Damage Amplification −20%
Red-Hooded Rabbit Efficiency When Recovering MP +50% Max MP −10
Scholar Lizard Max MP fixed at 80 and MP does not decrease Max HP set to 20
Skeleton Starts the run holding the Curse tablet See its in-game description
Turtle Artifact Damage +15% Weapon Damage −15%
White Rabbit Special Attack Damage +12%, Max MP +8 Evasion −15
White Wolf Infinity Dash Dash invincibility disabled
Wing-Eared Rabbit Buffs reach players within 5 tiles, ally revive time −30% Spell cost +50%, Weapon Damage −10%
Wingless Bat Life Steal +5 Dash count fixed at 1
Wizard Bunny Cold Damage Amplification +15% Physical Damage Amplification −20%

Every one of these has its own page with the modifiers written exactly as the game words them, which is worth checking before a serious run.

The two free ones

Pink Bunny gives Experience Drop +4% and takes nothing. Forest Cat hands you 800 Leaf and 10% move speed and takes nothing. If you are learning a chapter, learning a weapon or testing a build idea, run one of these — there is no reason to hand yourself a penalty while you are working out something else.

Forest Cat in particular is stronger than it looks. Leaf at the start of a run means the first merchant is a real shop instead of a window, and buying the artifact your build needs on the first stage is worth more than most percentages.

The ones that change how you play

  • White Wolf trades dash invincibility for unlimited dashes. Read that twice: dashing no longer makes you safe, it only makes you fast. It is a costume for weapons that answer attacks with a guard or a parry, not for dodging through them.
  • Wingless Bat locks you to a single dash and pays you Life Steal +5. One dash is a different game — you cannot chain two dashes out of a pattern, so positioning has to be right before the attack starts.
  • Eagle and Adventurer Bunny go the other way. Eagle is two extra dashes at the price of slower recovery; Adventurer Bunny is one extra dash and faster recovery, paid for with a large chunk of Grimoire Haste, which makes it a poor fit for anything built on casting.
  • Ghost removes MP costs from grimoires entirely and takes 40% of your weapon damage. It is not a discount, it is a commitment: you are now a caster and your sword is decoration. It starts the run with a Fire Arrow, which tells you what the designers had in mind.
  • Scholar Lizard fixes Max MP at 80 with MP that does not decrease, and sets Max HP to 20. Unlimited casting, and 20 HP to do it with. The interesting part is what a fixed HP pool does to the rest of your options — artifacts that pay you for cutting max HP have very little left to take.
  • Crocodile switches off damage reduction from Defense and converts a higher Damage Reduction Rate into damage dealt. It inverts what defensive artifacts are for, and it is the one costume where the usual “stack Guardian” advice stops applying.

The ones that change what a run can hold

Red Fox is Inventory Slot +6 against half of all healing received. Six is a lot of bag, and the healing penalty is survivable precisely because a bigger bag is more defence. Fairy of Fortune goes the other way: Luck +7 for Inventory Slot −3. Read the modifier on the costume itself before you plan a layout around an exact slot count, and lay the run out on the bag planner if the packing is tight.

Deer is the extreme case: Wishing Fountain Capacity +3 for Critical −90%. That is not a damage penalty, it is the removal of critical hits as a mechanic — so it belongs on builds whose damage never crits in the first place, and it wants the Willpower talent’s Fountain levels next to it.

Farmer Squirrel buys two more fruit on the skewer with 14% of your weapon damage, which is a straight trade of run damage for reward steering. It is at its best when you already know which combo you are chasing.

The element trio, and their starting items

Frog, Red-Clothed Cat and Wizard Bunny are the same costume in three colours: one element amplified by 15%, Physical Damage Amplification down 20%. Each starts the run holding a matching elemental item — Lightning Arrow, Fire Bolt and Ice Bolt respectively — which is the clearest hint in the game that these are meant to be played as element builds from the first room, not as a small bonus on a physical build. If your damage is physical, the −20% is most of what you will feel.

Eight costumes start a run with something in the bag, and the pairings are deliberate: Ghost gets a Fire Arrow to go with its free casting, Mole gets a Golden Handbell for its companion damage, Wing-Eared Rabbit gets Blessing for its party support, Scholar Lizard gets Seren’s Rushed Letter, and Skeleton gets the Curse tablet.

Picking one

Ask what the run is for. Learning something new: Pink Bunny or Forest Cat, no penalties. A specific damage type: the matching amplifier costume, and commit to it. A build that lives on artifacts rather than swings: Turtle. A build that lives in the bag: Red Fox. Something defensive to get through a chapter: Armored Bunny or Brown Rabbit.

Climbing hard mode tiers narrows this a great deal. Shards that raise enemy damage make a −20 Defense costume a very different proposition, and a shard that heals enemies when they hit you punishes exactly the costumes that give up damage. Pair the costume with the plan rather than picking it out of habit, and check what the whole run looks like together on the build workbench.

Two closing facts worth having. No costume in this version locks you to a particular weapon, so any costume can carry any branch you have unlocked. And costume skins are cosmetic — a different look, the same deal.