PULSE

12 Equipment & Items

Prepare the run.
Choose the risk.

Equipment turns preparation into strategy. Your slots are limited, item families cannot overlap, and every choice leaves another protection behind.

Before movement begins

One slot.
One decision.

Every player has two consumable item slots from the first day—even in Standard.

Items may improve the run, reduce a risk or protect the shoe. An active APEX adds a third consumable slot, creating a real strategic advantage without changing the rules of compatibility.

The equipment layout

Two for everyone. Three with APEX.

Slots belong to the player’s account—not to a shoe. Changing, selling or recycling a shoe does not remove the items in the regular slots.

Slot 1ConsumableAvailable from day one
Slot 2ConsumableAvailable from day one
APEX SlotThird consumableOnly while an APEX is active
Bonus SlotBonus PodSeparate from consumable items
APEX advantageThree item families can be covered in the same run instead of two.

Mode, level and distance never add another slot. Only the active APEX grants the third consumable position.

The compatibility rule

One item per family

Every equippable consumable belongs to exactly one family. Two items from the same family can never be equipped together—even in different slots.

This means the player chooses which risks to cover, not simply which individual objects look strongest.

InjuryK-tapeEquipped
+
Bad EventProtectionEquipped
=
Regular player2 / 2 slotsFull
Example:A Cereal Bar and an Energy +5 card both belong to REWARDS. They cannot be equipped together.

Five strategic families

Choose what matters today

The family defines compatibility. The exact effect depends on the selected item.

PULSE Energy DrinkRewards

Improve the result

Run boosts, Cadence boosts, Pacer and Expert Energy overflow cards share this family.

  • Cereal Bar: +5% PACE
  • Energy Gel: +10% PACE
  • Energy Drink: +15% PACE
  • Energy +2 / +5: Expert overflow
PULSE Injury StrapInjury

Reduce injury risk

Choose either short, stronger protection or a longer-duration solution.

  • Strap: reduces injury risk by 75% for 24 hours
  • K-tape: reduces injury risk by 50% for 7 days
PULSE Bad Event ProtectionBad Event

Cancel one event

Equip the protection before a run. If a Bad Event fires, it cancels that event and is consumed.

  • Activates after the event fires
  • Protects against one Bad Event
PULSE Durability FreezeDurability

Protect shoe condition

Durability Freeze prevents all durability loss during one Standard run.

  • No durability loss
  • Returned unused in Expert
PULSE RaincoatWeather

Match the conditions

Cap, Gloves, Raincoat, Scarf and Running T-shirt reward correct preparation.

  • Matching weather: +5% gain
  • Weather Joker: any non-normal weather

How a run reads equipment

Prepare. Lock. Resolve.

Items can only be equipped or removed while no run is active. At START, PULSE reads the slots once and freezes the valid effects for that run.

01

Equip

Select items while stopped. Occupied slots and duplicate families are refused with a clear reason.

02

Validate

The game checks the active shoe, run mode and weather before consuming anything.

03

Lock

Valid effects are frozen at START. Nothing can be changed during the run.

04

Resolve

Each item is consumed, retained or returned at its correct moment.

No effect, no lossAn item that cannot work on the selected run is returned before consumption.

A Cadence boost is returned for a Fortune run; an Energy overflow card is returned in Standard; a Raincoat is returned when it is not raining; every APEX-slot item is returned if the active shoe is not an APEX.

PULSE K-tape

Seven-day injury protection

The K-tape timer starts with use—not equip

K-tape lasts seven days. Its timer begins at the first run played with the item, not when it is placed in a slot.

Before first runRemove it safely
After first runRemoval destroys it
Across shoesProtection remains active
At expiryRemoved outside a run

Two boosts, two calculations

Know where the bonus enters

Both are called boosts, but they change the earning formula in different places.

Cadence Boost +5 / +10Inside the square root

Adds attribute points to effective Cadence before PACE is calculated.

Bar / Gel / DrinkFinal run bonus

Adds +5%, +10% or +15% after the base run result has been calculated.

Not every item is equipment

Some items are played from their own screen

Items without a family do not use slots. They act once, while stopped, from the screen where their effect belongs.

Shoe careBandage · Repair Card · Repair Coupon

Used from injury or repair screens.

ProgressionLevel-Up Boost · Energy Refill

Used from level or inventory actions.

ForgeForge Quota · Forge Restore · chance cards

Used before or around a Forge action.

AccountStreak Restore · Store Voucher · Bag Key

Used only where their account action is available.

The effect succeeds before the item disappears.If the action is refused or cannot produce its effect, the object stays in the inventory and the player sees the reason.

The preparation rule

You cannot cover everything

01

Two consumable slots are always available. APEX adds the third.

02

Each family may appear only once. Choose one item per risk.

03

Valid effects are frozen at START. Equipment cannot change during the run.

04

Invalid items are returned. No item is consumed for a run where it cannot act.