Three systems · three different risks
Not every penalty works the same way
An injury follows the Shoe until it heals. A bad event affects one run only. Weather changes preparation and injury risk, but never directly reduces movement or Energy.
All three systems apply to Cadence and Fortune, making preparation part of the player's strategy in every active World.
Triggered by Energy accumulated by the account during the day.
One possible event is drawn when the run ends.
The real local condition is locked for the full run.
Intensity has a cost
Every 6 Energy creates an injury check
Six Energy equals thirty counted minutes across the account. Changing Shoes does not reset this total. Each complete daily block creates one check when a run ends, up to five checks per day.
Common 12% · Uncommon 13% · Rare 14% · Mythic 15%
Every additional six Energy spent by the account creates another check, regardless of which Shoes were used.
Applied to PACE or Fortune score until the Shoe heals.
| Daily Energy spent by account | Minutes | Checks | Common | Uncommon | Rare | Mythic |
|---|---|---|---|---|---|---|
| 6 | 30 | 1 | 12.0% | 13.0% | 14.0% | 15.0% |
| 12 | 60 | 2 | 16.4% | 17.3% | 18.3% | 19.2% |
| 18 | 90 | 3 | 20.6% | 21.5% | 22.4% | 23.3% |
| 24 | 120 | 4 | 24.6% | 25.4% | 26.3% | 27.1% |
| 30 | 150 | 5 | 28.3% | 29.1% | 30.0% | 30.8% |
Switching Shoes never avoids a check: if the account has spent 5.8 Energy, the next 0.2 Energy reaches the 6 Energy threshold regardless of the Shoe used.
Prevent or recover
Three tools, three roles
A player can reduce the risk before running or heal the Shoe after an injury. Injury protection occupies an item slot but is not visually displayed on the Shoe.
24 hoursStrapReduces injury risk by 75%. Its timer begins with the first protected run.
Seven daysK-tapeReduces injury risk by 50%. Its timer begins with the first protected run.
Immediate healBandageHeals an injured Shoe instantly and is used from the Shoe profile.
Requires at least 6 Energy spent on the injured Shoe that day. Physio raises the chance to 30%.
An immediate PACE option whose cost scales with level and rarity.
The Shoe may still run at −20%, level up or be recycled.
Real conditions
Weather is locked when the run starts
The game reads local temperature and precipitation. The selected condition remains unchanged until the run ends.
SnowScarfSnow, or rain below 2°C
RainRaincoatMore than 2 mm/h · 5–30°C
HeatCapAbove 30°C
ColdGlovesBelow 5°C
IdealRunning T-shirt15–22°C · light or no rain
Any active weatherWeather JokerUniversal protection except NormalApplied to PACE in Cadence or PULSE Charge in Fortune.
Heat, Cold, Rain and Snow increase injury checks by 10%.
No bonus and no penalty. An unsuitable item is returned.
One run · one possible event
Bad events create stories, not lasting damage
A single draw takes place when the run ends. An event affects that result only and never remains on the Shoe.
| Rarity | No event | Minor | Moderate | Severe | Any event |
|---|---|---|---|---|---|
| Common | 82% | 12% | 5% | 1% | 18% |
| Uncommon | 77% | 15% | 6% | 2% | 23% |
| Rare | 75% | 16% | 7% | 2% | 25% |
| Mythic | 73% | 18% | 7% | 2% | 27% |

Reactive protection
Cancel one Bad Event
Equip the protection in an item slot before the run. If a Bad Event fires, the protection cancels that event and is then consumed. Injury and other penalties remain unchanged.
Prepare, then move




