
Garbage
Consumable. Permanently raises every symbol by its base value without using a Charm slot.
Choose the Charm you want. See every ingredient and Surgery step, then mark what you already own.
Choose the result you need; the recipe and missing ingredients appear immediately.
Get Red Pepper · Green Pepper, then complete Black Pepper.
Check the Surgery Machine for the current Coin price; the price can change after each Fusion.
Add the Charms in your drawers to see what you can make now.
Add Charms to reveal ready recipes.
The first machine quote is 200 Coins. The next quote uses the current multiplier, starting at ×2 and increasing by one after each Surgery. Change the quote if your machine shows another price.

Consumable. Permanently raises every symbol by its base value without using a Charm slot.

Consumable. Permanently adds 1 to the Symbols Multiplier without using a Charm slot.

Consumable. Permanently adds 1 to the Patterns Multiplier without using a Charm slot.

Every two spins, triggers one of three effects: +7 Luck, enforced Zig and Zag patterns, or +1 pattern repetition for that spin.
Disc A
Disc B
Disc C
Starts with +30% Copy modifier chance for all symbols, then loses 1% each Round and disappears at zero.
Personal Trainer
Electrician
Fortune Teller
Has a 7% random trigger chance to grant +3 Luck for the rest of the Round.
Red Pepper
Green Pepper
Adds Investor modifier chance to all symbols. Each spin with 3+ patterns adds 5 percentage points until the Round ends and pays Coins equal to your current interest.
Lucky Cat
Chonky Cat
Swole Cat
When discarded, restores the materials from the previous Surgery to free drawers.
Abyssu
Barathrum
Vorago
Has a 40% random trigger chance to save a dying run by paying the debt and advancing to the next Deadline. Discards after three triggers.
Holy Bible
Ankh
After three consecutive spins with no payout, grants two extra spins with +8 Luck.
Cat Food
Toy Train
Patterns repeat through the entire first Round of a Deadline; the final Round gains +4 Luck.
Rotated Hamsa
Hamsa
Has a 40% random trigger chance to permanently increase each scored symbol's current value by its base value.
Consolation Prize
Midas Touch
Forces 666 on the final spin of each of the first two Rounds in a Deadline. In the last Round, all symbols gain +30% Revenge modifier chance.
Lover #1
Lover #2
Gives any symbol a base 10% chance to carry any modifier, plus 10 percentage points for each other equipped Surgery Charm.
Greedy King
Naughty Dealer
Raging Capitalist
Permanently doubles both global multipliers whenever a Round ends with no Coins earned.
Steam Locomotive
Diesel Locomotive
Adds Rising modifier chance to any symbol. Each spin with 5+ patterns adds 1 percentage point, up to 50%; scoring 666 resets the bonus.
Pentacle
Permanently doubles all symbol values if every base symbol scores during one Round.
Ace of Hearts
Ace of Spades
Ace of Diamonds
Ace of Clubs
Fully recharges Red Button Charms before each spin. Each Red Button use permanently doubles debt.
Electricity Meter
Potato Battery
Super Capacitor
Dynamo
After buying a Charm, has a 40% chance to refill that Store slot. Does not apply to Charms that restock the entire Store when bought.
Dear Diary
Fidelity Card
Red Button Charms trigger one extra time, with a 30% random chance to trigger one additional time when activated.
Horseshoe
Nuclear Button
Sacred Heart
Makes one symbol appear more often (+4). The affected symbol changes randomly at each Deadline.
Scratch and Hope
Expired Meds
Consumable. Doubles current free Restocks, but has a 10% chance to reset them to zero. If none remain, grants two.
Shopping Cart
Fake Coin
Adds three equipped Charm spaces while held.
Property Certificate
Sardines
Charm modifiers that grant +2 Symbols Multiplier or +1 Patterns Multiplier instead grant ×2 to both multipliers.
The Collector
Dark Lotus
Consumable that creates a random Surgery Charm in an available drawer without using a Charm slot.
Jimbo
D20
Red Button: end the Round and lose remaining spins. Gain +1 Patterns Multiplier for each spin sacrificed, then lose 1 for each spin already played this Round.
Corpse (Left Arm)
Cross
Discarded store Charms can return in subsequent restocks during the Round, except Weird Clock.
Corpse (Right Arm)
Ankh
Doubles Coins and Tickets at each Round end, then sets both to zero at Deadline end.
Corpse (Right Leg)
Evil Deal
Bans store Charms that do not appear as ingredients in any Surgery recipe.
Corpse (Left Leg)
Weird Clock
Has a 7% random trigger chance to grant +3 Luck for the rest of the Round.
Red Pepper +
Green Pepper +1 Surgery step required · Missing Red Pepper · Green Pepper
01 / Black PepperRed Pepper + Green Pepper200 CoinsChoose a result or one of the quick goals to see the full recipe and missing ingredients immediately. If you add the Charms in your drawers, the Ready to fuse and Missing one filters show what you can make now. A random pair is not necessarily a valid Fusion.
Choose a target Fusion to see direct ingredients, prerequisite Fusions and the order of Surgery steps. The tool shows the expected Surgery cost for each step. If your machine shows another price, use that number instead.
Yes. Surgery and Fusion recipes require the Unholy Fusion DLC.
The first Surgery normally costs 200 Coins, and later prices rise after each Surgery. Use the price shown on your machine if it differs.
Yes. Search the recipe list by either a result or an ingredient, or add owned Charms to reveal ready recipes.