Everhex Wiki
Everhex 0.5.23 · Updated 13 November 2026
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Everhex from zero, with pictures: cash, coins, gems and cores, Ascending, the Constellation, jewels and the Rift, your first hour and a glossary.
This wiki explains how Everhex works. Every number on these pages comes from the game's own code for version 0.5.23, and from the settings our server sends to every copy of the game. If a feature is not in the live game, it is not described here.
Numbers can change in a later update. When they do, these pages change with them.
The pages
WeaponsAll fourteen weapons, what each is for, how it chooses what to shoot, and its own upgrade stats.
StatsWhat every tower stat does, including crits and super crits, the fire-rate cap, Long Shot, Overcharge and Overcharge surplus, the defensive lines, and how bonuses stack.
WorkshopThe permanent upgrade lines, their prices and caps, build presets and respec.
ConstellationThe web and its nodes, keystones, the maps, the Deep Field, jewels and cluster jewels.
Modes and sectorsClassic, Siege, Hive, the Rift, and what a sector changes.
CurrenciesCash, coins, cores, gems, Mythics and Riftlight. Where each comes from and what it buys.
AutomationAuto-Rush, Auto Overcharge, End Run At, auto-pick perks, auto-buy and auto-fuse, and where to find each one.
FAQShort answers to the questions players ask most.
The game in one minute
Your tower sits in the middle of a round arena and fights on its own. Enemies arrive in waves from the edge. During a run you spend cash ($) on upgrades that last until the run ends, and every second wave you pick one of three perks. When the tower falls you keep the coins the run earned and spend them in the Workshop on permanent upgrades. Ascending resets the Workshop and pays cores, which buy permanent stats in the Constellation.
The loop
- 1Runcash ($)buys upgrades for this run; a perk every second wave
- 2Tower fallscoinsyou keep the coins the run earned
- 3Workshoppermanent linesevery run starts stronger
- 4Ascendcoresresets the Workshop, pays cores
- 5Constellationpermanent statsnever reset; back to step 1
Three ideas explain most of what follows:
- Enemy health grows by ×1.25 every wave, so the late game is won by stats that multiply, not by stats that add.
- Bonuses to the same stat from the Constellation (nodes, the Deep Field, jewels, clusters) add together. Different stats multiply each other. See how bonuses stack.
- Each weapon fires at most 60 times a second. Past that, more attack speed does nothing for that weapon. See Attack Speed.
Questions and corrections
If something here does not match what you see in the game, tell us in #everhex-help on the Klara Code Discord or at support@klaracode.dev. The in-game Compendium (the book tile on Home) also describes every weapon and enemy you have met.