Combat
Every turn the enemy announces what it will do. You answer with an attack, your art, the guard, a potion or flight.
Your hero at the start
Hit points | 40 |
Attack | 8–11 |
Combat art | 10 to 14 damage, recharges in 2 turns |
Guard | absorbs 80% of the announced blow |
Potions | 2, each heals 12 HP |
Flight | 70% chance |
Your companion
The equipped pet descends with you, and its species decides its role. What it does grows with its strength: the figures below hold for a strength of 100%. A pet that is too hungry, too thirsty or away exploring stays at the entrance.
| Role | What it does | At 150% strength | Pets |
|---|---|---|---|
Striker
| bites for 2 after each Attack that lands | bites for 2 after each Attack that lands | Salamander, Shark |
1 sealed entry · nobody has gone that far yet | |||
Healer
| heals 2 more on each Potion | heals 3 more on each Potion | Cat, Arctic Fox |
Scout
| 30% to sniff out a potion on each floor, and makes Flee certain | 45% to sniff out a potion on each floor, and makes Flee certain | Mole, Squirrel |
Trickster
| +35% coins per enemy down, and offers 4 boons | +52% coins per enemy down, and offers 4 boons | Pumpkin, Mimic, Spider |
Its strength starts at 40% and reaches 100% at maximum level. Each prestige raises it by 5%. The hunger, thirst and happiness gauges then multiply it, from 50% when empty to 120% when full. It never exceeds 150%.
What some species add
| Pet | Effect |
|---|---|
2 sealed entries · nobody has gone that far yet | |
Combat arts
| Combat art | Effect |
|---|---|
Ender Strike | 10 to 14 damage, cooldown 2: good everywhere, great nowhere |
Counter
| Against a blow, parries it fully and returns half; otherwise 6 damage. Cooldown 3 |
1 sealed entry · nobody has gone that far yet | |
Void Blade
| 7 to 10 damage, ignores enemy guard and spectral resistance. Cooldown 2 |
Discovered, opens in 15 h | |
1 sealed entry · nobody has gone that far yet | |
Flasks
| Flask | Effect |
|---|---|
Healing | Restores 12 HP. |
Smoke
| The next 2 enemy blows miss you. While the smoke holds, fleeing always succeeds. |
Venom
| 5 damage at the end of each turn for 4 turns, through armor. |
Discovered, opens in 14 h | |
Reading intents
| Intent | What awaits you |
|---|---|
Attack
| A plain blow, for the damage announced. The Guard absorbs most of it. |
Dodge
| A normal attack misses: only your art lands. |
Guard
| Your blows are halved this turn. |
Jiggle
| Harmless for now. |
Heavy Blow
| A big blow. Guard. |
Spores
| Poisons for several turns. The Guard blocks them. |
Theft
| Damage, and coins gone. |
Incantation
| A spell released one or two turns later, which pierces the guard. Your art interrupts it. |
Curse
| Leaves you Hexed: your healing is halved. The Guard stops it. |
Parry
| Attacking it costs you dearly. Your art pierces the parry. |
Volley
| Several small blows in a burst. The Guard absorbs each one. |
Web
| Freezes your art for a turn. The Guard tears it. |
1 sealed entry · nobody has gone that far yet | |
Statuses
| Status | Effect |
|---|---|
Chilled
| Your blows hit softer. |
Hexed
| Your healing is halved. |
Poisoned
| Loses HP every turn. |
Webbed
| Your art is frozen for a turn. |
Elite affixes
| Affix | Effect |
|---|---|
Armored
| +2 armor |
Vampiric
| Heals 50% of the damage it deals |
Enraged
| +50% damage below 50% HP |
Veiled
| One intent in 2 stays "???" |
Thorned
| Every normal attack sends 3 damage back at you |