The descent
The map is drawn anew for every descent. At each rank you pick a door, and each door says what it pays. The in-game help tells all of this from the first day: here you also read who walked through first.
The doors
| Door | Effect |
|---|---|
Fight
| An enemy of the floor. The door announces its reward: a boon, Embers or a flask. |
Mystery
| An event room. |
Campfire
| One choice out of four. There is always one before the warden. |
Peddler
| The Peddler sells healing, a flask, a boon and a relic. Every coin spent lightens Greed. |
Elite
| A stronger enemy bearing an affix. Defeated, it leaves a relic to choose. |
Captive
| A resident of the Camp to free: beat the jailer or pay the ransom. |
Nemesis
| The enemy that killed you, with your old bag. |
Warden
| The wing's warden. Beating it ends the descent in victory. |
The campfire
| Choice | Effect |
|---|---|
Rest
| +8 HP, up to your maximum |
Sharpen
| +2 attack for the rest of the descent |
Stash
| Your XP, items and Embers go to the reserve, credited even if you fall; the purse stays in hand |
Climb back
| The descent ends and everything you carry is credited, no warden |
How a descent ends
| Ending | What is credited |
|---|---|
Victory
| The whole bag and the reserve are credited. |
Climbing back
| The whole bag and the reserve are credited, without facing the warden. |
Flight
| The reserve, and half of the bag: each item is drawn on its own. |
Death
| The reserve and half of the Embers carried. The rest leaves with the Nemesis. |
Abandoned
| A descent left unanswered counts as a flight. |