Combat & Cards family · Guide 4 of 4

Dungeon

A solo roguelite descent into the Night of the Pumpkins: a branching map where you pick every door, a bag to carry to the exit, and a Camp that every death moves forward.

This system
Rank in the family 4 of 4
In this family
Dungeon
The dungeon's wiki Wings, bestiary, rooms, boons, the Camp: every page opens one day after a first player reaches what it describes, and names who got there first. Open the wiki

Overview

The gate of the Night of the Pumpkins
The gate of the Night of the Pumpkins

The dungeon is a solo roguelite descent into the Night of the Pumpkins. >dungeon opens its gate, and everything plays from a single message.

40
HP at the start
10
max energy
+1
energy per hour
1
energy per descent

Every death moves the Camp, the Lineage and the Nemesis forward.

The descent

A descent runs over two acts on a branching map where you pick every door. At the crossroads you choose a wing, then you face its warden.

  1. The gate
    1 energy
  2. Act I
    A branching map
  3. The crossroads
    You pick a wing
  4. Act II
    The chosen wing
  5. The warden
    The last fight

Every door on the map announces what it pays. Here is what the main ones hold:

Fight
Every fight won offers boons.
Elite
A tougher enemy that leaves a relic.
Campfire
One choice only: rest, sharpen, stash or Climb back.
Peddler
Heals, flasks, boons and relics for sale.
Mystery, captive…
Those doors are yours to open.

Climbing back also works at the crossroads, and it brings your whole bag home.

The fight

You go down with 40 HP, flasks and your equipped combat art. The sword, the shield and the companion do the rest.

Attack
The normal blow, sharpened by the sword.
Combat art
Ender Strike at first, others at the Armory.
Guard
The shield takes a share of the announced blow.
Flask
A heal in the middle of a fight.
Flee
You get out keeping half of the bag.

Enemy intents are announced: read them before you choose your action.

The bag

Coins, XP, books and essences are carried to the exit. The coins you carry raise your Greed, and Greed makes enemies stronger.

Winning 100%
Everything
Climbing back 100%
Everything
Fleeing a fight 50%
Half
Dying 0%
The carried bag is lost: your Nemesis takes it

The reserve stashed at a campfire and half of the Embers stay whatever happens.

A book is applied with >temper enchant_apply (see Enchantments), an essence with >catalyst (see Catalyst and essences).

Energy

The energy bar +1 per hour

Each descent costs 1 energy. The bar holds 10 and regains 1 per hour. >cd shows your energy and when the next point comes back.

Double the loot ×2
After a win, Double the loot spends 1 more energy to hand you the run's whole loot a second time. The offer lasts one hour.

Sword and shield

Sword
Shield

A sword sharpens the normal attack and pierces armor. A shield absorbs a share of every hit.

Both are forged at the crafting table and equipped with >equip. The kit is frozen when the descent starts.

The Camp

>dungeon camp, or >camp, opens the Camp. This is where you prepare your next descent.

The Altar
Spend your Embers at the Altar to buy talents.
The residents
Free the captive residents to open the Armory (arts and flasks), the Cartographer and the Reliquary.
Arcana and Wardrobe
The three stations at level IV open the Arcana and the Wardrobe.

Commands

>dungeon Opens the gate and starts a descent.
>dungeon camp, >camp The Camp: talents, stations and the descent's preparation.
>dungeon chronicle The Clerk's chronicle: your Lineage, the latest epitaphs, your feats, the Lore chapters and the Nemesis that keeps your bag.
>dungeon hero Your hero's look: hairstyle, hair, skin, cape and outfit, kept for every gate.
>dungeon <id> Opens another gate while it stands open.
>cd Shows your energy and the next point.

The dungeon's wiki

The dungeon's own wiki opens as players discover it: wings, bestiary, rooms and boons appear there a day after a first player reaches them.