A live reference for every system in the game. All numbers on this page are read directly from the deterministic gameplay rules — when balance changes, this page changes with it.
Hero Stats
The hero has 14 allocatable stats. Every level grants 5 points to spend; the hero starts with 25. Resistances are capped at 99%.
Stat
Base
Per stat point
Notes
Max HP
100
+5 per point
Min Damage
8
+1 per point
Max Damage
14
+2 per point
Crit Chance
1.00%
+0.50% per point
Crit Multiplier
1.50×
+0.05× per point
Super Crit Chance
0.50%
+0.50% per point
Fires only after a normal crit lands.
Super Crit Multi
2×
+0.05× per point
Stacks on top of Crit Multiplier.
Heal / turn
0
+0.25 per point
Dodge Chance
0.00%
+0.25% per point
Damage Block
0
+0.25 per point
Subtracted from each incoming hit before resistances.
Thorns
0.00%
+0.50% per point
Damage reflected back to attacker.
Phys Resist
0%
+0.25% per point
Fire Resist
0%
+0.25% per point
Cold Resist
0%
+0.25% per point
Progression
XP needed to level: floor(100 × 1.08level − 1). The hero level cap is set by Town Hall (see Town).
Level
XP to next
Total stat points earned
1
100
25
5
136
45
10
199
70
20
431
120
30
931
170
50
4,342
270
75
29,741
395
100
203,681
520
Lands
Each land has its own monster pool, multipliers, and difficulty. Depths are capped at 1,000 per land; the next land unlocks at depth 100 in the previous one.
Darkwood Forest
Chapter I - Whispers Under Black Boughs
When the moon above Darkwood died, the warding shrines around Briarhold went silent and graves split beneath the roots.
Recommended levels
1 – 10
Gold multiplier
1×
XP multiplier
1×
Monster stat multiplier
1×
Monster dodge bonus
0%
Monster pool
skeleton, centaur, pegasus
Land tier index
0
Crystal Caves
Chapter II - The Shard Choir Below
The trail descends into the Crystal Caves, where dwarven mirror-priests once chained the Night Crown beneath halls of singing stone.
Recommended levels
12 – 30
Gold multiplier
2×
XP multiplier
2.50×
Monster stat multiplier
1.80×
Monster dodge bonus
8%
Monster pool
imp, vampire, cyclops
Land tier index
1
Ashen Wastes
Chapter III - Thrones of Cinder
Beyond the caves lies a dead empire scorched when its dragon legions betrayed the sun-king they once served. The ruins still burn beneath the ash.
Recommended levels
30 – 55
Gold multiplier
4×
XP multiplier
6×
Monster stat multiplier
3.50×
Monster dodge bonus
14%
Monster pool
manticore, behemoth, bone_dragon
Land tier index
2
Frostveil Abyss
Chapter IV - The Abyss of Winter
At the roof of the world, the Frostveil Abyss yawns beneath a buried cathedral where the Night Crown was first forged for the fallen god Varakhul.
Recommended levels
55 – 100
Gold multiplier
8×
XP multiplier
15×
Monster stat multiplier
7×
Monster dodge bonus
22%
Monster pool
gargoyle, basilisk, titan
Land tier index
3
Monsters
12 animated templates seed every encounter. Stats below are at depth 1 — they scale with depth and land tier (see Combat). Crit chance is capped at 75%.
Name
Base HP
Damage
Crit
Crit ×
Resist (P / F / C)
Reward
Imp
48
8–15
7%
1.50×
0% / 14% / 0%
6 g · 5 xp
Skeleton
22
7–14
4%
1.50×
10% / 0% / 0%
9 g · 7 xp
Centaur
45
6–12
5%
1.50×
5% / 0% / 0%
9 g · 8 xp
Pegasus
38
7–14
8%
1.50×
0% / 0% / 0%
8 g · 12 xp
Vampire
58
11–19
12%
1.80×
6% / 0% / 12%
18 g · 25 xp
Cyclops
84
9–18
4%
1.60×
16% / 0% / 4%
15 g · 22 xp
Manticore
125
19–36
16%
1.90×
8% / 12% / 0%
30 g · 42 xp
Gargoyle
220
22–42
5%
1.60×
26% / 20% / 16%
24 g · 36 xp
Basilisk
190
25–48
16%
1.80×
8% / 10% / 6%
28 g · 40 xp
Behemoth
190
16–31
6%
1.60×
18% / 10% / 8%
32 g · 46 xp
Bone Dragon
160
18–32
6%
1.60×
12% / 12% / 8%
22 g · 30 xp
Titan
260
24–44
10%
1.80×
18% / 18% / 18%
60 g · 80 xp
Combat & Encounters
Battles are server-validated and deterministic — given the same seed, the same outcome will always replay.
Encounter size grows with depth: 1 stack from depth 1, up to 2 stacks at depth 20, up to 3 at depth 50+.
Pack size begins at 2 creatures and scales with +0.08 per depth, capped at 20.
Monster level rises by 1 every 7 depths, multiplying stats by 14% per level (× 1.008 exponential growth).
Pack balance: each individual creature in a stack carries 40% of the template stats so larger packs stay survivable.
Elites appear every 10 depths, with 50% more stats, 2× rewards, and 50% larger packs.
Modifiers (tempers, domains, omens) start at depth 15, scale every 25 depths, with up to 3 stacked. Land tiers add +30 threat each, unlocking modifiers earlier — Tempers 15/Domains 30/Omens 80.
Run checkpoints auto-sync to the server every 10 cleared depths so a lost session can resume.
Items
Inventory holds 50 unequipped items. Battle drop chance is 2.00% at depth 1, +0.0040% per depth, capped at 8%. Elites multiply that by 1.85× (cap 14%).
Rarity tiers
Affix multiplier scales 15 – 25 Max HP at common up to 405 – 675 at godlike (per affix).
Rarity
Affixes
Roll multiplier
Shop price
Sell price
Junk
1
0.45×
200 g
35 g
Common
1
1×
800 g
140 g
Uncommon
2
1.35×
3,000 g
500 g
Magic
2
2.05×
9,000 g
1,500 g
Rare
3
3.20×
28,000 g
4,800 g
Epic
3
4.90×
90,000 g
15,000 g
Legendary
4
7.60×
300,000 g
50,000 g
Mythic
4
11.80×
1,000,000 g
165,000 g
Divine
5
18.20×
3,500,000 g
575,000 g
Godlike
6
27×
12,500,000 g
2,100,000 g
Slots & affix pools
Each slot can roll a subset of stats; rings can occupy two equipment slots.
Slot
Affix pool
Weapon
Min Damage, Max Damage, Crit Chance, Crit Multi, Super Crit Chance
Off-hand
Block, Dodge, Heal/turn, Thorns, Phys Resist
Helmet
Max HP, Phys Resist, Fire Resist, Cold Resist, Block
Armor
Max HP, Phys Resist, Fire Resist, Cold Resist, Block
Boots
Max HP, Dodge, Heal/turn, Phys Resist, Fire Resist, Cold Resist
Ring
Max HP, Min Damage, Max Damage, Crit Chance, Dodge, Phys Resist, Fire Resist, Cold Resist
Base affix ranges (common tier)
Multiply by the rarity's roll multiplier for that rarity's actual range.
Stat
Base range
Max HP
15 – 25
Min Damage
1 – 2
Max Damage
2 – 4
Crit Chance
1.00% – 1.50%
Crit Multi
5.00% – 8.00%
Super Crit Chance
0.50% – 1.00%
Super Crit Multi
5.00% – 8.00%
Heal/turn
1 – 2
Dodge
1.00% – 1.50%
Block
1 – 2
Thorns
1.00% – 1.50%
Phys Resist
0.50% – 0.75%
Fire Resist
0.50% – 0.75%
Cold Resist
0.50% – 0.75%
Town
Five buildings expand the hero's ceiling between runs. Non–Town-Hall buildings cannot exceed Town-Hall level. The Marketplace seeds the daily shop — at level 10 levels you have 10 items, doubling roughly every 20 levels.
Town Hall
Raises hero level cap and max depth per land. Max level 100.
Level
Upgrade cost
Effect at level
1
500 g
Max depth 100 · Hero level cap 100
5
5,590 g
Max depth 180 · Hero level cap 180
10
15,811 g
Max depth 280 · Hero level cap 280
25
62,500 g
Max depth 580 · Hero level cap 580
50
176,777 g
Max depth 1080 · Hero level cap 1080
100
500,000 g
Max depth 2080 · Hero level cap 2080
Sanctuary
Increases all resistances. Max level 100.
Level
Upgrade cost
Effect at level
1
300 g
+0.25% all resistances
5
3,354 g
+1.25% all resistances
10
9,487 g
+2.50% all resistances
25
37,500 g
+6.25% all resistances
50
106,066 g
+12.50% all resistances
100
300,000 g
+25.00% all resistances
Mine
Generates gems and gold over time. Max level 100.
Level
Upgrade cost
Effect at level
1
400 g
1 gems/hr · 1200 gold/hr
5
4,472 g
1 gems/hr · 1757 gold/hr
10
12,649 g
1 gems/hr · 2830 gold/hr
25
50,000 g
1 gems/hr · 11820 gold/hr
50
141,421 g
1 gems/hr · 128063 gold/hr
100
400,000 g
2 gems/hr · 15033395 gold/hr
Marketplace
Stocks the daily item shop. Each level adds stock and improves item rarity. Max level 100.
Level
Upgrade cost
Effect at level
1
450 g
1 item in daily shop
5
5,031 g
3 items in daily shop
10
14,230 g
5 items in daily shop
25
56,250 g
13 items in daily shop
50
159,099 g
25 items in daily shop
100
450,000 g
50 items in daily shop
Training Grounds
Increases XP gained from battles. Max level 100.
Level
Upgrade cost
Effect at level
1
350 g
+10% battle XP
5
3,913 g
+50% battle XP
10
11,068 g
+100% battle XP
25
43,750 g
+250% battle XP
50
123,744 g
+500% battle XP
100
350,000 g
+1000% battle XP
Talents
13 talents on a permanent skill tree, each scaling to level 100. Costs scale super-linearly; gems unlock at level 21.
Talent
Effect
At level 1
L1 cost
L10 cost
L50 cost
Prerequisites
Forest Pathfinder
Know the Darkwood Forest well enough to skip its opening depths each run.
Run starts at depth 2
140 g
4,228 g
45,772 g + 15 💎
—
Cave Pathfinder
Know the Crystal Caves well enough to skip their opening depths each run.
Run starts at depth 2
400 g
12,080 g
130,778 g + 44 💎
Forest Pathfinder L10
Waste Pathfinder
Know the Ashen Wastes well enough to skip their opening depths each run.
Run starts at depth 2
1,200 g
36,239 g
392,335 g + 133 💎
Cave Pathfinder L10
Abyss Pathfinder
Know the Frostveil Abyss well enough to skip its opening depths each run.
Run starts at depth 2
3,600 g
108,718 g
1,177,004 g + 399 💎
Waste Pathfinder L10
Quickstep
Move fast enough to sometimes blow past a depth and still claim its rewards.
0.5% chance to skip a depth
210 g
6,342 g
68,659 g + 20 💎
Forest Pathfinder L10
Scavenger's Eye
Spot loose riches even on the depths you rush past.
Skipped depths grant 0.5% more gold and XP
260 g
7,852 g
85,006 g + 27 💎
Quickstep L20
Coinwise
Wring more gold out of every depth you clear.
0.8% more gold from cleared depths
165 g
4,983 g
53,946 g + 16 💎
Forest Pathfinder L5
Quick Study
Learn faster from every fight you survive.
0.8% more XP from cleared depths
190 g
5,738 g
62,120 g + 18 💎
Coinwise L15
Gemsense
Notice crystals other heroes would walk right past.
0.02% chance to find 1 gem on clear
220 g
6,644 g
71,928 g + 28 💎
Coinwise L10
Bounty Hunter
Wring premium pay out of every elite you bring down.
Elites grant 1% more gold and XP
300 g
9,060 g
98,084 g + 33 💎
Quick Study L10
Intimidating Presence
Enemies sometimes freeze in fear and lose their action.
0.5% chance enemies lose their turn
175 g
5,285 g
57,215 g + 16 💎
—
Second Wind
Catch your breath after every cleared depth and recover a bit of HP.
Recover 1 HP after each cleared depth
185 g
5,587 g
60,485 g + 18 💎
Intimidating Presence L10
Iron Guard
Brace for the opening blow of every fight and shrug off part of it.
Reduce the first monster hit by 0.5%
225 g
6,795 g
73,563 g + 23 💎
Intimidating Presence L15
Gods
6 divine patrons, each upgradable to stage 10. Stages cost gems only, scaling from 10 to 10000.
Mercury — Roman
Patron of trade, travel, and swift fortune.
Stage
Title
Cost
Effect
1
Winged Step
10 💎
1.5x gold during land runs
2
Golden Crossroads
20 💎
2x gold during land runs
3
Merchant Gale
50 💎
3x gold during land runs
4
Sunroad Pact
100 💎
5x gold during land runs
5
Imperial Current
200 💎
8x gold during land runs
6
Caduceus Ascent
500 💎
13x gold during land runs
7
Fortune's Highway
1000 💎
21x gold during land runs
8
Celestial Exchange
2000 💎
34x gold during land runs
9
Olympian Treasury
5000 💎
55x gold during land runs
10
Divine Current
10000 💎
89x gold during land runs
Athena — Greek
Keeper of wisdom, learning, and measured victory.
Stage
Title
Cost
Effect
1
Bronze Counsel
10 💎
2x experience during land runs
2
Owl-Eyed Insight
20 💎
4x experience during land runs
3
Aegis Doctrine
50 💎
8x experience during land runs
4
Polis Ascendant
100 💎
16x experience during land runs
5
Parthenon Mind
200 💎
32x experience during land runs
6
Wisdom's Forge
500 💎
64x experience during land runs
7
Celestial Lecture
1000 💎
128x experience during land runs
8
Eternal Scroll
2000 💎
256x experience during land runs
9
Olympian Enlightenment
5000 💎
512x experience during land runs
10
Divine Omniscience
10000 💎
1024x experience during land runs
Odin — Norse
Watcher of fallen warriors and the road back to battle.
Stage
Title
Cost
Effect
1
Rune Ember
10 💎
Auto-restart the same land run after death 5 times
2
Allfather Watch
20 💎
Auto-restart the same land run after death 10 times
3
Valhalla Call
50 💎
Auto-restart the same land run after death 20 times
4
Worldtree Oath
100 💎
Auto-restart the same land run after death 30 times
5
Endless Hunt
200 💎
Auto-restart the same land run after death 50 times
6
Bifrost Crossing
500 💎
Auto-restart the same land run after death 75 times
7
Fated Return
1000 💎
Auto-restart the same land run after death 100 times
8
Ragnarok Will
2000 💎
Auto-restart the same land run after death 200 times
9
Eternal Wanderer
5000 💎
Auto-restart the same land run after death 500 times
10
Undying Legend
10000 💎
Auto-restart the same land run after death without limit
Anubis — Egyptian
Guide of souls who leads fallen heroes back from the scales of judgment.
Stage
Title
Cost
Effect
1
Jackal's Watch
10 💎
Revive the hero at full health once during each land run
2
Embalmer's Seal
20 💎
Revive the hero at full health 2 times during each land run
3
Threshold Guardian
50 💎
Revive the hero at full health 3 times during each land run
4
Soul Shepherd
100 💎
Revive the hero at full health 4 times during each land run
5
Duat Passage
200 💎
Revive the hero at full health 5 times during each land run
6
Heart Weigher
500 💎
Revive the hero at full health 6 times during each land run
7
Underworld Warden
1000 💎
Revive the hero at full health 8 times during each land run
8
Eternal Ferryman
2000 💎
Revive the hero at full health 10 times during each land run
9
Death's Sovereign
5000 💎
Revive the hero at full health 15 times during each land run
10
Divine Psychopomp
10000 💎
Revive the hero at full health 20 times during each land run
Nike — Greek
Winged goddess of victory who carries the swift to their triumph.
Stage
Title
Cost
Effect
1
Quickened Step
10 💎
1.2× battle speed — all combat turns resolve 1.2× faster
2
Wind Runner
20 💎
1.4× battle speed — all combat turns resolve 1.4× faster
3
Gale Dash
50 💎
1.6× battle speed — all combat turns resolve 1.6× faster
4
Victory Sprint
100 💎
1.8× battle speed — all combat turns resolve 1.8× faster
5
Tempest Stride
200 💎
2× battle speed — all combat turns resolve 2× faster
6
Golden Rush
500 💎
2.5× battle speed — all combat turns resolve 2.5× faster
7
Blazing Ascent
1000 💎
3× battle speed — all combat turns resolve 3× faster
8
Celestial Charge
2000 💎
3.5× battle speed — all combat turns resolve 3.5× faster
9
Olympian Swiftness
5000 💎
4× battle speed — all combat turns resolve 4× faster
10
Divine Celerity
10000 💎
5× battle speed — all combat turns resolve 5× faster
Tyche — Greek
Lady of fortune who steers the rudder of every chance encounter.
Stage
Title
Cost
Effect
1
Lucky Draw
10 💎
Auto-pick run perks — choices are resolved at random
2
Guiding Coin
20 💎
Auto-pick run perks — favour 1 preferred perk when offered
3
Loaded Dice
50 💎
Auto-pick run perks — favour up to 2 preferred perks when offered
4
Favoured Hand
100 💎
Auto-pick run perks — favour up to 3 preferred perks when offered
5
Fortuna Smiles
200 💎
Auto-pick run perks — favour up to 4 preferred perks when offered
6
Wheel of Chance
500 💎
Auto-pick run perks — favour up to 5 preferred perks when offered
7
Patron of Heroes
1000 💎
Auto-pick run perks — favour up to 6 preferred perks when offered
8
Mistress of Fate
2000 💎
Auto-pick run perks — favour up to 7 preferred perks when offered
9
Olympian Fortune
5000 💎
Auto-pick run perks — favour up to 8 preferred perks when offered
10
Divine Providence
10000 💎
Auto-pick run perks — favour up to 9 preferred perks when offered
Battle speed (Nike)
Stages unlock the following battle-speed multipliers for the player to choose between:
Elite depths offer a choice of three perks. Picks compound across the run only — perk levels reset when the run ends.
Basic perks (max 5)
Iron Will(max 5)
+10% Max HP per level
Endurance forged in battle.
Brutal Force(max 5)
+8% Min & Max Damage per level
Strike harder, end it faster.
Executioner(max 5)
+4% Crit Chance per level
Find the weakness every time.
Predator(max 5)
+0.25× Crit Multiplier per level
When you strike, you devastate.
Regeneration(max 5)
+1.5% Max HP Regen/turn per level
Battle wounds close between blows.
Iron Skin(max 5)
+1.5 Block • +2% Phys Resist per level
Your skin grows harder than steel.
Phantom Step(max 5)
+4% Dodge Chance per level
Move like smoke through shadows.
Bulwark(max 5)
+4% Physical Resist per level
Blades glance off your armour.
Fireward(max 5)
+4% Fire Resist • +5% Max Damage per level
Flames bend away from your will.
Frostward(max 5)
+4% Cold Resist • +6% Max HP per level
The cold cannot slow your heart.
Skirmisher(max 5)
+5% Min Damage • +3% Dodge Chance per level
Strike first, vanish before the counterblow.
Deadeye(max 5)
+4% Max Damage • +3% Super Crit Chance per level
Every opening becomes a perfect kill shot.
Spiked Shell(max 5)
+0.5 Block • +2% Damage Reflected per level
Those who break against you bleed for it.
Thornwall(max 5)
+4% Damage Reflected per level
What cuts you, bleeds them.
Advanced perks (max 3)
Warlord(max 3)
+5% Crit Chance • +0.25× Crit Multi per level
Commanders are born in chaos.
Giant Slayer(max 3)
+12% Min & Max Damage per level
No foe is too large to fall.
Blessed Strikes(max 3)
+2% Max HP Regen/turn • +8% Max HP per level
Each blow heals as much as it harms.
Fortress(max 3)
+2 Block • +8% Max HP per level
You are the wall between them and victory.
Ward All(max 3)
+3% All Resistances • +5% Max HP per level
Shield your body from everything that threatens it.
Battle Fury(max 3)
+8% Max Damage • +4% Crit Chance per level
The strongest blow lands when fury takes over.
Cataclysm(max 3)
+6% Max Damage • +0.35× Super Crit Multi per level
When momentum breaks, it breaks everything.
Magic Skills
12 skills, each with four upgrade tracks (duration, cooldown, two stat modifiers). Every track scales to level 50. Skills start at duration 1 and a 100-round cooldown — investments push duration up to 50 rounds and the cooldown down to 50. Unlocking a locked skill costs 1 stat point.
Skill
Description
Modifier 1
Modifier 2
Inferno Ward
Cloak yourself in a molten aura — strikes hit harder while flame coils around your guard.
Min Damage
Fire Resist
Frostbite Hex
Sap the warmth from incoming blows and steel yourself against winter's teeth.
Damage Block
Cold Resist
Stone Skin
Skin hardens to granite — the punishing blows that land bounce off thicker hide.
Phys Resist
Max HP
Storm Charge
Lightning crackles along your weapon, fishing out devastating critical strikes.
Crit Chance
Crit Multi
Mending Aura
Soft, restorative motes orbit you — wounds knit and would-be killers flinch on contact.
Heal / Turn
Thorns
Mystic Veil
A flickering arcane veil bends sight and steel away from you.
Dodge Chance
Phys Resist
Berserker Frenzy
Pure, raw fury — every swing arcs harder than the last when the blood is up.
Max Damage
Crit Chance
Holy Smite
Channel a sliver of the divine — your finishing blows shine brighter than the sun.
Super Crit Chance
Super Crit Multi
Phoenix Surge
A pyre kindles inside your chest — your vitality blooms and you mend mid-battle.
Max HP
Heal / Turn
Arcane Glyphs
Floating sigils sharpen each strike, lifting both the floor and the ceiling of your blows.
Min Damage
Max Damage
Vengeance Spike
Pain becomes punishment — incoming blows recoil into your attackers and break against you.
Thorns
Damage Block
Soul Sigil
A spectral glyph drifts beside you — slipping you from harm and lengthening your life thread.
Dodge Chance
Max HP
Daily Rewards & Missions
Reset boundaries are aligned to 00:00 UTC, so client and server agree on "today" without a handshake.
Daily login rewards
A 7-day cycle that repeats. Missing a day breaks the streak and resets to Day 1.
Day
Gems
Stat points
Day 1
10 💎
—
Day 2
—
15 stat points
Day 3
15 💎
—
Day 4
—
25 stat points
Day 5
20 💎
—
Day 6
—
35 stat points
Day 7
25 💎
50 stat points
Daily missions
5 missions are seeded for the current UTC day from a deterministic shuffle, each rewarding 2 💎. Mission types include kill counts, runs started, gold earned, XP gained, and battles won.