Ember Depths — Field ManualReturn to game ↗

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A technical reference for every base item, weapon, race, class, spell and enemy in the current game. Equipment and encounter tables are generated from the same data the game uses.

31 base equipment items · 21 spells · 5 potions · 63 enemy types

Spoilers: boss mechanics, branch rewards and both endings are described below.

Getting started & controls

Choose any of three races and four classes. Movement is cardinal; bump into a foe to attack. The world responds only when you spend a turn. Exploration is remembered, while current visibility requires line of sight within a Euclidean radius of 7 tiles (Δx² + Δy² ≤ 49). Combat ranges and spell area calculations use Manhattan distance (|Δx| + |Δy|), so visibility and targeting do not use the same distance rule.

ControlAction
WASD / arrowsMove or melee attack
Space / .Wait one turn
HDrink a healing potion
E / >Use stairs, branch gates or a phylactery beneath you
M / FSelect magic / cast selected magic
RRacial ability
CCharacter, stat points and equipment
BTrade while standing on a merchant
JCampaign journal and explored map

Movement, attacks, waiting, casts, potions, racial abilities, equipping, unequipping, dropping items and reading/studying scrolls spend a turn. Stat allocation, browsing panels and shop purchases/sales do not. Invalid actions such as stepping into a wall or attempting an unavailable spell do not advance the turn. Floor transitions spend a turn but suppress enemy responses on arrival.

Runs are saved automatically in this browser and device. Death ends the run; a new run replaces the saved expedition after confirmation. Clearing site data removes it. Saves are not transferred between the private preview and adamslab.ca.

Character stats & damage formulas

AttributeEffect
Strength+0.7 melee per point above 4, rounded down; +1 combat buff damage per 3 extra points.
Dexterity+1 ranged damage per 2 points above 4; +2% dodge per point (maximum 20%).
Intelligence+2 maximum MP per point above 4; +1 magic potency per 2 extra points.
Vitality+2 maximum HP and +1 racial recovery/shielding per point above 4.

All four allocated attributes start at 4. Add equipped item modifiers, then clamp each effective attribute to at least 1. Let S, D, I and V mean effective attribute minus 4, and L mean character level.

  • Maximum HP = max(10, race/class base HP + 3 × (L − 1) + 2V).
  • Maximum MP = max(4, race/class base MP + 2 × (L − 1) + 2I).
  • Attack = max(1, race/class base attack + floor((L − 1)/3) + floor(0.7S) + item attack bonuses).
  • Armor = max(0, race base armor + item armor bonuses).
  • Magic power = max(0, race base power + floor(I/2)).
  • Spell potency = magic power + floor((L − 1)/4). Ranged / High ranged spells additionally gain floor(D/2).
  • Melee damage = max(1, attack + random integer 0–2 + combat buff bonus − enemy armor).
  • Spell damage = max(1, base damage + potency − enemy armor for Ranged/High ranged schools). Other schools ignore enemy armor. Healing and shielding gain potency too.
  • Dodge chance = clamp(2D, 0, 20) percent. Incoming damage = max(1, attack − armor mitigation − Iron Resolve bonus + Fury penalty), then shielding absorbs it. Physical hits subtract full armor; magical hits subtract floor(armor/2).

Fury adds 2 melee damage and +1 incoming damage. Battle Trance adds 4 melee damage with no Fury penalty. Either combat buff adds floor(S/3) more melee damage; Trance takes priority. Shielding is a pool, not damage reduction: a stronger ward replaces rather than adds to the pool. Remaining shielding expires when both Ward and Iron Resolve timers reach zero.

Races

RaceBase HP / MPAttack / armor / powerTraitsAbility
Human28 / 124 / 0 / 0Balanced vitality, mana, and melee strength.Second Wind
Restore 6 HP and 4 MP. 60-turn cooldown.
Elf24 / 164 / 0 / 1−4 HP, +4 MP, +1 spell potency. Powerful but fragile.Mana Surge
Trade 4 HP for 8 MP. 60-turn cooldown.
Dwarf34 / 83 / 1 / 0+6 HP, 1 armor, −4 MP, −1 melee damage. Spells cost 1 extra MP.Iron Resolve
Gain 8 shielding and 1 extra armor for 4 turns. 60-turn cooldown.

Racial recovery gains V: Human heals 6 + V HP and 4 MP; Elf spends 4 HP for 8 + V MP (requires more than 4 HP); Dwarf gains max(existing shield, 8 + V) and +1 mitigation for four turns. Ability activation sets cooldown to 61, then the action’s turn reduces it to 60.

Classes

ClassModifiers & trainingStarting weapon
RangerBalanced fighter. Exclusive access to advanced ranged damage and speed magic.Trail bow
Berserker+6 HP, −4 MP, +1 melee damage. Powerful combat buffs; most other magic is forbidden.Iron axe
Zealot+4 MP, −1 melee damage. Exclusive access to high healing magic and strong protection.Pilgrim mace
Warlock−4 HP, +8 MP, −1 melee damage. Exclusive access to necromancy and high destruction magic.Ash staff

Level-one combinations

BuildHPMPAttackArmorPower
Human Ranger2812400
Human Berserker348500
Human Zealot2816300
Human Warlock2420300
Elf Ranger2416401
Elf Berserker3012501
Elf Zealot2420301
Elf Warlock2024301
Dwarf Ranger348310
Dwarf Berserker404410
Dwarf Zealot3412210
Dwarf Warlock3016210

Every class can equip every item; a bow does not create a normal ranged attack. Ranged attacks are spells such as Arcane Shot. Starting weapons and the tunic add no stat modifiers.

Every base item & weapon

Three equipment slots: weapon, armor and charm. One item per slot. Equipped modifiers stack across slots. The pack holds 20 spare items. Changing equipment costs a turn; raising maximum HP/MP does not refill current HP/MP. Negative modifiers can reduce derived stats.

Item / IDSlotModifiersAcquisitionValue / sell (gold)
Worn blade
blade
weaponNo stat modifiersStarting gear; not in the random loot pool.30 / 13
Trail bow
bow
weaponNo stat modifiersStarting gear; not in the random loot pool.30 / 13
Iron axe
axe
weaponNo stat modifiersStarting gear; not in the random loot pool.30 / 13
Pilgrim mace
mace
weaponNo stat modifiersStarting gear; not in the random loot pool.30 / 13
Ash staff
staff
weaponNo stat modifiersStarting gear; not in the random loot pool.30 / 13
Travel tunic
tunic
armorNo stat modifiersStarting gear; not in the random loot pool.30 / 13
Steel blade
steel-blade
weapon+2 attackOrdinary loot and matching merchant stock.54 / 24
Hunter bow
hunter-bow
weapon+2 dexterityOrdinary loot and matching merchant stock.54 / 24
Rune staff
rune-staff
weapon+2 intelligenceOrdinary loot and matching merchant stock.54 / 24
Chain vest
chain-vest
armor+1 armorOrdinary loot and matching merchant stock.60 / 27
Vital charm
vital-charm
charm+2 vitalityOrdinary loot and matching merchant stock.54 / 24
Fury charm
fury-charm
charm+2 strengthOrdinary loot and matching merchant stock.54 / 24
Woodsman axe
woodsman-axe
weapon+1 strength; +2 attackOrdinary loot and matching merchant stock.66 / 29
Flesh cleaver
cleaver-axe
weapon-1 dexterity; +4 attackOrdinary loot and matching merchant stock.78 / 35
Ritual axe
ritual-axe
weapon+2 intelligence; +2 attackOrdinary loot and matching merchant stock.78 / 35
Executioner axe
executioner-axe
weapon-1 vitality; +5 attackOrdinary loot and matching merchant stock.90 / 40
Moon bow
moon-bow
weapon+3 dexterity; +1 intelligenceOrdinary loot and matching merchant stock.78 / 35
Barbed bow
barbed-bow
weapon+4 dexterity; -1 vitalityOrdinary loot and matching merchant stock.78 / 35
Bone spear
bone-spear
weapon+1 dexterity; +3 attackOrdinary loot and matching merchant stock.78 / 35
Void wand
void-wand
weapon-1 strength; +4 intelligenceOrdinary loot and matching merchant stock.78 / 35
Pilgrim staff
pilgrim-staff
weapon+2 intelligence; +2 vitalityOrdinary loot and matching merchant stock.78 / 35
Plate mail
plate-mail
armor-2 dexterity; +3 armorOrdinary loot and matching merchant stock.120 / 54
Scout leathers
scout-leathers
armor+2 dexterity; +1 armorOrdinary loot and matching merchant stock.84 / 37
Ritual robes
ritual-robes
armor+3 intelligence; -1 vitalityOrdinary loot and matching merchant stock.66 / 29
Ward ring
ward-ring
charm+1 intelligence; +1 armorOrdinary loot and matching merchant stock.72 / 32
Swift charm
swift-charm
charm+3 dexterityOrdinary loot and matching merchant stock.66 / 29
Mail of the Living Root
verdant-mail
armor+3 vitality; +2 armorDestroy Root-Heart in The Blighted Weald.126 / 56
Staff of Unwritten Tides
tide-staff
weapon+2 dexterity; +4 intelligenceDestroy Salt-Eye in The Drowned Archive.102 / 45
Godsplitter
godsplitter
weapon+3 strength; +5 attackDestroy Cinder-Womb in The Flesh Crucible.126 / 56
The Last Saint’s Tooth
saint-charm
charm+3 intelligence; +3 vitalityDestroy False-Hymn in The Cathedral of Teeth.102 / 45
Prism of Waking
void-prism
charm+3 dexterity; +4 intelligence; -1 vitalityDestroy Dream-Knot in The Unwaking Spiral.114 / 51

Procedural artifacts

Ordinary equipment rolls have a 4% artifact chance; merchant gear rolls use 9%; slain non-summoned unique monsters drop guaranteed artifacts. Artifacts inherit a non-quest base item. Three randomly selected attributes receive +1 to +3, capped at +7 per attribute; the remaining attribute receives −1 to −3, floored at −4. Attack and armor are inherited. Names combine a prefix, base item and title; the stat rolls are the meaningful difference.

Gear value = max(20, 30 + 30 × positive armor + 12 × each other positive modifier + 80 if artifact). Negative modifiers do not reduce value. Selling pays floor(value × 0.45). The table gives each base item’s computed value; starting and quest equipment are not ordinary random merchant stock.

Potions, gold & terrain

PotionEffect in codePrice (gold)
Healing12 + ceil(max HP × 0.35) HP25
Aether6 + ceil(max MP × 0.35) MP25
Haste10 turns of haste; first enemy response is skipped60
Invisibility10 turns; adjacent foes and seers can still detect you55
Rejuvenation10 + ceil(max HP × 0.5) HP and 10 + ceil(max MP × 0.5) MP; clear poison and silence90

Each potion consumes one turn. Recovery is capped at maximum HP/MP. A healing or mana potion at full capacity is not consumed; duplicate haste/invisibility effects cannot be refreshed while active. Rejuvenation remains usable to remove poison/silence even at full capacity. The drinking turn immediately reduces new duration counters by one; haste skips the first enemy response.

A new expedition starts with two healing potions, one Aether, one Haste, one Invisibility and zero Rejuvenation. A floor generates three healing potions and one of each other type. Potion pickup capacity is 100 of each kind; merchant purchases stop at 99.

  • Gold piles give 15 + danger + a random integer 0–24.
  • Non-summoned kills award 3 + floor(danger/2) gold. Summons give no gold or XP.
  • Blighted / dream terrain inflicts five turns of poison. Poison power is max(existing, 1 + floor(danger/10)); poison bypasses armor and shields.
  • Crucible embers deal 2 + floor(danger/6) magical damage on entry, processed through dodge and mitigation.
  • Deep water spends two turns when entered.
  • Hushed terrain prevents casting while you stand on it.

Invisibility ends on melee attack or any successful spell cast. Seers, watcher/guardian/boss roles and foes within one tile still detect you. Silence blocks normal spells and scroll casting; Rejuvenation clears it. Spell-created enemy poison deals 2 + floor(magic power/4) HP per enemy response and ignores armor. Slow skips even-numbered enemy responses while its counter remains active.

Spellbook & scrolls

The table lists final unlock levels and base MP costs, including the game’s unlock overrides. Dwarves pay +1 MP per normal cast. Class restrictions apply to both scroll use and learned spells. A spell needs a visible target, clear line of sight and Manhattan range. Casting costs one turn; reading/studying a scroll also costs one turn.

SpellSchoolLevelBase MP / scroll priceClassesRangeBase effect
SparkCantrip12All classes4Deal 4 arcane damage to one visible foe within 4 tiles.
WardProtection13All classesSelfGain 5 shielding for 4 turns.
Duration: 4 turns.
MendRestoration34Ranger, Zealot, WarlockSelfRestore 8 HP. Berserkers cannot learn restoration.
Arcane ShotRanged44Ranger7Deal 7 damage to one visible foe within 7 tiles.
Starfall ArrowHigh ranged188Ranger9Deal 13 damage to a visible foe within 9 tiles. Ranger only.
TrailblazeHigh speed147RangerSelfEnemies skip every other response for 6 turns. Ranger only.
Duration: 6 turns.
FuryCombat43BerserkerSelf+2 melee damage for 4 turns, but incoming hits deal 1 extra damage.
Duration: 4 turns.
Battle TranceHigh combat185BerserkerSelf+4 melee damage for 5 turns without Fury’s penalty. Berserker only.
Duration: 5 turns.
SmiteRadiance44Zealot4Deal 7 radiant damage to one visible foe within 4 tiles.
SanctuaryProtection96ZealotSelfGain 10 shielding for 6 turns.
Duration: 6 turns.
SanctifyHigh restoration188ZealotSelfRestore 20 HP and gain 4 shielding. Zealot only.
Duration: 4 turns.
Shadow BoltDestruction44Warlock5Deal 7 shadow damage to one visible foe within 5 tiles.
Raise ShadeNecromancy106Warlock5Raise a nearby defeated foe as a shade that fights for 8 turns. Warlock only.
Duration: 8 turns.
Soul SiphonHigh necromancy157Warlock5Deal 9 damage; restore HP equal to half the damage inflicted. Warlock only.
HellfireHigh destruction189Warlock6Deal 12 damage to a target and adjacent foes. No friendly fire. Warlock only.
Comet Lance
Scroll spell
Scroll evocation1432
Scroll: 140 gold
All classes7A piercing comet deals 24 elemental damage, ignoring armor.
Gravity Well
Scroll spell
Scroll gravity1640
Scroll: 180 gold
All classes6Deal 12 damage in a radius of 2 and slow those foes for 3 responses.
Astral Volley
Scroll spell
High ranged1842
Scroll: 200 gold
Ranger7Hit every visible foe within 7 tiles for 20 ranged damage. Ranger only.
Titan’s Blood
Scroll spell
High combat1836
Scroll: 170 gold
BerserkerSelfGain Battle Trance for 6 turns and 15 shielding. Berserker only.
Duration: 6 turns.
Dawn Rebirth
Scroll spell
High restoration1848
Scroll: 220 gold
ZealotSelfRestore 45 HP and purge poison. Zealot only.
Void Plague
Scroll spell
High necromancy1845
Scroll: 210 gold
Warlock6Deal 18 damage in a radius of 2 and poison survivors for 6 turns. Warlock only.

Reading a scroll consumes it for immediate casting at 0 MP, bypassing the normal level requirement while retaining class, silence, target and line-of-sight checks. Studying consumes one scroll and permanently adds its spell to this run’s spellbook; normal casting then requires its listed level and MP cost. Duplicate study is rejected.

Area spells use a Manhattan radius of 1 unless a radius is listed (Gravity Well and Void Plague use 2); targets need line of sight from the selected foe. Area magic has no friendly fire. Astral Volley hits every visible foe in range with clear player-to-foe sight. Soul Siphon heals ceil(actual HP damage / 2). Raise Shade requires a corpse within 5 tiles and clear sight, permits one shade at a time, and consumes the corpse. The shade lasts 8 responses, can pass through walls, and strikes adjacent targets for 3 + floor(L/4) + floor(magic power/4) damage without subtracting enemy armor.

Campaign, branch bosses & Veyr

The main descent has 24 floors; five optional four-floor branches make 44 floors in a full-clear campaign. Main-floor danger equals its depth. Branch danger equals gate-entry depth + 2 × branch depth. Previously visited floors retain exploration, loot and enemy wounds. First-time arrival restores ceil(max HP × 0.10) and ceil(max MP × 0.15); revisiting does not repeat that recovery.

The Blighted Weald

Gate: main floor 3. Four branch floors. Danger on floor 4: 11.

The Antlered Rot (a generated personal name prefixes this title): 139 HP, 11 attack, 0 armor, 165 XP at this encounter. The Weald’s root-crowned guardian regenerates and poisons with its bites. Avoid marked rays and slams; use sustained magic and cleansing.

Extra traits: regen = 2; poison = 5.

After the boss dies, stand on the Root-Heart and press E. Reward: Mail of the Living Root, 195 XP and 210 gold. A return gate opens to main floor 3.

The Drowned Archive

Gate: main floor 7. Four branch floors. Danger on floor 4: 15.

The Drowned Librarian (a generated personal name prefixes this title): 160 HP, 13 attack, 0 armor, 177 XP at this encounter. The Archive’s tentacled keeper fires marked rays and relocates every seventh response. Cover beats its beams; contact drains MP.

Extra traits: drain = 3; blinkEvery = 7; seer = true.

After the boss dies, stand on the Salt-Eye and press E. Reward: Staff of Unwritten Tides, 255 XP and 250 gold. A return gate opens to main floor 7.

The Flesh Crucible

Gate: main floor 11. Four branch floors. Danger on floor 4: 19.

The Furnace Bride (a generated personal name prefixes this title): 191 HP, 16 attack, 5 armor, 199 XP at this encounter. The Crucible’s living furnace marks distant blast zones. Step outside them before detonation; magic bypasses its iron skin.

Extra traits: blastRange = 6.

After the boss dies, stand on the Cinder-Womb and press E. Reward: Godsplitter, 315 XP and 290 gold. A return gate opens to main floor 11.

The Cathedral of Teeth

Gate: main floor 15. Four branch floors. Danger on floor 4: 23.

The Saint of Broken Teeth (a generated personal name prefixes this title): 202 HP, 16 attack, 0 armor, 201 XP at this encounter. The Cathedral’s false saint summons tooth acolytes every seventh response and silences nearby casters every fifth. Keep distance and dodge marked attacks.

Extra traits: summonEvery = 7; summonKind = tooth-acolyte; silenceEvery = 5.

After the boss dies, stand on the False-Hymn and press E. Reward: The Last Saint’s Tooth, 375 XP and 330 gold. A return gate opens to main floor 15.

The Unwaking Spiral

Gate: main floor 19. Four branch floors. Danger on floor 4: 27.

The Sleeper Between Angles (a generated personal name prefixes this title): 213 HP, 18 attack, 0 armor, 213 XP at this encounter. The Spiral’s impossible dreamer blinks every fifth response and sees through invisibility. Preserve an escape route and sidestep its marked rays and slams.

Extra traits: blinkEvery = 5; seer = true.

After the boss dies, stand on the Dream-Knot and press E. Reward: Prism of Waking, 435 XP and 370 gold. A return gate opens to main floor 19.

Veyr, the Unmade God

Encountered on main floor 24. On first arrival, HP = 680 − 75 × broken vessels; attack = max(12, 26 − 2 × broken vessels); armor = 7 unless the Crucible’s vessel is broken, which sets it to zero. Defeating him grants 812 XP. With all five vessels broken: 305 HP, 16 attack and 0 armor. Breaking a vessel after his floor is generated reduces his existing maximum HP by 75 and attack by 2, preserving existing wounds.

Vessel destroyedPower removed
Root-HeartStops Veyr’s +6 HP regeneration per eligible response.
Salt-EyeStops the extra 3 MP drain on his adjacent melee attempts.
Cinder-WombRemoves all 7 armor.
False-HymnStops his thrall summon every sixth response.
Dream-KnotStops his blink every fifth response when you are detected within 10 tiles.

With clear sight within 8 tiles and no cooldown, Veyr marks a ray or a 3×3 blast centered on your current position. The marked cells are resolved on his next response, dealing attack + 3 magical damage if you remain in the zone and sight is clear. Step off red cells. Resolution sets cooldown to 3. During intent resolution his vessel regeneration/summon/blink block is skipped. Outside telegraphs he can melee or pursue. Summoned thralls yield no XP.

Defeat him with every vessel broken for The Unmaking (true ending). Otherwise, receive A God’s Shadow. Each class has its own ending text. Branch quests are optional for victory, but all five are required for the true ending.

Complete bestiary

Values below are base HP / attack / armor / XP. Actual normal enemy HP adds floor(2.8 × danger); guardian and branch-boss HP adds floor(4 × danger). Veyr does not gain depth-based HP. All enemy attacks add floor(danger/3), and XP adds floor(danger/2), before vessel adjustments. Rare unique encounters have a 20% roll per floor and receive generated personal names. Their guaranteed artifact drop is additional to normal XP/gold.

Enemy / IDBase HP / attack / armor / XPBehavior roleLocation/typeTacticsAdditional traits
Starved Thrall
skulk
9 / 3 / 0 / 12skulkMain descentCloses for melee. Use corridors to avoid being surrounded.—
Obsidian Warden
sentinel
20 / 4 / 3 / 22sentinelMain descentArmored against melee and arrows; elemental magic bypasses armor.—
Many-Eyed Witness
watcher
13 / 5 / 0 / 20watcherMain descentMarks a ray, then fires next turn. Step out of the marked line or behind cover.—
Void Acolyte
hexer
13 / 3 / 0 / 18hexerMain descentFires at range and drains MP. Rush it or break line of sight.—
Flesh Colossus
brute
30 / 7 / 0 / 28bruteMain descentTelegraphs a 3×3 slam. Move away before it lands.—
Bloodlit Leech
leech
15 / 4 / 0 / 18leechMain descentHeals itself on melee hits. Burst damage denies its recovery.—
Hollow Herald
herald
19 / 3 / 0 / 25heraldMain descentCalls thralls every six turns. Kill the summoner before it overwhelms you.—
Angles Hound
hound
12 / 4 / 0 / 18houndMain descentMoves twice every third response. Corners and haste help you control distance.—
Mouth of the False God
choir
21 / 4 / 0 / 26choirMain descentA nearby chant silences spells for two turns. Use weapons or retreat beyond its reach.—
Unwaking Apostle
shadewalker
22 / 5 / 0 / 27shadewalkerMain descentBlinks to a nearby flank every five turns. Keep an escape route.—
Phylactery Custodian
guardian
70 / 8 / 2 / 90guardianMain descentAlternates ray attacks and close slams. Destroy it to expose the phylactery.—
Veyr, the Unmade God
boss
680 / 18 / 7 / 800bossMain descentCycles marked blasts, melee and summons. Each broken phylactery removes one advantage.—
Bone-string Archer
bone-archer
10 / 3 / 0 / 15archerMain descentFires physical arrows from six tiles away; armor and cover reduce its threat.—
Oathbreaker
oathbreaker
24 / 5 / 2 / 24choirMain descentAn armored silencer; lure it away from ranged support before engaging.—
Sorrow Knight
sorrow-knight
28 / 6 / 4 / 26sentinelMain descentIts armor regenerates flesh; sustained elemental damage beats attrition.regen: 2
Spite Imp
spite-imp
9 / 3 / 0 / 17houndMain descentMoves in bursts and steals MP on contact; kill it before it closes.drain: 2
Plague Cyst
plague-cyst
16 / 2 / 0 / 25venomMain descentRare: spits venom within five tiles; cover or Rejuvenation counters its poison.poison: 6
Venom Oracle
venom-oracle
23 / 5 / 0 / 30leechMain descentRare: sees invisibility and delivers poisonous, life-draining bites; stay at range.poison: 7; seer: true
Marrow Priest
marrow-priest
18 / 3 / 0 / 23healerMain descentRepairs the weakest nearby ally every four responses; prioritize the priest.—
Glass Reaver
glass-reaver
18 / 10 / 0 / 28bruteMain descentFragile but devastating; sidestep its marked slam and burst it down.—
Rift Scribe
rift-scribe
21 / 5 / 0 / 27hexerMain descentTeleports between draining bolts; conserve mana and use narrow rooms.blinkEvery: 6
Cinder Wraith
cinder-wraith
25 / 7 / 0 / 29bruteMain descentMarks a distant blast zone; take a full step beyond its edge before it erupts.blastRange: 6
Ironbark Rootling
rootling
16 / 4 / 2 / 17sentinelThe Blighted WealdA bark-armored defender; fire and other elemental spells bypass its shell.—
Briar Hunter
briar-hunter
14 / 4 / 0 / 19skirmisherThe Blighted WealdFires thorns and retreats when cornered; cut off its escape.—
Moss Seer
moss-seer
16 / 3 / 0 / 22healerThe Blighted WealdHeals root-creatures and sees hidden travelers; kill it ahead of the pack.seer: true
Rot Queen
rot-queen
24 / 4 / 0 / 28heraldThe Blighted WealdGrows armored rootlings; every delay strengthens her grove.summonKind: rootling
Dusk Stag
dusk-stag
18 / 6 / 0 / 22houndThe Blighted WealdCharges in bursts through open paths; fight it across corners.—
Widow of Roots
root-widow
18 / 4 / 0 / 30venomThe Blighted WealdRare: a venom-spitting root horror; avoid its sight line and carry Rejuvenation.poison: 6
Saltbound Diver
salt-diver
17 / 4 / 0 / 20skirmisherThe Drowned ArchiveFlees along the channels while firing; water gives it time to attack.—
Ink Eye
ink-eye
18 / 6 / 0 / 23watcherThe Drowned ArchiveA floating eye marks long rays; step sideways rather than deeper into a channel.seer: true
Drowned Cantor
drowned-cantor
22 / 4 / 0 / 26choirThe Drowned ArchiveIts underwater hymn silences close casters; weapons remain usable.—
Abyssal Eel
abyss-eel
17 / 5 / 0 / 30houndThe Drowned ArchiveRare: poisonous bites and burst movement; avoid slow-water melee.poison: 6
Archive Leech
archive-leech
20 / 4 / 0 / 23hexerThe Drowned ArchiveConsumes mana through ink bolts; break sight before restoring MP.—
Oracle of the Undertow
tide-oracle
30 / 5 / 0 / 29leechThe Drowned ArchiveRegeneration plus draining contact punishes drawn-out duels.regen: 2
Iron Wretch
iron-wretch
27 / 6 / 5 / 25sentinelThe Flesh CrucibleHeavy forged armor; strike its mind with magic rather than its plating.—
Ash Spitter
ash-spitter
18 / 4 / 0 / 30venomThe Flesh CrucibleRare: toxic ash at range; avoid ember tiles while fleeing its sight line.poison: 6
Furnace Giant
furnace-giant
38 / 9 / 0 / 34bruteThe Flesh CrucibleMarks a heavy slam around you; escape the entire red square.—
Stitch Priest
stitch-priest
20 / 4 / 1 / 25healerThe Flesh CrucibleRepairs living weapons; leave an escape route past its defenders.—
Living Anvil
living-anvil
36 / 6 / 7 / 31sentinelThe Flesh CrucibleAlmost impervious to blades, but elemental spells ignore its armor.regen: 1
Slag Mite
slag-mite
12 / 4 / 0 / 22houndThe Flesh CrucibleExplodes on death within two tiles; finish it at range.deathBlast: 6
Tooth Acolyte
tooth-acolyte
21 / 5 / 0 / 24choirThe Cathedral of TeethIts chant steals your voice; step out of range or use a blade.—
Hymn Warden
hymn-warden
30 / 6 / 4 / 28sentinelThe Cathedral of TeethGuards the choir behind armor; separate it from singing support.—
False Chorister
false-chorister
23 / 4 / 0 / 30heraldThe Cathedral of TeethCalls more singing acolytes; silence the summoner first.summonKind: tooth-acolyte
Censer Bearer
censer-bearer
22 / 3 / 0 / 32venomThe Cathedral of TeethRare: its holy incense is poisonous; keep away from its breath.poison: 7
Blinded Saint
blinded-saint
24 / 4 / 0 / 27healerThe Cathedral of TeethRepairs the faithful and senses invisible intruders; isolate it.seer: true
Reliquary Angel
reliquary-angel
25 / 7 / 0 / 31watcherThe Cathedral of TeethIts wings mark a deadly ray; do not retreat along the marked line.seer: true
Mirror Shade
mirror-shade
19 / 6 / 0 / 25shadewalkerThe Unwaking SpiralSteps through mirrors to flank you; keep a wall at your back.—
Nightmare Hound
nightmare-hound
24 / 7 / 0 / 29houndThe Unwaking SpiralA fast seer that ignores invisibility; haste can preserve distance.seer: true
Lucid Parasite
lucid-parasite
21 / 5 / 0 / 33leechThe Unwaking SpiralRare: drains life and poisons dreams; kill it before it feeds.poison: 7
Dream Cartographer
dream-cartographer
23 / 5 / 0 / 28hexerThe Unwaking SpiralBlinks and redraws draining sight lines; change your angle of approach.blinkEvery: 5
Faceless Pilgrim
faceless-pilgrim
26 / 6 / 0 / 27skirmisherThe Unwaking SpiralRetreats while firing bolts that steal MP; trap it in a corridor.drain: 1
Paradox Echo
paradox-echo
32 / 7 / 0 / 35guardianThe Unwaking SpiralAlternates rays and blasts like a lesser Custodian; watch its red marks.—
Crowned Eye
unique-oracle
32 / 5 / 0 / 70watcherRare uniqueA rare floating oracle. Sidestep its marked ray; every seventh response it folds to a new angle.seer: true; blinkEvery: 7
Starless Knight
unique-knight
38 / 6 / 3 / 80bruteRare uniqueA rare armored executioner. Bait its marked slam, then strike with elemental magic.blastRange: 3
Moon-Eater
unique-moth
30 / 4 / 0 / 75hexerRare uniqueA rare moth of the void. Draining bolts and sudden blinks punish prolonged spell duels; use cover.blinkEvery: 5; seer: true
Root-Hydra
unique-hydra
40 / 5 / 0 / 85leechRare uniqueA rare many-headed parasite. Its bites poison and steal life; sustained ranged damage denies recovery.regen: 1; poison: 5
Hollow Sovereign
unique-idol
36 / 5 / 2 / 85heraldRare uniqueA rare crowned idol. Summons every sixth response; isolate and destroy it before its court grows.summonKind: skulk
Veil Reaper
unique-reaper
32 / 6 / 0 / 80skirmisherRare uniqueA rare scythe-bearing hunter. Retreats at close range and drains mana with its shots; trap it against terrain.drain: 2
The Antlered Rot
weald-boss
95 / 8 / 0 / 160guardianBranch bossThe Weald’s root-crowned guardian regenerates and poisons with its bites. Avoid marked rays and slams; use sustained magic and cleansing.regen: 2; poison: 5
The Drowned Librarian
archive-boss
100 / 8 / 0 / 170watcherBranch bossThe Archive’s tentacled keeper fires marked rays and relocates every seventh response. Cover beats its beams; contact drains MP.drain: 3; blinkEvery: 7; seer: true
The Furnace Bride
crucible-boss
115 / 10 / 5 / 190bruteBranch bossThe Crucible’s living furnace marks distant blast zones. Step outside them before detonation; magic bypasses its iron skin.blastRange: 6
The Saint of Broken Teeth
cathedral-boss
110 / 9 / 0 / 190guardianBranch bossThe Cathedral’s false saint summons tooth acolytes every seventh response and silences nearby casters every fifth. Keep distance and dodge marked attacks.summonEvery: 7; summonKind: tooth-acolyte; silenceEvery: 5
The Sleeper Between Angles
spiral-boss
105 / 9 / 0 / 200guardianBranch bossThe Spiral’s impossible dreamer blinks every fifth response and sees through invisibility. Preserve an escape route and sidestep its marked rays and slams.blinkEvery: 5; seer: true

Most pursuit occurs with clear sight within 12 tiles. Watcher/guardian roles telegraph within 8 tiles; brutes use blastRange (default 2). Hexers fire within 6 tiles and drain 2 MP with a 3-response cooldown. Archers/skirmishers fire within 6 tiles with a 2-response cooldown; skirmishers retreat at distance 2 or less. Venom attacks reach 5 tiles with a 4-response cooldown. Choir silence reaches 4 tiles. Hounds gain a second pursuit step every third response. Leech bites heal ceil(HP damage / 2).

Trait fields are response-based: regen heals that many HP; poison is its duration on a damaging melee/venom hit; drain subtracts MP on relevant attacks; blinkEvery, summonEvery and silenceEvery are response intervals. blastRange controls telegraph distance. deathBlast is base magical deathburst damage within 2 tiles, plus floor(danger/4). seer detects invisibility. A healer checks every fourth response and restores 6 + floor(danger/4) HP to its most wounded visible ally within 6 tiles.

Progression, recovery & shops

Level cap: 30. XP required to advance from level L = 45 + 25(L − 1) + 8(L − 1)². Each level grants two freely assignable attribute points, restores ceil(new max HP × 0.25) HP and ceil(new max MP × 0.25) MP, and restocks all three merchants. Allocated attributes are capped at 62 each; equipment can modify effective values further.

Current levelXP to next level
145
278
3127
4192
5273
10918
151963
203408
255253
297017

Every third player turn restores 1 + floor(L/8) MP. Every twelfth turn restores 1 + floor(L/10) HP only if you are not poisoned and no enemy is within 8 tiles (regardless of visibility). Haste skips alternate enemy responses, starting with the activation response; counters, poison and regeneration still advance. Summoned shades act before the enemy response.

MerchantStock focus
Bob’s AxesAxes, heavy armor, and inconveniently cursed legends.
Arthur’s AlchemyArcane tools, charms, healing and unusual draughts.
Mara’s Trail GoodsBows, light armor and survival supplies.

All three merchants are on main floor 1. Another appears on main floors where depth % 3 = 1; each branch has a merchant on its first floor. Stand on the merchant and ensure no enemy within 8 tiles has clear line of sight to trade. Each shop rolls five gear items per restock (9% artifact chance); non-axe shops stock all five potions with quantities 1–3, and stock two spell scrolls. Bob’s Axes stocks one eligible Berserker scroll and no potions. Stock and gold transactions do not spend turns; equipping or consuming purchases does.