THE ADVENTURER’S HANDBOOK

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A little knowledge. A longer run.

Find your footing, understand your loot, and take on the next challenge.

YOUR FIRST STEPS

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Choose your mode, get through your first run, and learn what happens when you die.

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Questions from the community

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Should I start in Hardcore?

Normal mode is our recommendation for learning: you keep your inventory, equipped gear and gold after death. Hardcore is available from the start if you enjoy losing those resources when you die. Start in whichever mode matches the challenge you want, but back up your save before switching an existing character to Hardcore.

How does Curse work?

Curse is the dungeon's difficulty level. Higher Curse makes enemies tougher and raises the tier of regular equipment drops. Play your highest unlocked Curse to unlock the next one: reach Floor 10 for levels 2–10, then defeat the Dungeon Monarch for levels 11–15. You can choose a lower unlocked level when you want an easier run.

What do the different dungeon paths mean?

Balanced gives you the normal mix of everything. Spoils brings more treasure chests and fewer enemies. Sanctuary brings more shrines and even fewer enemies. Descent gives you a higher chance of quickly finding the door to the next room.

What should I spend gold on?

Gold pays for blessings, shrine healing, merchant offers and Forge actions. If you need Forge access, a wandering blacksmith on Floor 13 sells a Forge Token for 10,000 gold. Keep enough for the help your current run needs, then invest in equipment you expect to keep using. In normal mode, unused gold survives death.

What is the difference between item tiers?

Tier is tied to the Curse level of regular dungeon drops and affects an item's potential stats. A higher tier gives more potential, but item level, rarity, rolled attributes and refining also matter. Compare the actual bonuses for your build before replacing an item just because its tier is higher.

How do I refine items?

Open the Forge using the anvil icon, select Refine, then choose an item. Check the next-level preview and confirm with Refine Equipment. You need gold and Refine Stones, plus a Forge Token for the action if your Forge is not unlocked. Equipment below level 100 stops at +10; level 100 equipment can go further using Guardian Cores.

How do floor and Curse levels affect Guardian Core drop chances?

Only floor guardians on Floor 20 onward can drop Guardian Cores, one per successful roll. At 0 Luck, the chance rises from 2% on Floor 20 to 5% on Floor 45 at Curse 1–9; at Curse 15 it rises from 20% to 50%. Floor scaling stops at 45. Luck multiplies these chances by up to 1.10, giving a maximum of 55%.

What does Luck do?

Luck increases the chance of an equipment drop after combat and helps you find companions. It does not directly improve equipment rarity or Refine Stone drop chances. For an ordinary enemy without an extra drop bonus, 50 Luck raises equipment drop chance from about 33% to 50%. The normal equipment drop roll is capped at 80%.

How do I unlock companions permanently?

Find Fairy Helper, Mini Dragon or Shadow Cat after combat to build that companion’s permanent unlock progress. Their targets are 100, 250 and 500 points respectively. Each find adds your current Curse level, capped at 10 points. Once unlocked, that companion joins your roster at level 1 in every new run. Wolf Pup is available from the start; Phoenix Chick has no permanent unlock in this version.

Why does my attack stat not match the damage I deal?

Attack is an input to damage, not the final hit. An ordinary attack starts at ATK × ATK / (ATK + target DEF), then receives random variation, critical-hit and other bonuses. If the target has as much defense as you have attack, the starting damage is half your attack. A dodged hit deals no damage and gives no Vampirism healing.

Do level-up bonuses multiply my equipment stats?

Health, attack and defense level-up bonuses apply to your base stats from allocation and class, with equipment added afterward. They do not multiply the equipment contribution. Stats such as Crit Rate and Vampirism instead gain percentage points. Compare the displayed improvement and your character caps when choosing an upgrade.

Why can two items of the same tier and rarity have very different stats?

Each item randomly chooses attributes from its equipment type’s pool, then rolls their values. Several rolls can stack on one attribute. Tier and level affect strength, rarity sets the base roll budget, and tiers 11–15 improve roll floors and percentage-stat limits. Matching tier and rarity does not guarantee matching stats.

Does a higher Curse or more Luck give better item rarities?

Ordinary equipment uses the same rarity distribution at every Curse and Luck value. Curse raises the tier of regular drops; Luck raises the chance that an enemy drops equipment. Once an ordinary item is generated, Heirloom has a 1.2% rarity chance. Monarchs are an exception: their equipment reward is guaranteed Heirloom.

Why does my Hammer have Luck but no Vampirism?

Every equipment type has a fixed list of stats it can roll, and that list differs between weapon classes and armour pieces. Hammers use a damage and defence list that includes Luck but never Vampirism, while Swords, Axes, Scythes, Daggers and Flails can roll Vampirism but never Luck. Fresh drops and Forge rerolls use the same list, so a reroll cannot produce a stat outside it.

What is the difference between an Armored monster and a Defensive monster?

Defensive is a base enemy type with higher starting health and defense. Armored is an extra modifier that multiplies defense by 1.6 and attack speed by 0.85. A monster can be both Defensive and Armored. Other modifiers add effects such as regeneration, lifesteal or reflected damage; the glossary lists every type and modifier with its exact effects.

How does the Rogue's special ability scale with bleed stacks?

Blood Surge is a single hit starting at 1.1× your ATK, increased by 5% per bleed stack on the enemy. With no stacks it starts at 1.1× ATK; at the Open Wounds cap of 13 stacks it reaches 1.815× ATK, or about 1.8×. These values are before enemy defense and other damage modifiers.

How much does the Paladin's special ability heal?

Divine Blessing heals 80% of your maximum HP, rounded to the nearest whole number and capped at your missing health. It has a 10-second cooldown during combat. With Auto Mode and automatic special abilities enabled, the Paladin waits until HP is at or below 40% before using it, provided the ability and attack are ready.