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Mechanics

Controls

Input Action
Left mouse Move. Auto-attack while in range
Right mouse Ultimate, once per hall
Q W E R Class skills
Space Dash / class mobility
1 / 2 Life flask / mana flask
F Vacuum nearby loot
Enter Ready for the next hall, or ready to leave after loot
I / C Inventory and the meta tree
P / Tab This-run powerups
Right-click (inventory) Equip the hovered item. Does not drop it
Drag to Stash Keep the item across characters (account stash)

A green arrow on a bag icon means that item's iLvl is higher than what you are wearing in that slot. Drop stays on the Drop button while you are in a hall.

No gamepad binds yet. Debug builds include an Admin menu (` / F12): skip halls, jump to a floor or boss, warp, god mode, gold, and loot. Release exports omit it.

Floor marks

Read the color, not the boss.

Verb Color Meaning
Avoid Red Leave the mark. Slams, beams, skyfire, gauntlet, pack leaps, novas, and charges.
Stack Green Stand in the pocket. Stack ring and safe quarter.
Soak Gold Someone cover this. Seal, bells, throne.

Levels

Each character keeps their own XP. Party kills grant the same XP to everyone. Cap 20. A kill is 28 XP, an elite 46. Each level grants +4 life, +1.5% damage, +3 mana. At level 10 that is +36 life, ×1.135 damage, +27 mana — behind a couple of powerup picks.

Need to reach each level (first ten):

Level XP needed
1 100
2 122
3 149
4 182
5 222
6 270
7 330
8 402
9 491
10 599

Flasks

  • Life (1) — heals 42. Charge 24s.
  • Mana (2) — restores 55 mana. Charge 20s.

They refill when a hall starts. Auto-flask is a settings toggle.

Attributes

Each class has a primary: barbarian and knight Strength, rogue Dexterity, mage Intelligence. Primary points add 0.5% damage each, in the same pool as gear / powerup / level damage (cap +110%). Class items and class-tagged rares only roll that primary. Off-primary still works from unclassed jewelry, talents, and the tree — Strength reduces damage taken (same armor cap), Dexterity adds crit chance, Intelligence shortens skill cooldowns. Anyone who fights in melee (barbarian, knight, rogue) also has 12% innate damage reduction. The mage does not — stay back.

Crit

Base crit is 5% chance and +50% damage. Dexterity raises chance. Gear and powerups can roll chance and the multiplier separately. Chance caps at 30%. The +50% crit damage is free; gear, talents, and the tree can add up to another +100% (sheet max +150%). A crit is gold on the float.

Life regen

You recover 2 life per second after 2.4s without taking a hit. Gear can roll Life/s, and the Mending powerup adds more. Flasks stay the panic button — regen will not keep you up inside a pack.

Gold

Kills drop no gold. The floor purse and chests do. Boss purse is triple. Ground piles go to whoever walks on them. Chests roll once per living player.

Party flow

Everyone readies on the tower map before a hall opens. After the pack is dead, each living player picks a powerup, then everyone readies to leave. If you drop or the game crashes, join again with the same party code while that climb is still up. Host crash: host again and the same code comes back so the party can resume (the current hall restarts). Abandon or a full wipe still ends the climb.