THE TOWER OF ALLURA

A browser roguelike drawn from the Prestige Encounters campaign. Pick one of three classes, descend through the random floors of a living tower, and fight its monsters until your lives run out. Your score is how deep you get.

Play now
Genre
Action roguelike, endless descent
Platform
Desktop browser, no install
Run time
10 to 25 minutes
Combat
Top-down 2D, real-time

The Living Tower

The goddess Allura raised the tower to secure the flame of creation, the source of all magic in the world. The flame is so powerful that its energy leaks out anyway.

Inside, that leaked energy condenses into black crystals called Noxiarium. Adventurers mine and scavenge them, and the guilds outside sell them as magical power sources.

The tower defends itself. It builds monsters around Noxiarium cores and sends them against anyone inside.

Explorers descend by stepping through portals, and every floor they arrive on is completely random. Every moon cycle the floors change, and on the new moon every adventurer still inside is cast out.

Every descent is different

Floor biome, room layout, enemies and shop stock are rolled fresh every time.

The tower fights back

Difficulty rises every floor with no cap. Every run ends in death; the only question is how deep.

Noxiarium is everything

It drops from monsters, it buys power, and it is the reason adventurers enter the tower at all.

Three ways to play

Magic, range and melee feel different from the very first room.

The Descent

  1. 1Choose a class: magic, range or melee.
  2. 2Step through a portal into a randomly chosen biome. It holds for five floors, until its guardian falls.
  3. 3Fight through 4 to 6 connected rooms. Doors lock while enemies live.
  4. 4Collect Noxiarium from monster cores and crystal nodes.
  5. 5Clear the portal room to open the portal. Every other room is optional, and worth exploring for loot.
  6. 6Spend Noxiarium and skill points at the guild trader.
  7. 7Descend. The floor number rises and so does the danger.
  8. Repeat until your last life is gone. Every fifth floor a guardian bars the way to the portal.

Choose Your Class

Easy

Melee

Front-line bruiser
Health
150
Damage
20 / hit
Speed
1.5 / s
Reach
1 tile, 120° arc

Ironhide Takes 20% less damage.

Bulwark Rush Dash 3 tiles the way you are moving and stun what it hits for 1 s. 6 s cooldown.

Wades in and trades hits. Forgiving, and the recommended first class.

Medium

Range

Mobile skirmisher
Health
100
Damage
12 / hit
Speed
2.5 / s
Reach
8 tiles

Threadneedle Projectiles pierce one enemy.

Windslip Dodge 3 tiles the way you are moving, immune while rolling. 4 s cooldown.

Never stops moving. Wins by keeping distance, loses the moment it is cornered.

Hard

Magic

Glass cannon
Health
80
Damage
30 / hit
Speed
1.0 / s
Reach
6 tiles, splash

Wildfire Splash hits every enemy in the blast.

Emberstep Teleport 5 tiles the way you are moving. 8 s cooldown.

Clears packed rooms fastest but dies in a few hits. Positioning is the whole game.

All three deal the same 30 damage per second to a single target. No mana or ammo; abilities run on cooldowns only.

Seven Floors, Drawn at Random

Each floor is one of seven biomes, and the same biome never appears twice in a row. Hazards hurt monsters too, so use them. Breakable Noxiarium crystal nodes hide off the main path.

Forest

Thorn patches slow movement

Dire wolves, giant spiders, goblin archers, thorn sprites, dryads, druids, ogres, owlbears

Guardian Elder treefolk

Crypt

Floor spikes on a timed cycle

Zombies, wraiths, skeleton archers, banshees, necromancers, bone priests, bone golems, grave knights

Guardian Lich

Tundra

Ice patches send you sliding

Winter wolves, ice mephits, ice sprites, snow goblins, frost shamans, rime witches, yetis, mammoths

Guardian Frost giant

Desert

Sandstorm gusts shrink vision

Giant scorpions, ankhegs, kobold slingers, gnoll hunters, mummy priests, djinn, sand golems, giant scarabs

Guardian Mummy king

Swamp

Bog water slows, poison pools burn

Giant leeches, mudlings, lizardfolk hunters, spitting toads, swamp hags, frogfolk shamans, trolls, shambling mounds

Guardian Hydra

City

Crumbling walls fall when hit

Giant rats, wererats, gargoyles, crossbow guards, cult mages, watch warlocks, animated armour, iron sentinels

Guardian Iron golem

Volcanic

Lava tiles and erupting vents

Fire imps, magma slimes, hellhounds, salamanders, flame cultists, efreet, magma golems, basalt behemoths

Guardian Fire drake

Built Around a Core

Every monster is a construct of the tower with a glowing Noxiarium core at its centre. Four archetypes take two forms in every biome: a classic one, and from floor 2 a variant with a twist of its own, such as a spider that leaves webs, a knight that hides behind a shield or a slime that splits. Elites carry an oversized core: triple health, heavier hits and four times the drop. Every attack shows a wind-up first, so every hit can be dodged.

Swarmer

Floor 1

Rushes you in groups.

Shooter

Floor 1

Keeps its distance and fires slow projectiles.

Bruiser

Floor 3

Slow and heavy, winds up before every hit.

Caster

Floor 6

Marks an area that detonates a second later.

Bestiary

Every biome has two creatures of each archetype. The first is the classic; the second carries one twist and joins from floor 2. Every attack, theirs and the guardians', flashes a warning before it lands.

Forest

swarmer

Dire Wolf Rushes in, often in packs, and lunges at you.

Giant Spider Leaves a patch of thorns where it dies.

shooter

Goblin Archer Keeps its distance and fires aimed shots.

Thorn Sprite Fires a fan of three shots.

bruiser

Ogre Slow and heavy. Winds up, then slams the ground around it.

Owlbear Charges down a straight lane at you.

caster

Dryad Marks the ground under you; the mark bursts a moment later.

Druid Its marks leave thorns behind.

Guardian

Elder Treefolk

Warden of the Grove
  • Root Line Sends a line of eruptions racing toward you.
  • Thorn Seeds Marks 3 spots around you that burst a moment later, leaving thorns.
  • Falling Boughs Rains 8 blasts across the whole arena, some right on top of you.
  • Call of the Pack From two thirds health: Calls 3 swarmers to its side.
  • Grasping Roots Last stand, from a third (floor 10 on): Drags you in, then slams, leaving thorns. Run outward.

Crypt

swarmer

Zombie Rushes in, often in packs, and lunges at you.

Wraith Drifts straight through trees, rocks and walls.

shooter

Skeleton Archer Keeps its distance and fires aimed shots.

Banshee Teleports away when you get close.

bruiser

Bone Golem Slow and heavy. Winds up, then slams the ground around it.

Grave Knight Blocks hits from the front with a shield. It lowers the shield to swing, so strike then or from the side.

caster

Necromancer Marks the ground under you; the mark bursts a moment later.

Bone Priest Casts a line of three marks through you.

Guardian

The Lich

Keeper of the Ossuary
  • Bone Fan Fires a fan of 5 shots at you.
  • Curse Marks Marks 3 spots around you that burst a moment later.
  • Soul Spiral Spins out 3 turning streams of shots. Circle against the spin.
  • Phylactery Ward From two thirds health: Raises a barrier. Break it within 6 s to daze it; fail and it heals and lashes out.
  • Raise the Dead Last stand, from a third (floor 10 on): Calls 4 swarmers to its side.

Tundra

swarmer

Winter Wolf Rushes in, often in packs, and lunges at you.

Ice Mephit Bursts a moment after it dies, hurting everything nearby and leaving ice.

shooter

Ice Sprite Keeps its distance and fires aimed shots.

Snow Goblin Its shots chill you, slowing you down.

bruiser

Yeti Slow and heavy. Winds up, then slams the ground around it.

Mammoth Charges down a straight lane at you.

caster

Frost Shaman Marks the ground under you; the mark bursts a moment later.

Rime Witch Its marks leave ice behind.

Guardian

Frost Giant

Lord of the White Waste
  • Glacial Slam Slams the ground around itself, leaving ice.
  • Shard Throw Fires a fan of 3 shots at you.
  • Avalanche Charge Charges in a straight line. Bait it into a wall and it is dazed and takes extra damage.
  • Giant's Leap From two thirds health: Leaps to where you stood and crashes down, leaving ice. Out of reach while airborne.
  • Icefall Last stand, from a third (floor 10 on): Rains 10 blasts across the whole arena, some right on top of you.

Desert

swarmer

Giant Scorpion Rushes in, often in packs, and lunges at you.

Ankheg Travels underground, then surfaces beside you to strike.

shooter

Kobold Slinger Keeps its distance and fires aimed shots.

Gnoll Hunter Fires three quick shots in a row.

bruiser

Sand Golem Slow and heavy. Winds up, then slams the ground around it.

Giant Scarab Splits into 3 scarabs when it dies.

caster

Mummy Priest Marks the ground under you; the mark bursts a moment later.

Djinn Teleports away when you get close.

Guardian

Mummy King

The Buried Crown
  • Curse Marks Marks 4 spots around you that burst a moment later.
  • Sand Ring Sends 3 waves of shots in every direction, each with one gap that moves.
  • Sand Serpent Sends a line of eruptions racing toward you.
  • The Buried Storm From two thirds health: Raises a sandstorm and calls 2 swarmers under its cover.
  • Pharaoh's Ward Last stand, from a third (floor 10 on): Raises a barrier. Break it within 6 s to daze it; fail and it heals and lashes out.

Swamp

swarmer

Giant Leech Rushes in, often in packs, and lunges at you.

Mudling Leaves a patch of bog water where it dies.

shooter

Lizardfolk Hunter Keeps its distance and fires aimed shots.

Spitting Toad Its shots poison you.

bruiser

Troll Slow and heavy. Winds up, then slams the ground around it.

Shambling Mound Regenerates health when left alone for a moment.

caster

Swamp Hag Marks the ground under you; the mark bursts a moment later.

Frogfolk Shaman Its marks leave bog water behind.

Guardian

Hydra

Mother of the Mire
  • Triple Spit Fires a fan of 3 shots at you.
  • Bog Pools Marks 3 spots around you that burst a moment later, leaving bog water.
  • Acid Spiral Spins out 3 turning streams of shots. Circle against the spin.
  • Whirlpool From two thirds health: Drags you in, then slams, leaving bog water. Run outward.
  • Seven-Headed Spray Last stand, from a third (floor 10 on): Fires a fan of 7 shots at you.

City

swarmer

Giant Rat Rushes in, often in packs, and lunges at you.

Wererat Enrages below half health, moving and attacking faster.

shooter

Gargoyle Keeps its distance and fires aimed shots.

Crossbow Guard Its shots bounce off walls once.

bruiser

Animated Armour Slow and heavy. Winds up, then slams the ground around it.

Iron Sentinel Blocks hits from the front with a shield. It lowers the shield to swing, so strike then or from the side.

caster

Cult Mage Marks the ground under you; the mark bursts a moment later.

Watch Warlock Casts a line of three marks through you.

Guardian

Iron Golem

The Last Watchman
  • Wrecking Charge Charges in a straight line. Bait it into a wall and it is dazed and takes extra damage.
  • Ground Slam Slams the ground around itself.
  • Rivet Ring Fires 12 shots in every direction.
  • Steam Vent From two thirds health: Sends 3 waves of shots in every direction, each with one gap that moves.
  • Hammerfall Last stand, from a third (floor 10 on): Leaps to where you stood and crashes down. Out of reach while airborne.

Volcanic

swarmer

Fire Imp Rushes in, often in packs, and lunges at you.

Magma Slime Splits into 2 slimelets when it dies.

shooter

Hellhound Keeps its distance and fires aimed shots.

Salamander Its shots poison you.

bruiser

Magma Golem Slow and heavy. Winds up, then slams the ground around it.

Basalt Behemoth Bursts a moment after it dies, hurting everything nearby.

caster

Flame Cultist Marks the ground under you; the mark bursts a moment later.

Efreet Teleports away when you get close.

Guardian

Fire Drake

Ember of the Deep Flame
  • Fire Breath Sends a line of eruptions racing toward you.
  • Meteor Fall Marks 4 spots around you that burst a moment later.
  • Flame Wave Sends 2 waves of shots in every direction, each with one gap that moves.
  • Searing Dive From two thirds health: Leaps to where you stood and crashes down. Out of reach while airborne.
  • Rain of Embers Last stand, from a third (floor 10 on): Rains 12 blasts across the whole arena, some right on top of you.

Slimelet and Scarabs are the small creatures left behind when a Magma Slime or Giant Scarab splits.

The Guild Trader

Between floors the trader offers three random power-ups, plus a healing draught and an extra life that are always in stock. Each copy costs more than the last, and a reroll of the three costs a little more each time. The trader's Skills tab is where you spend skill points on your class's tree. Skill points come only from felling guardians; the trader never gives power away.

Vitality Shard+20 maximum health
Keen Core+10% damage
Quickening+10% attack speed
Fleetfoot+8% move speed
Warding5% less damage taken
Core Magnet+1 tile pickup range, +10% Noxiarium
Flame's EchoAbility cooldown 10% shorter
Healing DraughtRestore half your maximum health
Extra Life+1 life (price doubles each time)

Three Lives

  • Fall in battle and you return to the floor entrance at full health with a moment of invulnerability.
  • You keep your Noxiarium, your power-ups and every room already cleared. The room you died in refills.
  • Lose your last life and the run is over. Nothing carries into the next one.
  • Your deepest floor is your score.

Skill Trees

Power-ups make every class stronger in the same way. The skill tree changes how your class plays. It has 10 tiers. Tier 1 is a Path, chosen from three, which adds a new mechanic to your class. Tier 2 is one of that path's three Subclasses, which builds on the mechanic in its own direction. Tiers 3 to 10 are each a choice of two within the subclass, ending in a capstone.

Only a guardian grants a skill point, one every five floors, so the full tree takes fifty floors. Points are spent at the trader and can be banked. Every choice is final unless the Feywind undoes it. Once all ten tiers are bought, extra points become Mastery ranks that keep strengthening your subclass.

Melee

Path of the Berserker

Barbarian

Rage Dealing and taking damage builds Rage. Each 10 Rage adds 2.5% damage (up to +25%); Rage fades when you stop fighting

FrenzyRaging barbarian

Frenzy At 50 Rage or more, +25% attack speed

Show all tiers

  1. 3Edge (+15% damage) or Fury (+15% attack speed)
  2. 4Cleave (Swing arc widens from 120° to 180°) or Long Blade (+0.4 tiles reach)
  3. 5Bloodlust (Each kill gives +15% attack speed for 3 s, stacking 3 times) or Rend (Hits bleed for 30% of the hit over 2 s)
  4. 6Bloodthirst (Heal 2% of the damage you deal) or Reckless (+25% damage, but 15% more damage taken)
  5. 7Rampage (Kills reset Bulwark Rush) or Raging Rush (Bulwark Rush grants 30 Rage)
  6. 8Unquenchable (Rage fades half as fast) or Blood Frenzy (At full Rage your hits heal 1% of your maximum health)
  7. 9Whirlwind (Every 4th swing hits all around you for double damage) or Berserk (At full Rage you take 20% less damage)
  8. 10Endless Fury (At full Rage every swing is a whirlwind) or Blood Rage (Rage can build to 150)

Mastery: +4% damage per rank

IronhideUnkillable barbarian

Thick Skin Each 10 Rage also cuts the damage you take by 1%

Show all tiers

  1. 3Thick Hide (+30 maximum health) or Braced (10% less damage taken)
  2. 4Shoulder Charge (Bulwark Rush stuns 0.5 s longer) or Long Stride (Rush travels 2 tiles further)
  3. 5Spiked Mail (Monsters that hit you in melee take 50% of the damage back) or Second Wind (Heal 5% of maximum health when a room is cleared)
  4. 6Bulwark (Rush grants a 15-point shield for 3 s) or Stalwart (Below 30% health, take 30% less damage)
  5. 7Pain Fuel (Rage builds 50% faster) or Surefooted (Immune to ice slides and bog slow)
  6. 8Unbreakable (Once per floor, a killing blow leaves you at 1 health and invulnerable for 1.5 s) or Living Fortress (Immune to slows (chill, thorns, bog), and Rush has 2 charges)
  7. 9Retaliation (Rush deals 10% of your maximum health to everything it hits) or Mountain (+50 maximum health)
  8. 10Juggernaut (At full Rage, Rush recharges three times as fast) or Undying Rage (Once per floor at full Rage, a killing blow leaves you standing and heals 30%)

Mastery: +4% maximum health per rank

WarcryBattle shouter

War Cry Bulwark Rush becomes a war cry that stuns everything within 2.5 tiles for 1 s and grants 20 Rage

Show all tiers

  1. 3Booming Voice (War cry reaches 1 tile further) or Deafening (War cry stuns 0.5 s longer)
  2. 4Rallying Cry (War cry heals 10% of your maximum health) or Battle Cry (War cry gives +20% damage for 4 s)
  3. 5Heavy Blows (Swings knock back 50% further) or Shockwave (Swings send a 2-tile wave for 60% damage)
  4. 6Intimidate (+50% damage to stunned or slowed enemies) or Ground Slam (War cry also slams for full damage)
  5. 7Fear (War cry hurls enemies away) or Parry (Swings destroy enemy shots in the arc)
  6. 8Shieldbreaker (Ignore monster shields (Grave Knight, Iron Sentinel)) or Second Wind (Heal 5% of maximum health when a room is cleared)
  7. 9Double Cry (War cry has 2 charges) or Echoing Cry (War cry cooldown 2 s shorter)
  8. 10Avatar of War (War cry makes you grow for 6 s: +50% damage and +50% reach) or Thunderous Roar (War cry deals 200% damage and stuns guardians fully)

Mastery: +4% stun and slow duration per rank

Path of the Expert

Fighter

Combo Hits within 1.5 s build combo (up to 5): each stack adds 5% damage, and the 5th hit is a finisher for 75% more damage

DuelistBlade master

Riposte Swings destroy enemy shots in the arc, and each one parried adds a combo stack

Show all tiers

  1. 3Precision (15% chance to crit for double damage) or Footwork (+10% move speed)
  2. 4Lunge (+0.4 tiles reach) or Feint (Rush leaves a decoy that enemies chase for 1.5 s)
  3. 5Deflection (Parried shots fly back as your own, at full damage) or Flurry (Finishers strike twice)
  4. 6Headhunter (Crits deal 2.5×) or Momentum (Combo lasts 1 s longer)
  5. 7Evasion (10% chance to ignore a hit) or Shieldbreaker (Ignore monster shields (Grave Knight, Iron Sentinel))
  6. 8Vital Strike (Finishers always crit) or Combo Master (+2 maximum combo)
  7. 9Edge (+15% damage) or Rampage (Kills reset Bulwark Rush)
  8. 10Thousand Cuts (A finisher makes every swing a finisher for 3 s) or Blade Dance (Rush becomes a flurry dash that strikes everything you pass for 150%)

Mastery: +4% critical damage per rank

ChampionWeapon master

Extra Attack Every 3rd swing strikes twice

Show all tiers

  1. 3Edge (+15% damage) or Fury (+15% attack speed)
  2. 4Cleave (Swing arc widens from 120° to 180°) or Long Blade (+0.4 tiles reach)
  3. 5Improved Critical (10% chance to crit for double damage) or Heavy Blows (Swings knock back 50% further)
  4. 6Superior Critical (+10% crit chance) or Bloodlust (Each kill gives +15% attack speed for 3 s, stacking 3 times)
  5. 7Remarkable Athlete (+15% move speed) or Second Wind (Heal 5% of maximum health when a room is cleared)
  6. 8Headhunter (Crits deal 2.5×) or Reckless (+25% damage, but 15% more damage taken)
  7. 9Whirlwind (Every 4th swing hits all around you for double damage) or Survivor (Below half health, heal 1% of your maximum health each second)
  8. 10Grand Champion (Every 2nd swing strikes twice) or Legendary Strike (Finishers deal 2.5 times damage and send out a 2-tile shockwave)

Mastery: +4% damage per rank

VanguardShield bearer

Shield Wall Hits from the front deal 40% less damage, and your swings destroy shots

Show all tiers

  1. 3Thick Hide (+30 maximum health) or Braced (10% less damage taken)
  2. 4Shield Bash (Bulwark Rush stuns 0.5 s longer) or Long Stride (Rush travels 2 tiles further)
  3. 5Spiked Shield (Monsters that hit you in melee take 50% of the damage back) or Bulwark (Rush grants a 15-point shield for 3 s)
  4. 6Stalwart (Below 30% health, take 30% less damage) or Concussive (Rush stuns everything within 1 tile of where it ends)
  5. 7Tower Shield (Blocked hits deal 60% less instead) or Reflective Shield (Blocked shots fly back as your own)
  6. 8Ground Slam (Rush ends in a 1.5-tile slam for full damage) or Shieldbreaker (Ignore monster shields (Grave Knight, Iron Sentinel))
  7. 9Unbreakable (Once per floor, a killing blow leaves you at 1 health and invulnerable for 1.5 s) or Living Fortress (Immune to slows (chill, thorns, bog), and Rush has 2 charges)
  8. 10Aegis (Every blocked hit grants a 10-point shield) or Phalanx (Your shield covers your sides too)

Mastery: +4% maximum health per rank

Path of the Shadows

Rogue

Shadow Step Bulwark Rush becomes a shadow dash that still stuns what it passes and hides you for 2 s; your first hit from hiding is an Ambush for +150% damage that heals you 3%

AssassinKiller

Execute Hits finish off any enemy below 15% health (not guardians)

Show all tiers

  1. 3Sharp Blade (+20% damage) or Light Feet (+10% move speed)
  2. 4Lethal Ambush (Ambushes deal 50% more) or Lingering Shadow (You stay hidden 1 s longer)
  3. 5Precision (15% chance to crit for double damage) or Rend (Hits bleed for 30% of the hit over 2 s)
  4. 6Deathmark (Enemies you hit take +15% damage from everything for 3 s) or Shadow Feed (Kills while hidden keep you hidden 1 s longer)
  5. 7Headhunter (Crits deal 2.5×) or Rampage (Kills reset Bulwark Rush)
  6. 8Executioner (Execute below 25% health instead) or Evasion (10% chance to ignore a hit)
  7. 9Twin Shadows (Shadow Step has 2 charges) or Assassinate (Ambushes deal triple damage to elites and guardians)
  8. 10Death Blossom (Ambushes strike everything within 1.5 tiles) or Shadow Realm (Kills hide you again)

Mastery: +4% damage per rank

TricksterIllusionist

Decoy Shadow Step leaves a decoy that enemies attack for 2 s

Show all tiers

  1. 3Fury (+15% attack speed) or Footwork (+10% move speed)
  2. 4Exploding Decoy (Decoys burst for 150% damage when they fade) or Lasting Decoy (Decoys last 1.5 s longer)
  3. 5Caltrops (Shadow Step leaves a patch of thorns) or Smoke Bomb (Shadow Step blinds enemies within 2 tiles: they cannot attack for 1.5 s)
  4. 6Evasion (10% chance to ignore a hit) or Second Shadow (Shadow Step has 2 charges)
  5. 7Sleight of Hand (Ambushes strike a second enemy too) or Cheap Shot (Ambushes stun for 1 s)
  6. 8Mirror Strikes (Decoys strike enemies beside them for 30% of your damage) or Blur (Shadow Step makes you invulnerable for 0.6 s after it)
  7. 9Long Illusion (Decoys last 0.5 s longer) or Quick Hands (+20% attack speed)
  8. 10Shadow Clone (After Shadow Step a clone fights beside you for 6 s at half your damage) or Vanishing Act (Dropping below 30% health makes you vanish for 2 s, once per room)

Mastery: +4% move speed per rank

VenombladePoisoner

Toxins Hits poison for 30% of the hit over 2 s, stacking up to 5 times

Show all tiers

  1. 3Potency (Poison deals 20% more damage) or Lingering (Poison lasts 50% longer)
  2. 4Rend (Hits bleed for 30% of the hit over 2 s) or Barbed Edge (Hits slow by 30% for 1 s)
  3. 5Toxic Ambush (Ambushes apply full poison stacks) or Neurotoxin (Enemies at full stacks are slowed by 30%)
  4. 6Concentrate (Poison stacks 2 more times) or Exploit (+25% damage to poisoned enemies)
  5. 7Contagion (Poisoned enemies pass the poison to a neighbour when they die) or Venom Cloud (Shadow Step leaves a poison cloud)
  6. 8Bloodthirst (Heal 2% of the damage you deal) or Evasion (10% chance to ignore a hit)
  7. 9Virulent (Poison deals 50% more damage) or Paralysis (Enemies at full stacks are rooted for 1 s, once each)
  8. 10Plague Blade (Poison stacks 5 more times) or Rupture (Shadow Step detonates all poison on enemies within 2 tiles for its remaining damage)

Mastery: +4% damage per rank

Range

Path of the Beasts

Beastmaster

Wolf Companion A wolf fights beside you, biting for 60% of your damage, and every kill your beasts make heals you 2%

PackleaderWolf pack

The Pack A second wolf joins you

Show all tiers

  1. 3Sharp Fangs (Wolves deal 25% more damage) or Swift Pack (Wolves move 30% faster)
  2. 4Pack Tactics (Enemies your wolves bite take +15% damage for 3 s) or Quick Nock (+20% attack speed)
  3. 5Third Wolf (+1 wolf) or Rending Bites (Bites bleed for 30% of the bite over 2 s)
  4. 6Alpha (Wolves deal 40% more damage) or Howl (Windslip makes your wolves frenzy: +50% attack speed for 4 s)
  5. 7Evasion (10% chance to ignore a hit) or Fleet (+10% move speed)
  6. 8Fourth Wolf (+1 wolf) or Lunge (Wolves move 50% faster)
  7. 9Hunter's Mark (An enemy you hit takes +15% damage from everything for 3 s) or Feral Bond (Heal 1% of your maximum health whenever a wolf makes a kill)
  8. 10Pack Lord (Wolves deal double damage and their bites can stun) or Dire Wolf (One huge dire wolf replaces the pack: triple damage, and its bites hurl enemies back)

Mastery: +4% damage per rank

FalconerBird of prey

Falcon A falcon dives an enemy every 3 s for 150% damage and marks it for 3 s

Show all tiers

  1. 3Talons (Falcon dives deal 30% more) or Keen Eye (15% chance to crit for double damage)
  2. 4Swift Wings (Falcons dive every 2.5 s) or Long Draw (+3 tiles range, arrows 20% faster)
  3. 5Blinding Strike (Falcon dives stun for 1 s) or Deep Pierce (+1 pierce)
  4. 6Second Falcon (+1 falcon) or Weak Point (+50% damage to elites and guardians)
  5. 7Windslip Dive (Windslip sends your falcons to dive at once) or Deadeye (Windslip makes your next 3 arrows certain crits)
  6. 8Raptor (Falcon dives hit everything within 1 tile) or Headhunter (Crits deal 2.5×)
  7. 9Third Falcon (+1 falcon) or Steady Aim (After 0.5 s without moving, +30% damage)
  8. 10Storm of Wings (Every 10 s your falcons dive every enemy in the room) or Eagle Eye (Falcon-marked enemies take +50% from your arrows)

Mastery: +4% critical damage per rank

BearmasterBear tamer

Bear A bear fights beside you. Every 8 s it roars, and enemies near it attack the bear instead for 3 s

Show all tiers

  1. 3Thick Fur (10% less damage taken) or Mauler (The bear deals 30% more damage)
  2. 4Long Roar (The bear's taunt lasts 1 s longer) or Fleet (+10% move speed)
  3. 5Maul (The bear's swipes hit everything within 1 tile) or Barbed (Hits slow by 30% for 1 s)
  4. 6Second Wind (Heal 5% of maximum health when a room is cleared) or Hunter's Mark (An enemy you hit takes +15% damage from everything for 3 s)
  5. 7Guardian Bear (Windslip makes the bear roar) or Second Roll (Windslip has 2 charges)
  6. 8Bear Hide (+30 maximum health) or Savage (The bear's swipes can stun)
  7. 9Unbreakable (Once per floor, a killing blow leaves you at 1 health and invulnerable for 1.5 s) or Evasion (10% chance to ignore a hit)
  8. 10Great Bear (The bear grows huge: double size and double damage) or Spirit Bond (You take half damage while the bear is taunting)

Mastery: +4% maximum health per rank

Path of the Hunter

Hunter

Quarry The first enemy you hit becomes your Quarry: you deal it +40% damage, and when it falls you heal 2% and your next target becomes the Quarry

TrapperSnares and traps

Traps Windslip drops a trap that roots, then explodes for 350% damage

Show all tiers

  1. 3Barbed (Hits slow by 30% for 1 s) or Fleet (+10% move speed)
  2. 4Caltrops (Windslip leaves a patch of thorns) or Evasion (10% chance to ignore a hit)
  3. 5Snare Arrow (Every 6 s, an arrow roots its target for 1.5 s) or Hunter's Mark (An enemy you hit takes +15% damage from everything for 3 s)
  4. 6Venom (Arrows poison for 50% of the hit over 2 s) or Second Roll (Windslip has 2 charges)
  5. 7Big Traps (Trap blasts reach 1 tile further) or Double Trap (Windslip drops two traps)
  6. 8Bait (Trapped enemies become your quarry) or Shadow Step (After Windslip, monsters lose track of you for 1 s and cannot start attacks)
  7. 9Spike Pit (Traps leave thorns behind) or Deadfall (Traps deal double damage)
  8. 10Minefield (Traps re-arm once after exploding) or Hunter's Net (Traps root everything within 2 tiles when sprung)

Mastery: +4% move speed per rank

StalkerAmbush hunter

Camouflage Standing still for 1 s hides you; your first arrow from hiding deals +80%

Show all tiers

  1. 3Honed Tips (+20% damage) or Fleet (+10% move speed)
  2. 4Steady Aim (After 0.5 s without moving, +30% damage) or Evasion (10% chance to ignore a hit)
  3. 5Venom (Arrows poison for 50% of the hit over 2 s) or Barbed (Hits slow by 30% for 1 s)
  4. 6Quick Camo (You hide after 0.5 s) or Lethal Ambush (Ambush arrows deal 50% more)
  5. 7Shadow Step (After Windslip, monsters lose track of you for 1 s and cannot start attacks) or Deadeye (Windslip makes your next 3 arrows certain crits)
  6. 8Deep Pierce (+1 pierce) or Hunter's Mark (An enemy you hit takes +15% damage from everything for 3 s)
  7. 9Headhunter (Crits deal 2.5×) or Keen Eye (15% chance to crit for double damage)
  8. 10Apex Predator (Ambush arrows pierce everything and root what they hit) or Ghost (Windslip hides you for 2 s)

Mastery: +4% critical damage per rank

Monster SlayerElite hunter

Slayer +40% damage to elites and guardians

Show all tiers

  1. 3Silver Tips (+20% damage) or Long Draw (+3 tiles range, arrows 20% faster)
  2. 4Deep Pierce (+1 pierce) or Quick Nock (+20% attack speed)
  3. 5Stunning Bolt (Every 6 s, an arrow stuns its target for 1 s) or Weak Point (+50% damage to elites and guardians)
  4. 6Hunter's Mark (An enemy you hit takes +15% damage from everything for 3 s) or Second Wind (Heal 5% of maximum health when a room is cleared)
  5. 7Railshot (Every 5th arrow pierces everything and deals 3× damage) or Deadeye (Windslip makes your next 3 arrows certain crits)
  6. 8Keen Eye (15% chance to crit for double damage) or Evasion (10% chance to ignore a hit)
  7. 9Headhunter (Crits deal 2.5×) or Slayer's Resolve (Take 20% less damage from elites and guardians)
  8. 10Monster Hunter (Your quarry bonus is doubled against guardians) or Execution Bolt (Arrows finish off elites below 20% health)

Mastery: +4% damage per rank

Path of the Sniper

Sniper

Focus Holding still builds Focus over 1.2 s; your next arrow deals up to +100%, a full Focus shot pierces every enemy, and a kill with half Focus or more heals you 3%

MarksmanPrecision shooter

Keen Sight 15% chance to crit for double damage, and fully Focused shots always crit

Show all tiers

  1. 3Honed Tips (+20% damage) or Long Draw (+3 tiles range, arrows 20% faster)
  2. 4Headhunter (Crits deal 2.5×) or Steady Hands (Focus builds 30% faster)
  3. 5Weak Point (+50% damage to elites and guardians) or Overpenetrate (Each enemy pierced adds +15% damage to the arrow)
  4. 6Deadeye (Windslip makes your next 3 arrows certain crits) or Evasion (10% chance to ignore a hit)
  5. 7Sharp Sight (+10% crit chance) or Kill Shot (Focused shots finish off enemies below 20% health (not guardians))
  6. 8Railshot (Every 5th arrow pierces everything and deals 3× damage) or Second Roll (Windslip has 2 charges)
  7. 9Deadly Focus (Focus adds 50% more damage) or Spotter (Crits mark their target: +15% damage from everything for 3 s)
  8. 10One Shot (Fully Focused shots deal triple damage) or Rapid Focus (Focus builds while you move, at half speed)

Mastery: +4% critical damage per rank

BallistaSiege archer

Heavy Bolts Arrows fly slower but deal +40% and explode in a 1-tile blast

Show all tiers

  1. 3Bigger Blast (Blasts reach 0.5 tiles further) or Deep Pierce (+1 pierce)
  2. 4Long Draw (+3 tiles range, arrows 20% faster) or Concussive Bolts (Hits knock back 50% further)
  3. 5Shrapnel (Blasts slow by 30%) or Incendiary (Blasts set enemies burning)
  4. 6Siege (After 0.5 s without moving, +30% damage) or Quick Nock (+20% attack speed)
  5. 7Cluster Bolts (Every 4th arrow bursts into 3 bomblets) or Fan of Bolts (Windslip fires 8 arrows in a ring)
  6. 8Railshot (Every 5th arrow pierces everything and deals 3× damage) or Second Wind (Heal 5% of maximum health when a room is cleared)
  7. 9Demolition (Blasts deal 50% more) or Evasion (10% chance to ignore a hit)
  8. 10Artillery (Windslip calls down 6 explosive bolts around the cursor) or Big Bertha (Fully Focused shots explode for 3 tiles)

Mastery: +4% damage per rank

QuickdrawTrick shooter

Quickdraw You can shoot while rolling, and every shot splits into 2 arrows at ±6°

Show all tiers

  1. 3Quick Nock (+20% attack speed) or Tri-Shot (Split shots become 3 arrows)
  2. 4Rebound (Arrows bounce off walls once) or Fleet (+10% move speed)
  3. 5Scatter (An arrow that kills splits into 3) or Momentum (Each hit in a row on the same target adds +5% damage, up to +25%)
  4. 6Barrage (Every 4th attack fires twice) or Wide Fletching (Arrows 50% larger, so they land more easily)
  5. 7Second Roll (Windslip has 2 charges) or Evasion (10% chance to ignore a hit)
  6. 8Deadeye (Windslip makes your next 3 arrows certain crits) or Hunter's Mark (An enemy you hit takes +15% damage from everything for 3 s)
  7. 9Fan of Blades (Windslip fires 8 arrows in a ring) or Keen Eye (15% chance to crit for double damage)
  8. 10Arrow Storm (Windslip becomes a 3 s rain of arrows on a 2-tile circle at the cursor) or Bullet Time (Windslip slows every enemy by 50% for 2 s)

Mastery: +4% attack speed per rank

Magic

Path of the Elements

Elemental mage

Attunement Every 3rd bolt is empowered: +60% damage and a 50% wider splash, and each enemy it kills heals you 3%

FirePyromancer

Fire Bolts set enemies burning for 40% of the hit over 2 s

Show all tiers

  1. 3Kindle (+20% damage) or Wide Blast (+0.5 tiles splash)
  2. 4Fuel (+25% damage to burning enemies) or Combustion (Burning enemies explode on death for 50% damage)
  3. 5Firestorm (Every 4th bolt splashes twice as wide) or Ember Trail (Emberstep leaves a burning line along its path)
  4. 6Scorch (Burning lasts 50% longer) or Stoke (Burning deals 50% more damage)
  5. 7Flame Ring (Emberstep sets everything within 1.5 tiles of your landing on fire) or Overcharge (+30% damage, -20 maximum health)
  6. 8Heat Haze (Burning enemies deal 15% less damage) or Pyre (Kills heal 1% of your maximum health)
  7. 9Inferno (Kills spread burning to enemies within 1.5 tiles) or Phoenix (Once per floor, a killing blow instead bursts you into flame (2 tiles) and revives you at 30% health)
  8. 10Meteor (Every 5th bolt becomes a 2.5-tile meteor, marked 0.6 s before it lands) or Sunfire (Empowered bolts leave a pool of fire for 3 s)

Mastery: +4% damage per rank

IceCryomancer

Ice Bolts slow enemies by 35% for 1.5 s

Show all tiers

  1. 3Shatter (+50% damage to slowed or frozen enemies) or Long Reach (+2 tiles bolt range)
  2. 4Frost Nova (Emberstep freezes enemies within 1.5 tiles of both ends for 1 s) or Rime (Splash leaves a short-lived ice patch)
  3. 5Brittle (Frozen enemies take +25% damage from everything) or Cold Snap (Slowed enemies attack 30% slower)
  4. 6Deep Freeze (Slows last 50% longer) or Hoarfrost (+10% slow strength and +15% damage)
  5. 7Ward (Emberstep grants a 15-point shield for 3 s) or Glacier Step (Emberstep leaves a trail of ice behind you)
  6. 8Chain Frost (Bolts jump to 1 more enemy for 60% damage) or Frostbite (Frozen enemies lose 4% of their maximum health each second)
  7. 9Frozen Orb (Every 6 s, a slow orb drifts out firing shards in a spiral) or Permafrost (Freezes last 1 s longer)
  8. 10Absolute Zero (The 3rd slow on an enemy freezes it solid for 2 s) or Blizzard (Every 6 s a blizzard falls on the cursor for 3 s, slowing everything under it and dealing 50% damage each second)

Mastery: +4% slow strength and duration per rank

LightningStormcaller

Lightning Bolts arc to 2 more enemies within 3.5 tiles for 60% damage

Show all tiers

  1. 3Conductor (Bolts arc to 1 more enemy) or Voltage (Arcs deal +20% damage)
  2. 4Static (Hits have a 10% chance to stun for 0.6 s) or Swift Current (+15% attack speed)
  3. 5Thunderclap (Emberstep lands with a 2-tile shock for full damage) or Quick Step (Emberstep cooldown 2 s shorter)
  4. 6Overload (Every 5th bolt arcs to every enemy within 3.5 tiles) or Ionise (Enemies struck by an arc take +15% damage for 3 s)
  5. 7Lightning Rod (Bolts arc to 1 more enemy) or Galvanise (Kills cut Emberstep's remaining cooldown by 1 s)
  6. 8Ball Lightning (Every 6 s a ball of lightning drifts out, zapping nearby enemies) or Grounding (+25 maximum health and 10% less damage taken)
  7. 9Superconductor (Arcs deal +40% damage) or Stormshield (Every 20 s, absorb the next hit completely)
  8. 10Storm Call (Every 1.5 s lightning strikes an enemy within 6 tiles for 150% damage) or Living Lightning (Emberstep turns you into lightning, striking everything along your path for 200% damage)

Mastery: +4% attack speed per rank

Path of the Pact

Warlock

Hex Your hits hex enemies for 4 s: they take +15% damage, and a hexed enemy that dies heals you 3% of your maximum health

The FiendInfernal warlock

Hellfire Hexed enemies burn for 15% of your damage each second

Show all tiers

  1. 3Brimstone (+20% damage) or Dark Bargain (+30 maximum health)
  2. 4Combustion (Burning enemies explode on death for 50% damage) or Fuel (+25% damage to burning enemies)
  3. 5Infernal Ward (Emberstep grants a 15-point shield for 3 s) or Hell's Gate (Emberstep leaves a burning line along its path)
  4. 6Soul Price (Hexed kills heal 2% more) or Searing Hex (Hexes last 2 s longer)
  5. 7Inferno (Kills spread burning to enemies within 1.5 tiles) or Fiendish Vigour (Kills grant a 10-point shield)
  6. 8Damnation (Hexed enemies deal 20% less damage) or Pyre (Kills heal 1% of your maximum health)
  7. 9Overcharge (+30% damage, -20 maximum health) or Phoenix (Once per floor, a killing blow instead bursts you into flame (2 tiles) and revives you at 30% health)
  8. 10Meteor (Every 5th bolt becomes a 2.5-tile meteor, marked 0.6 s before it lands) or Hellgate (Hexed enemies that die tear open a rift that bursts for 100% damage in 2 tiles)

Mastery: +4% damage per rank

The Old OneEldritch warlock

Eldritch Blast Bolts become fast beams that pierce 2 enemies instead of splashing

Show all tiers

  1. 3Agonising Blast (+25% damage) or Repelling Blast (Beams knock enemies back much further)
  2. 4Long Gaze (+3 tiles range) or Twin Blast (Fire 2 beams at ±5°, each for 70%)
  3. 5Dread (Hexed enemies are slowed by 25%) or Whispers (Hexed enemies take +10% more damage)
  4. 6Piercing Void (Beams pierce 2 more enemies) or Quickened Blast (+20% attack speed)
  5. 7Mirror Image (Emberstep leaves a decoy that enemies target for 2 s) or Phase Shift (Invulnerable for 0.6 s after Emberstep, and bolts pass through obstacles for 2 s)
  6. 8Madness (Killing a hexed enemy hexes every enemy within 2 tiles) or Arcane Barrier (Every 20 s, absorb the next hit completely)
  7. 9Void Lance (Every 4th beam pierces everything and deals double damage) or Tentacles (Hits on hexed enemies have a 20% chance to root them for 1 s)
  8. 10Gaze of the Old One (Hexed enemies within 6 tiles take 25% of your damage every second) or Rift (Emberstep tears a rift where you stood that drags enemies in for 2 s, then bursts for 150%)

Mastery: +4% damage per rank

HexbladePact warrior

Pact Blades Two spectral blades orbit you, striking enemies they touch for 40% damage

Show all tiers

  1. 3Third Blade (+1 blade) or Keen Edge (Blades deal 20% more of your damage)
  2. 4Mana Skin (+25 maximum health) or Wide Orbit (Blades orbit 30% further out)
  3. 5Hexed Steel (Blades hex what they strike) or Blade Ward (Blades destroy enemy shots they touch)
  4. 6Fourth Blade (+1 blade) or Whirling Steel (Blades spin 50% faster)
  5. 7Ward (Emberstep grants a 15-point shield for 3 s) or Blade Step (Emberstep sends your blades out in a burst for 150% damage around your landing)
  6. 8Bloodthirst (Heal 2% of the damage you deal) or Stalwart (Below 30% health, take 30% less damage)
  7. 9Fifth Blade (+1 blade) or Sharpened (Blades deal 30% more of your damage)
  8. 10Blade Storm (Every 8 s your blades fly out 3 tiles and return, cutting everything in their way) or Soulbound Blades (Blades deal double damage to hexed enemies and heal you 1% of each hit)

Mastery: +4% maximum health per rank

Path of the Dead

Necromancer

Raise Dead Kills have a 30% chance to raise a skeleton that fights for you for 15 s (up to 2)

Bone LordSkeleton army

Legion Up to 2 more skeletons, and they last 5 s longer

Show all tiers

  1. 3Sharpened Bones (Skeletons deal 25% more damage) or Swift Bones (Skeletons move 30% faster)
  2. 4Grave Pact (+15% chance to raise the dead) or Bone Shield (Take 15% less damage while 3 or more skeletons stand with you)
  3. 5Skeletal Archers (Every other skeleton you raise is an archer) or Bone Spikes (Skeletons burst for 100% damage when they crumble)
  4. 6Commander (+1 skeleton) or Undying (Skeletons last 10 s longer)
  5. 7Call the Dead (Emberstep raises a skeleton where you land) or Quick Step (Emberstep cooldown 2 s shorter)
  6. 8Lord's Might (Skeletons deal 40% more damage) or Bone Ward (Every 20 s, absorb the next hit completely)
  7. 9Army of the Dead (+2 skeletons) or Death Knight (Your first skeleton each floor is a Death Knight: triple damage, cleaving, and it lasts the whole floor)
  8. 10Endless Legion (Every kill raises a skeleton) or Lich Form (Once per floor, dropping below 30% health makes you a lich for 5 s: invulnerable, with double bolt damage)

Mastery: +4% damage per rank

PlaguebringerPestilence

Plague Hits infect enemies with plague for 40% of the hit over 2 s, stacking up to 3 times

Show all tiers

  1. 3Virulence (Plague deals 20% more damage) or Long Rot (Plague lasts 50% longer)
  2. 4Contagion (Infected enemies pass the plague to a neighbour when they die) or Miasma (Emberstep leaves a plague cloud where you stood)
  3. 5Plague Cloud (Every 5th bolt leaves a plague cloud for 4 s) or Rot (Infected enemies deal 15% less damage)
  4. 6Festering (Plague stacks 1 more time) or Wide Blast (+0.5 tiles splash)
  5. 7Plague Rats (Infected enemies that die release 2 rats that hunt for 6 s) or Grave Air (+25 maximum health)
  6. 8Pestilence (Plague deals 40% more damage) or Fester (Kills heal 2% of your maximum health)
  7. 9Pandemic (Plague stacks 2 more times) or Withering (Infected enemies are slowed by 20%)
  8. 10Black Death (Each second the plague spreads to every enemy within 2 tiles of an infected one) or Epidemic (Killing an infected enemy gives every enemy within 3 tiles full plague stacks)

Mastery: +4% damage per rank

Soul ReaperSoul harvester

Reap Kills give a soul (up to 5): each adds 4% damage. Emberstep spends your souls to heal 3% each; a hit costs you one

Show all tiers

  1. 3Soul Hunger (+1 maximum soul) or Soul Shield (Each soul also gives 2% damage reduction)
  2. 4Reaping Bolt (+15% damage) or Quick Step (Emberstep cooldown 2 s shorter)
  3. 5Soul Burst (Emberstep releases your souls as a blast: 60% damage per soul in 2 tiles) or Soul Siphon (Hits heal 1% of the damage per soul you hold)
  4. 6Soul Well (+1 maximum soul) or Soul Vigour (Each soul adds 2% more damage)
  5. 7Spectral Servant (Reaching full souls summons a wraith to fight beside you for 10 s) or Phase Shift (Invulnerable for 0.6 s after Emberstep, and bolts pass through obstacles for 2 s)
  6. 8Arcane Barrier (Every 20 s, absorb the next hit completely) or Steadfast Souls (Taking a hit no longer costs a soul)
  7. 9Harvest (Kills give 2 souls) or Death's Door (Once per floor, a killing blow spends all your souls instead (needs 3))
  8. 10Reaper's Scythe (At full souls your bolts become a sweeping scythe: everything in a 3-tile arc takes 150%) or Soul Storm (Your souls orbit you as wisps, striking enemies they touch for 30% damage)

Mastery: +4% damage per rank

Special Rooms

From floor 3, a rare floor hides one extra room behind a doorway that shimmers from the room beside it. There is only ever one per floor, never on a guardian floor and never on two floors in a row, and it holds one of two strangers. Each has their own music.

The Feywind

A green glade

The Feywind will unweave your whole skill tree once, refunding every point spent, including Mastery. You can choose a new path and subclass on the spot, or bank the points for the trader.

Contras

A red parlour

A snake demon in a pinstripe suit who deals in bargains. He lays three deals on the table, each a blessing paid for with a curse, and both last for the rest of the run. Shake on one, or walk away with nothing. He never offers a deal that would cost your last life.

Blessings
  • +25% damage
  • +20% attack speed
  • +30% maximum health
  • +15% move speed
  • 15% less damage taken
  • +50% Noxiarium from every source
  • Ability cooldowns 25% shorter
  • +1 life
  • +1 skill point
  • +15% damage and +10% attack speed
  • 200 Noxiarium, right now
  • Healing Draughts heal 50% more
  • The guild trader charges 25% less
  • Elite monsters are 10% less common
  • Monsters move 10% slower
Prices
  • -20% maximum health
  • You take 20% more damage
  • -10% move speed
  • Monsters move 12% faster
  • Monsters have 15% more health
  • Monsters deal 15% more damage
  • Hand over all your Noxiarium now
  • The guild trader charges 30% more
  • Healing Draughts heal half as much
  • -1 life
  • Elite monsters are 10% more common
  • -15% attack speed
  • Ability cooldowns 25% longer
  • -30% Noxiarium from every source
  • Contras keeps half your Noxiarium
  • -15% damage

Those Who Climbed Before

The heroes of Prestige Encounters' second campaign climbed this tower long before you, and they left their mark. Four of them touched the Flame of Creation and became gods; two became chiefs of druid groves. Their rooms are rare.

Shrines of the Flame

The rarest room. Kneel, and the god offers two blessings with no price attached. A blessing lasts 5 floors, and a run meets at most one shrine.

  • Casmir, god of protection, boundaries and wards: Ward, Boundary
  • Revalor, god of retribution, wanderers and stealth: Retribution, Wanderer's Stride, Shroud
  • Kydro, god of transformation, ambition and elements: Elements, Ambition, Transformation
  • Torra, god of discovery, performers and trickery: Discovery, Encore, Trickery
The druid groves

Rare, and each grove turns up at most once a run. Speak to its chief for a gift.

  • Aspen, chief of the mushroom grove: An aura of spores that eats at anything near you, until the next guardian falls.
  • Astra, chief of the moon grove: A moonlight shield worth 30% of your health. Nothing can top it up once it is spent.
Traces

Now and then an ordinary room holds a chest with a relic the old party left behind. Open it with E to carry the relic (you hold one at a time, and opening another chest swaps them), then press Q whenever you want its gift. Nazmir's journal pages lie loose, and are read on the spot.

Traces found: 0 / 10
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
  • ? ? ?
    Not yet found
Something still serves a dead goddess on the higher floors.

The Moon Cycle

Every moon cycle the floors change. In Moon Cycle mode, everyone climbs the same tower until the next real new moon: the same biomes, rooms and shop stock. Each attempt starts under a full moon, and after 20 minutes of play the new moon rises and casts you out. Your deepest floor of the cycle goes on its own leaderboard.

Leaderboard

Sign in before you play and your runs are posted automatically: deepest floor first, then whoever reached it faster. Filter by class, or see who has gone deepest this moon. Runs are checked for plausibility before they count.

Play and climb the board

Art and Sound

Every creature, guardian, hero and room is drawn in pixel art. Each biome has its own chiptune loop, and every guardian has a theme in the same key that takes over when it appears. The guild trader, the Feywind's Glade and Contras's parlour each have a theme of their own. Music and effects volume can be set on the title and pause screens.

Controls

Move
W A S D / Arrows
Aim
Mouse
Attack
Left click or F / Shift (hold)
Ability
Space / Right click
Interact
E
Use relic
Q
Pause
Esc

Roadmap

  1. 1. Prototype Done

    Melee class, the Forest, swarmers and shooters. Clear a floor and take the portal end to end.

  2. 2. First playable Done

    All three classes, Forest, Crypt and Volcanic, all four monster types, lives, scaling, the guild trader and the run summary.

  3. 3. Full tower Done

    The remaining four biomes, elites, guardians, pixel art for every creature and room, and a chiptune soundtrack.

  4. 4. Community Done

    The leaderboard, the timed Moon Cycle mode, and the Feywind and Contras special rooms.

  5. 5. Paths Done

    Ten-tier class trees: three paths per class, three subclasses per path, and a choice at every tier. Summoned allies, companions, Rage, combos, hexes and more.