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Wild Interloper

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Guides, FAQs and everything else you need before you descend.

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Getting Started

Ten floors lie below. A Demon Knight guards the 5th, and the Skull King waits on the 10th. This guide covers everything you need to survive the descent: the classes, the monsters, the bosses, every weapon, piece of gear, trinket and consumable, and the rules behind combat.

What Kind of Game Is This?

Into the Depths is a turn-based dungeon crawler. Every floor is randomly generated, so no two runs are the same. You pick a class, descend through ten floors, and try to defeat the Skull King at the bottom.

  • Turn based. Nothing moves until you do. Each turn you get 2 Action Points and 2 Movement Points.
  • Permadeath. If your character dies, that save slot is wiped and the run is over. (A Phoenix Feather can save you once.)
  • Three save slots. You can have three separate runs going at once.
  • Saving. The game saves when you take the stairs down to a new floor, and you can Save & Exit from the pause menu.

Your First Few Minutes

  1. Pick a class. The Knight is the most forgiving for new players.
  2. Two Keys are dropped next to you at the start of every new run. Pick them up; they open locked doors.
  3. Read the sign near the entrance on Floor 1.
  4. Walk into enemies to attack them. Watch your life bar and drink a potion before it gets low.
  5. Find the stairs and stand on them, then press E (or A / Cross) to go down.

The Goal

  • Floors 1 to 4: learn the ropes, collect gear, level up.
  • Floor 5: defeat the Demon Knight. The stairs down stay hidden until it falls.
  • Floors 6 to 9: the dungeon gets much harder. Elites and Mimics become common.
  • Floor 10: defeat the Skull King to win.

Controls

Keyboard & Mouse

ActionKey
Move (walk into an enemy to attack it)WASD or Arrow keys
Attack an adjacent enemy (diagonals too) / cast with a wandLeft click
Throw the item in your hand (rocks, knives, bombs, arrows)Right click
Pick up, open chests, read signs, use the stairsE or Space
Use your class abilityQ (or click the ability slot on the hotbar)
Search for hidden doorsF
InventoryI
MapM
Character statsU
Show all controlsH
Toggle fullscreenF1
Pause menuEsc

Controller

Xbox, PlayStation, Switch and most generic controllers are supported. The game switches automatically between keyboard/mouse and controller depending on which one you touched last, and on-screen button prompts change to match the controller you're holding.

ActionXboxPlayStation
MoveLeft stick / D-padLeft stick / D-pad
Cycle targetLBL1
Pick a target in a directionFlick the right stickFlick the right stick
Attack / cast at the target (diagonals too)RBR1
Throw the item in your hand at the targetRTR2
Pick up, open, read, use stairsACross
Class abilityBCircle
Search for hidden doorsXSquare
InventoryYTriangle
MapView / SelectShare / Select
Character statsLTL2
Pause menuMenu / StartOptions / Start

Targeting: the nearest enemy is picked for you automatically. A reticle shows who you're locked on to. It turns red when your next attack will actually connect (the enemy is in reach, or you're holding a wand).

Inventory on a Controller

When the inventory is open, a slot cursor replaces the mouse. The stick or D-pad jumps from cell to cell, and across to your weapon, armor, shield and trinket slots.

ActionXboxPlayStationMouse equivalent
Select, pick up, placeACrossLeft click
Use the selected itemXSquareRight click
Drop the stack under the cursorRBR1Drag out
Take half a stackLT + AL2 + CrossAlt + click
Sort the bagLBL1L
Put back what you're carrying, otherwise closeBCircle
CloseYTriangle

The Hotbar

The hotbar at the bottom of the screen shows:

[Weapon] [Off-hand] [Armor] [Trinket] [Trinket] | [Class Ability]

  • Each slot shows what's equipped, with stack size and a damage or protection badge.
  • The off-hand slot greys out while you hold a two-handed weapon, and turns into a quiver when you hold a bow with arrows in it.
  • The ability slot shows your class icon, its magic cost, a radial cooldown with turns left, and the button that fires it.
  • Hover over a slot with the mouse to see a tooltip. Click the ability slot to use it.

Character Classes

Choosing a Class

There are four classes. Each has different starting stats, a starting kit, a passive bonus and a unique ability. Loot is also biased toward your class: spellcasters find more staves, wands and robes, and the Knight finds more steel.

ClassLifeStrengthAgilityMagicProtectionVisionAbilityDifficulty
Knight1022224CleaveEasy
Necromancer812504Raise DeadMedium
Mage7111004Arcane StormMedium
Naked311102PrayBrutal

All classes start with 2 Action Points and 2 Movement Points.

Knight

William the Knight

A sturdy fighter who wins by standing in the thick of it.

  • Starting kit: Sword (in hand), Leather Armor, Wooden Shield, 2 Healing Potions, 1 Magic Potion.
  • Passive: Bulwark. +1 Protection while holding a shield.
  • Ability: Cleave. Strike every enemy around you, diagonals included, with +1 damage.
    • Cost: no magic. Cooldown: 8 turns.
    • Costs one action no matter how many enemies you hit.
    • Does nothing (and isn't spent) if no enemy is next to you.
  • Magic regeneration: none (unless you wear a Mana Crystal).
  • Loot bias: 55% of arcane gear is re-rolled into weapons and armor.

Tips: Fight in doorways and corridors so only a few enemies can reach you, then Cleave when you're surrounded. Keep a shield equipped for Bulwark unless a two-handed weapon is clearly better.

Necromancer

Job the Necromancer

Commands the dead and wears enemies down with poison.

  • Starting kit: Dagger (in hand), Bone Wand, Healing Potion, Magic Potion, Antidote.
  • Passives:
    • Dark Touch: 25% of your normal hits also poison the target.
    • Soul Harvest: every kill heals you for 1.
    • Regains 1 magic every 8 turns.
  • Ability: Raise Dead. Skeletons claw out of the ground and fight for you, then crumble.
    • Cost: 4 magic. Cooldown: 16 turns.
    • How many rise: 1–2 at first, 1–3 from level 3, 2–3 from level 6. Each Staff of the Grave, Lich Staff or Skull Talisman adds one more.
    • How long they last: 10 turns + your level, plus bonuses from gear.
    • From level 5, each one has a 1 in 3 chance to be a tougher Risen Knight.
    • Maximum 5 undead at once.
  • Loot bias: 70% of steel weapons, shields and heavy armor are re-rolled into necromantic or arcane gear.

Undead allies:

AllyLifeStrengthProtectionNotes
Risen Skeleton4 + your level1 + (level ÷ 3)0Moves 2 tiles
Risen Knight8 + your level2 + (level ÷ 3)1From level 5
  • Undead block monsters and attack the nearest enemy they can see.
  • Walking into one of your undead swaps places with it.
  • Monsters may attack your undead instead of you.
  • Undead give no XP or loot, and they crumble when you leave the floor.

Tips: Raise your undead before a fight starts so they soak the first hits. Gear like the Book of the Dead, Necromancer's Shroud and Bone Totem makes your army last longer and hit harder.

Mage

Jacob the Mage

Fragile, but deals heavy damage from range.

  • Starting kit: Frail Wand (in hand), Mage Robe, Dagger, 2 Magic Potions, 1 Healing Potion.
  • Passives:
    • Spells deal +1 damage.
    • Regains 1 magic every 5 turns.
  • Ability: Arcane Storm. Lightning leaps from you through visible enemies. Ignores armor.
    • Cost: 3 magic. Cooldown: 5 turns.
    • Hits up to 3 enemies, plus 1 more every 4 levels (maximum 5).
    • Damage per enemy: 2 + (your level ÷ 2), plus any spell damage bonus from gear.
  • Loot bias: 70% of steel weapons, shields and heavy armor are re-rolled into staves, wands, robes and books.

Tips: Magic damage ignores armor, which makes the Mage great against heavily armored enemies like Mecha Golems. Keep your distance, and save Arcane Storm for groups.

Naked

Jenkins the Naked

An old man with three rocks and a tomato. Brutal on purpose.

  • Starting kit: 3 Rocks (in hand), 1 Tomato.
  • Passive: Nothing to lose.
    • +50% XP.
    • Monsters have +25% life and notice you more easily.
    • No magic regeneration.
    • Only +1 max life per level (other classes get +2).
  • Ability: Pray. Heal 2 life. One time in four, the gods answer and smite the nearest enemy with holy fire for 3 + (your level ÷ 3) damage.
    • Cost: no magic. Cooldown: 30 turns.
  • Loot bias: none. Take what you find.

Tips: This is a challenge class. Avoid fights you don't need, throw rocks from a distance, and pick up every piece of gear you can.

Combat

Turns, Actions and Movement

  • Each turn you have Action Points (AP) and Movement Points (MP). Every class starts with 2 of each.
  • Moving one tile costs 1 MP. Attacking, casting, throwing or using your ability costs 1 AP.
  • Your turn ends when you run out of either AP or MP.
  • Monsters take their turns in order of Consciousness. Higher acts first.

Attacking

  • Melee: walk into an enemy or click it. You can hit diagonally with a click or with the controller's attack button. Walking into an enemy only attacks in straight lines.
  • Reach weapons (Spear, Halberd, Frost Trident) hit enemies up to 2 tiles away, straight or diagonal.
  • Wands and staves: click a visible enemy to cast a bolt. This costs magic (usually 1, sometimes 2).
  • Throwing: right-click (or RT) throws whatever is in your hand: rocks, knives, javelins, bombs, flasks.
  • Bows: put arrows in your off-hand slot, hold a bow, then throw to shoot. The bow's damage is added to the arrow's.

Damage

  • Your melee damage = weapon damage + your Strength. Bare fists deal just your Strength.
  • To hit: roll a 20-sided die. You hit if the roll is 19 or lower, adjusted by your Agility minus the target's Agility. A roll of 1 always hits and a roll of 20 always misses.
    • Equal Agility = 95% chance to hit.
    • Every point of Agility you have over the target makes you harder to miss with, and every point you're behind makes you miss more often.

Damage Types

TypeBlocked by armor?Extra effect
NormalYesNone
FireNo, ignores armorBurns
FreezeYesFreezes the target for 1 turn
PoisonYesPoisons the target (damage over time)
MagicNo, ignores armorNone

Holy is a special tag on the Holy Septre, Angel Sword, Silver Arrows, Holy Water and the Naked class's divine smite. Holy damage is doubled against the Skull King.

Protection (Armor)

  • Every point of Protection gives each point of incoming damage an 8% chance to be blocked, up to a maximum of 60% (at 8 Protection, rounded down).
  • Protection works against Normal, Freeze and Poison damage.
  • Fire and Magic ignore Protection completely.
  • If every point of a hit is blocked, you'll see "Blocked!".

Status Effects

EffectWhat it doesCaused by
PoisonedTakes 1 damage per turn for 2 turns. Protection can block poison ticks.Poison weapons, Cave Spiders, Plague Doctors, Demon Tribesmen, the Skull King, Rotten Tomatoes
FrozenMonsters lose their whole turn. You can't move, but keep 1 action (to drink a potion or attack).Freeze weapons and wands (1 turn), Frost Wraiths, Tome of Frost and Frost Bomb (3 turns)
BurningFire damage ignores armorFire weapons, Fire Imps, the Demon Knight, Fire Flasks, Bombs
  • Antidote cures poison. Elixir cures all ailments.

Experience and Levelling Up

  • Kill monsters to earn XP. Elite monsters give bonus XP.
  • XP needed for the next level = 30 × your current level + 20 (Level 1→2: 50 XP, 2→3: 80 XP, 3→4: 110 XP, …). Extra XP carries over.
  • Every level up:
    • +2 max life (Naked: +1).
    • Full heal.
    • +1 Strength on every even level (2, 4, 6…).
    • +1 Agility on every third level (3, 6, 9…).
    • Mage and Necromancer: +1 Magic.
  • Class abilities also get stronger as you level (see Character Classes).

The Dungeon

The Ten Floors

FloorNameMonsters you'll meet
1The CellarGreen Slime, Rat, Cave Bat
2Rat WarrensRat, Blue Slime, Ghoul, Cave Bat, Cave Spider
3Fungal GrottoGhoul, Blue Slime, Thief, Cave Spider, Zombie, Mimic
4Flooded CryptZombie, Thief, Realm Archer, Skeleton Archer, Blast Beetle, Mimic
5Hall of the Demon KnightDemon Knight (boss), Demon Child, Skeleton Warrior, Demon Tribesmen, Blast Beetle, Mimic
6Bone GallerySkeleton Warrior, Skeleton Archer, Plague Doctor, Blast Beetle, Fire Imp, Mimic
7The Forgotten ForgeMecha Golem, Minotaur, Fire Imp, Demon Tribesmen, Skeleton Warrior, Realm Archer, Mimic
8Frozen DepthsFrost Wraith, Licker, Ghoul, Cultist, Mimic
9The AbyssDemon Child, Demon Tribesmen, Cultist, Bone Knight, Licker, Frost Wraith, Mimic
10Throne of the Skull KingSkull King (final boss), Bone Knight, Cultist, Licker

From Floor 3 down, each floor has more monsters than the last: Floor 3 has 12% more than the base count, rising to 84% more on Floor 9.

Things You'll Find on Every Floor

  • Chests: 5–8 per floor (2 on Floor 10). Gold chests have better loot, and get more common the deeper you go.
  • Loose loot: items lying on the floor.
  • Doors and locked doors: locked doors need a Key, which is used up.
  • Hidden doors and rooms: press F (or X / Square) to search for hidden doors nearby.
  • Boulders: break them (Bombs and Rocks can crack them) to find rubies.
  • Rubies and jewels: currency for the Blacksmith.
  • Lamps: light up the area around them.
  • Campfires: stand near one to heal. Each campfire only holds 5, 7 or 10 life worth of healing before it runs out.
  • Signs: hints for the floor. Press E to read.
  • Stairs down: always reachable without keys or searching. On Floors 5 and 10 they're hidden until the boss is dead.

The Blacksmith (Shop)

A Blacksmith sets up near the entrance on Floors 2 to 9. He trades for Rubies, Jewels and Humanity.

OfferPrice
Healing Potion6 Rubies
Antidote3 Rubies
Bomb ×25 Rubies
Throwing Knife ×44 Rubies
Key ×25 Rubies
Tome of Mending8 Rubies
Mace12 Rubies
Magical Mace6 Jewels
Elixir4 Jewels
Heart Crystal8 Jewels
Blessing (full heal)15 Humanity

Gold: the Blacksmith trades 20 Gold Coins for a Ruby and 5 Gold Bars for a Jewel.

Mimics

Mimic

From Floor 3 onward (except Floor 10), 1–2 of the "chests" on each floor are Mimics. They look exactly like chests until you stand next to one or hit it. See the Bestiary.

Bestiary

How to Read This Chapter

Stats are base values. Monsters get tougher on deeper floors, and some spawn as Elites (see the next section).

  • Life: hit points.
  • Str: Strength. Roughly how much damage it deals.
  • Agi: Agility. Affects hitting and dodging.
  • Prot: Protection (armor).
  • Move: tiles it can move per turn.
  • Vision: how far it can see you.

Monster Scaling & Elites

Depth scaling (all non-boss monsters):

  • Life goes up on every floor. From Floor 3 there's an extra multiplier, rising from +12% on Floor 3 to +96% on Floor 10.
  • Strength: +1 every 3 floors.
  • Agility goes up from Floor 6.
  • Protection: +1 from Floor 7.
  • Vision: +1 from Floor 5. They notice you from further away.
  • Playing Naked: +25% life and better awareness on top of all this.

Elite monsters (from Floor 3):

  • Chance to spawn as an Elite: about 7% on Floor 3, rising to about 16% on Floor 9.
  • Elites have a gilded look and "Elite" in front of their name.
  • +40% life, +1 Strength, +1 Agility.
  • Worth bonus XP, and they always drop something good.

Early Floors (1–3)

Green Slime

Green Slime

LifeStrAgiProtMoveVisionFloors
2110181

The first thing you'll fight. Slow and weak, but it comes in numbers.

Rat

Rat

LifeStrAgiProtMoveVisionFloors
1110181–2

Dies in one hit, but sees you from far away.

Cave Bat

Cave Bat

LifeStrAgiProtMoveVisionFloors
2130371–2

Flutters around erratically and bites when it's next to you. High Agility makes it hard to hit.

Blue Slime

Blue Slime

LifeStrAgiProtMoveVisionFloors
3110182–3

A tougher slime.

Ghoul

Ghoul

LifeStrAgiProtMoveVisionFloors
3110262, 3, 8

Moves 2 tiles a turn. It closes distance quickly.

Cave Spider

Cave Spider

LifeStrAgiProtMoveVisionFloors
3120262–3

Poison bite. Carry an Antidote.

Thief

Thief

LifeStrAgiProtMoveVisionFloors
4120183–4

Has 2 actions per turn, so it can hit you twice.

Zombie

Zombie

LifeStrAgiProtMoveVisionFloors
5210153–4

Slow and short-sighted, but hits harder than anything before it.

Middle Floors (4–7)

Realm Archer

Realm Archer

LifeStrAgiProtMoveVisionFloors
3110164, 7

Shoots arrows from range. Close the gap or break line of sight.

Skeleton Archer

Skeleton Archer

LifeStrAgiProtMoveVisionFloors
3210164, 6

A harder-hitting archer.

Blast Beetle

Blast Beetle

LifeStrAgiProtMoveVisionFloors
2210264–6

Runs straight at you and explodes, dealing fire damage in a 3×3 area and destroying itself. Kill it from range, or step away before it reaches you. Fire ignores armor.

Demon Child

Demon Child

LifeStrAgiProtMoveVisionFloors
3210165, 9

Small demons. The Demon Knight summons them in its second phase.

Skeleton Warrior

Skeleton Warrior

LifeStrAgiProtMoveVisionFloors
6211265–7

Armored and fast. The Skull King raises these.

Demon Tribesmen

Demon Tribesmen

LifeStrAgiProtMoveVisionFloors
5210155, 7, 9

Poisonous attacks.

Plague Doctor

Plague Doctor

LifeStrAgiProtMoveVisionFloors
4110156

Spreads poison.

Fire Imp

Fire Imp

LifeStrAgiProtMoveVisionFloors
4220176–7

A caster. Hurls fire bolts from up to 5 tiles away, then waits 2 turns before casting again. Fire ignores armor.

Mecha Golem

Mecha Golem

LifeStrAgiProtMoveVisionFloors
20313167

A walking wall with heavy armor. Use Fire or Magic damage, which ignores its Protection.

Minotaur

Minotaur

LifeStrAgiProtMoveVisionFloors
16411167

Huge life and the hardest hitter in the mid-game. Don't trade blows with it at low health.

Deep Floors (8–10)

Frost Wraith

Frost Wraith

LifeStrAgiProtMoveVisionFloors
6220178–9

A caster that fires freezing bolts from up to 5 tiles away (3-turn cooldown). Being frozen while other monsters close in is deadly.

Licker

Licker

LifeStrAgiProtMoveVisionFloors
6310268–10

Fast and hard-hitting. Often comes in packs.

Cultist

Cultist

LifeStrAgiProtMoveVisionFloors
6110178–10

A summoner. Raises skeletons (up to 3) every 4 turns and throws shadow bolts in between. Kill it first.

Bone Knight

Bone Knight

LifeStrAgiProtMoveVisionFloors
12422169–10

An elite undead warrior. The Skull King summons two of them in his final phase.

Special Monsters

Mimic

Mimic

LifeStrAgiProtMoveVisionFloors
10311123–9

Disguised as a treasure chest. It sits perfectly still until you stand next to it or attack it, then it bites. Its life bar is hidden while it's disguised.

Tip: if a chest is in an odd spot, throw a rock at it first.

Summoned Monsters

Monsters raised by Cultists or bosses give no XP, so you can't farm them.

Bosses

Demon Knight (Floor 5)

Demon Knight
LifeStrAgiProtMoveVisionSize
45321182×2 tiles

The guardian of the Hall of the Demon Knight. It sleeps until it notices you. Its health shows in a big boss bar at the top of the screen. All of its attacks deal Fire damage, which ignores armor.

Phase 1

  • Every 4 turns, if you're within 9 tiles, it unleashes a ring of hellfire: 12 fireballs flying outward. The game pauses while they fly.
  • Otherwise it hits you with a fiery melee attack if you're adjacent, or walks toward you.

Phase 2 (below half health)

  • Summons 3 Demon Children.
  • The hellfire ring now comes every 3 turns and has 18 fireballs.

Strategy

  • "Keep your distance from its ring of hellfire... or close in and finish it." (the sign on Floor 5)
  • Count its turns. Get into a gap between fireballs, or get close and burst it down between rings.
  • Bring Healing Potions. Fire ignores your armor, so Protection won't help here.
  • The stairs down only appear once it's dead.

Skull King (Floor 10, Final Boss)

Skull King
LifeStrAgiProtMoveVisionSize
90421192×2 tiles

The ruler of the depths. His attacks deal Poison damage.

Unholy Resistance

  • He takes only half damage from anything that isn't Holy.
  • Holy damage is doubled against him.
  • A glowing holy boulder sits near the Floor 10 entrance. Break it to claim the Holy Septre (5 Magic damage, Holy).
  • Other holy sources: Angel Sword, Silver Arrows, Holy Water, and the Naked class's divine smite.

Phase 1

  • Plague Nova: every 5 turns, if you're within 3 tiles, he poisons everything near him.
  • Shadow bolts: every other turn, if he can see you, he fires a shadow bolt.
  • Otherwise he attacks in melee or walks toward you.

Phase 2 (below 66% health)

  • Raises 3 Skeleton Warriors.

Phase 3 (below 33% health)

  • Summons 2 Bone Knights.
  • Gets a second action every turn.
  • His Plague Nova and shadow bolts get stronger with each phase.

Strategy

  • Get the Holy Septre first. Fighting him without holy damage takes twice as long.
  • Bring Antidotes or an Elixir for the Plague Nova.
  • Deal with his summons quickly, or keep them busy with your own undead (Necromancer).
  • Save your best potions for Phase 3, when he acts twice a turn.

Weapons

Weapon Basics

  • Your melee damage = weapon damage + your Strength.
  • Two-handed weapons take both hands: your shield or off-hand item does nothing while you wield one.
  • Reach 2 weapons hit enemies two tiles away, straight or diagonal.
  • Wands and staves cast a bolt at a visible enemy for a magic cost.
  • Magic and Fire damage ignore armor.

Swords & Daggers

WeaponDamageTypeNotes
Rusty Shiv1NormalBarely better than bare fists.
Dagger1NormalSimple and effective. Starting weapon for the Necromancer.
Sword2NormalSharp and swift. Starting weapon for the Knight.
Rapier2Normal+1 Agility while held.
Venom Dagger2PoisonEvery hit poisons.
Poison Sword2PoisonEternally dipped in poison.
Icy Sword2FreezeHits can freeze enemies solid.
Vampiric Dagger2Normal1 in 3 chance to heal you for 1 on a hit.
Broadsword3NormalWide, well-balanced blade.
Flaming Sword3FireFire ignores armor.
Angel Sword5MagicHoly. A heavenly choir can be heard while wielding it.
Demon Blade5FireBurns with hellfire that ignores armor.
Holy Septre5MagicHoly. Double damage to the Skull King. Found on Floor 10.
Great Sword5NormalTwo-handed.

Axes, Maces & Hammers

WeaponDamageTypeNotes
Hand Axe2NormalA woodsman's axe.
Spiked Club2NormalCrude but honest.
Mace2NormalThe primary weapon of orcs. Sold by the Blacksmith.
Battle Axe3NormalBuilt for a real warrior.
Morning Star3NormalCrushes through bone.
Fire Axe3FireBurns like hell.
Icy Axe3FreezeCold as ice.
Magical Mace4MagicMagic that ignores armor. Sold by the Blacksmith.
War Hammer5NormalTwo-handed.
Executioner's Axe6NormalTwo-handed. The hardest-hitting weapon in the game.

Polearms & Reach Weapons

WeaponDamageTypeNotes
Spear3NormalReach 2.
Halberd4NormalReach 2. Two-handed.
Frost Trident3FreezeReach 2. Two-handed. Hits can freeze.
Reaper's Scythe4NormalTwo-handed. Each swing also hits every other enemy next to you.

Bows & Arrows

Put arrows in your off-hand slot, hold a bow, and throw (right-click / RT) to shoot. The bow's damage is added to the arrow's. All bows are two-handed. You can also throw arrows by hand without a bow.

BowDamage
Short Bow2
Long Bow3
Crossbow4
ArrowDamageTypeNotes
Arrow2Normal
Fire Arrow2FireIgnores armor.
Frost Arrow2FreezeFreezes what it hits.
Poison Arrow2PoisonPoisons what it hits.
Silver Arrow3MagicHoly. Double damage to the Skull King, ignores armor.
Explosive Arrow3FireExplodes in a 3×3 area. Careful!

Throwing Weapons

Hold it in your hand and throw (right-click / RT).

ItemDamageTypeNotes
Rock1NormalCan crack boulders. Starting weapon for the Naked class.
Throwing Knife3Normal
Javelin4NormalHits hard.
Bomb4FireExplodes in a 3×3 area. Breaks boulders.
Fire Flask3FireBursts into flames in a 3×3 area.
Frost Bomb1FreezeFreezes everything in a 3×3 area for 3 turns.
Poison Flask2PoisonA choking cloud poisons a 3×3 area.
Holy Water4MagicHoly. Double damage to the Skull King.

Wands

Click (or target and press RB) a visible enemy to cast. Wands cost 1 magic per cast.

WandDamageTypeNotes
Frail Wand1MagicStarting weapon for the Mage.
Wand of Sparks2MagicMagic ignores armor.
Venom Wand2PoisonPoison bolt.
Bone Wand2MagicShadow bolts. Necromancer: +1 damage.
Frost Wand2FreezeFreezing bolt.
Fire Wand4FireFireball.

Staves

StaffDamageTypeMagic costNotes
Apprentice Staff2Magic1+2 max magic while held.
Staff of the Grave3Magic1Shadow bolts. Necromancer: Raise Dead calls one extra undead.
Staff of Winter3Freeze2Freezes its target.
Staff of Embers4Fire2Fireballs. Ignores armor.
Lich Staff5Magic2Life-draining shadow bolts. Necromancer: +1 undead, and they last 5 turns longer.
Archmage Staff6Magic2+3 max magic while held.

Armor & Shields

Body Armor

ArmorProtectionNotes
Mage Robe0+3 max magic. Starting armor for the Mage.
Leather Armor1Light and comfortable. Starting armor for the Knight.
Necromancer's Shroud1+3 max magic. Necromancer: undead last 3 turns longer.
Shadow Cloak1+2 Agility.
Archmage Vestments1+5 max magic and +1 spell damage.
Chain Mail2Great against swords and arrows.
Icy Plate3Full plate armor.
Scale Mail3Solid protection.
Obsidian Plate5The best armor in the game.

Shields & Off-Hand Items

Off-hand items go in the shield slot. They do nothing while you hold a two-handed weapon.

ItemProtectionNotes
Wooden Shield1Starting shield for the Knight.
Buckler1+1 Agility.
Metal Shield2
Spiked Shield2Monsters that hit you in melee take 1 damage.
Heaven Shield3A blessed tower shield.
Tower Shield4Huge protection, but −1 Agility.
Death Shield5Forged in hell. The best shield in the game.
Grimoire0+3 max magic and +1 spell damage.
Book of the Dead0+2 max magic. Necromancer: undead last 4 turns longer.
Bone Totem1Necromancer: your undead hit 1 harder.

Knight tip: any shield also triggers the Knight's Bulwark passive (+1 Protection).

Trinkets

How Trinkets Work

You have two trinket slots. Trinkets give their bonus only while worn. Gear bonuses are recalculated every turn, so swapping gear can't stack bonuses.

All Trinkets

TrinketEffect
Four-Leaf Clover+1 Agility. Feeling lucky?
Ring of Might+1 Strength.
Ring of Vitality+3 max life.
Ring of Wisdom+3 max magic.
Ring of RegenerationHeals 1 life every 8 turns.
Amulet of Warding+1 Protection.
Seer's Eye+2 Vision.
Mana CrystalRegain magic twice as fast. Even a Knight or a Naked character slowly regains magic with one.
Skull Talisman+1 max magic. Necromancer: Raise Dead calls one extra undead.

Permanent Relics

Relics aren't worn. Use them from your inventory for a permanent bonus that lasts the rest of the run.

RelicEffect
Heart CrystalPermanently +2 max life.
Ring of ProtectionFuses to your finger. Permanently +1 Protection.
Amulet of AgilityPermanently +1 Agility (hit more, dodge more).
Phoenix FeatherKeep it in your backpack. The first time you would die, you rise again with half your life, and poison and freezing are cleared. The feather burns away.

Consumables

Potions

PotionEffect
Healing PotionRestores all your life.
Magic PotionRestores all your magic.
AntidoteCures poison and heals 1.
Soul GemCrush it to restore 5 magic.
ElixirFully restores life and magic, and cures all ailments.
Potion of LifePermanently +1 max life.
Potion of EnergyPermanently +2 max magic.
Potion of StrengthPermanently +1 Strength.
Potion of VisionPermanently +1 Vision.

Food

FoodEffect
TomatoHeals 1.
StrawberryHeals 2.
BreadHeals 2.
CheeseHeals 3.
Turkey LegHeals 4.
Carrot+1 Vision.
Rotten TomatoRandom: usually heals 1, but might hurt you or poison you.

Scrolls & Tomes

Anyone can read these, whatever their class.

ItemEffect
Scroll of MappingReveals the whole layout of the current floor on your map.
Scroll of TeleportTeleports you to a random spot on this floor.
Scroll of Raise DeadTwo skeletons rise to fight beside you for 12 turns.
Tome of MendingFully heals you.
Tome of FlamesEngulfs every enemy you can see in flames (4 Fire damage).
Tome of FrostFreezes every enemy you can see for 3 turns.
Tome of PassageTeleports you right next to the stairs down.

Keys & Currency

ItemUse
KeyOpens a locked door (used up). Stacks up to 5.
Gold CoinThe Blacksmith trades 20 for a Ruby.
Gold BarThe Blacksmith trades 5 for a Jewel.
RubyBlacksmith currency. Found on the floor and inside boulders.
JewelRarer Blacksmith currency.

Loot

Where Loot Comes From

  • Chests, including the better gold chests.
  • Items lying on the floor.
  • Monster drops. Elites always drop something good. Summoned monsters and undead allies drop nothing.
  • Boulders (rubies).
  • The Blacksmith.

Loot Tiers

Items are grouped into five tiers. Deeper floors and gold chests roll from higher tiers.

TierHighlights
1 (common)Healing Potions, food, Arrows, Keys, Dagger, Hand Axe, Wooden Shield, Leather Armor, Short Bow, Javelin, Wand of Sparks, Bone Wand, Apprentice Staff, Buckler, Mage Robe, Four-Leaf Clover, Scroll of Teleport
2 (uncommon)Sword, Spear, Battle Axe, Metal Shield, Chain Mail, Bombs, Rapier, Broadsword, Morning Star, Venom Dagger, Long Bow, special arrows, flasks, Frost Wand, Venom Wand, Spiked Shield, Grimoire, Bone Totem, Necromancer's Shroud, Scale Mail, the stat rings, Amulet of Warding, Seer's Eye, Soul Gem
3 (rare)Elixir, Flaming Sword, Icy Axe, War Hammer, Heaven Shield, Icy Plate, Potions of Life and Strength, Tomes, Fire Wand, Magical Mace, Vampiric Dagger, Great Sword, Executioner's Axe, Halberd, Frost Trident, Reaper's Scythe, Crossbow, Silver and Explosive Arrows, Holy Water, the elemental staves, Tower Shield, Book of the Dead, Archmage Vestments, Shadow Cloak, Skull Talisman
4 (epic)Heart Crystal, Ring of Protection, Amulet of Agility, Potion of Energy, Ring of Regeneration, Mana Crystal, Phoenix Feather
5 (legendary)Death Shield, Obsidian Plate, Angel Sword, Demon Blade, Executioner's Axe, Archmage Staff, Lich Staff, Archmage Vestments, Phoenix Feather

Class Loot Bias

ClassBias
Knight55% of arcane gear is re-rolled into weapons and armor.
Mage70% of steel weapons, shields and heavy armor are re-rolled into staves, wands, robes and books.
NecromancerSame as the Mage, but also favours necromantic gear.
NakedNo bias.

Tips & Strategy

General Tips

  • Fight in corridors and doorways so fewer enemies can reach you at once.
  • Use the map (M). A Scroll of Mapping reveals the whole floor.
  • Search (F) near dead ends for hidden doors and rooms.
  • Don't hoard healing. A Healing Potion restores all your life, so drink one before a dangerous fight, not after.
  • Level ups fully heal you. If you're about to level, finishing one more kill can save a potion.
  • Campfires heal you for free. Rest at them before moving on.
  • Throw things. Rocks, knives and javelins soften enemies before they reach you.

Dealing With Dangerous Enemies

  • Armored enemies (Mecha Golem, Bone Knight, Skeleton Warrior): use Fire or Magic damage, which ignores armor.
  • Casters (Fire Imp, Frost Wraith, Cultist): break line of sight, then ambush them around a corner. Kill Cultists before they build an army.
  • Blast Beetles: kill them from range, or step away before they reach you.
  • Archers: close the distance fast or fight them around corners.
  • Mimics: test suspicious chests with a thrown rock.

Preparing for the Bosses

  • Demon Knight: bring Healing Potions (fire ignores armor), and learn the timing of the hellfire ring.
  • Skull King: grab the Holy Septre from the glowing boulder first. Bring Antidotes or an Elixir, and keep a Silver Arrow or Holy Water stash if you use them.

Languages & Accessibility

Supported Languages

  • English
  • Français (French)
  • Deutsch (German)
  • Español (Spanish)
  • Português (Portuguese)

Controller Notes

  • Most controllers are supported: Xbox, PlayStation, Switch and generic pads.
  • The mouse cursor hides itself while you play on a controller.
  • Input is paused while the Steam overlay is open.
  • Controller rumble is supported.