Adventurers
Still being decidedRecruiting, classes, levels, hearts, mood and injuries.
Not settled yet, so expect this to change.
Recruiting
- Recruit an adventurer at the Hall and give them a name.
- Each keeps a record of what they have done: rifts cleared, bosses beaten, the worst injury survived.
- The Hall's level sets how many adventurers can live there.
Classes
- Warrior
- A wide sweep close up, and a short charge. Available from the start.
- Ranger
- Fast, with a bow, and a dodge. Researched.
- Wizard
- Slow bolts that pass through enemies, and a short teleport. Researched.
- Valkyrie
- A spear, and a shield that blocks from the front. Researched.
Levels and experience
- Adventurers level from 1 to 99. The Hall's level caps how high they can go.
- At first only clearing a rift gives experience. Later Hall levels add experience for monsters, orbs and shrines.
- Reaching the top takes months of steady play.
| Level | Experience to the next level | A cleared rift pays | Most hearts |
|---|---|---|---|
| 1 | 60 | 100 | 3 |
| 5 | 926 | 119 | 3 and 5/8 |
| 10 | 3,007 | 149 | 4 and 4/8 |
| 20 | 9,770 | 231 | 6 and 2/8 |
| 30 | 19,465 | 358 | 8 |
| 40 | 31,743 | 557 | 9 and 6/8 |
| 50 | 46,387 | 864 | 11 and 4/8 |
| 60 | 63,242 | 1,342 | 13 and 1/8 |
| 70 | 82,190 | 2,085 | 14 and 7/8 |
| 80 | 103,135 | 3,237 | 16 and 5/8 |
| 90 | 125,998 | 5,027 | 18 and 3/8 |
| 98 | 145,625 | 7,150 | 19 and 6/8 |
| 99 | 7,471 | 20 |
Hearts
- An adventurer starts with 3 hearts and can reach 20.
- Hearts come as slivers, 8 to a heart. Bosses sometimes give one, and secret rooms can hide one.
- An adventurer's level limits how many hearts they can hold. A sliver found above the limit waits until they level up.
Mood, rest and injuries
- Hearts lost in a run stay lost until the adventurer heals. A run started hurt starts with fewer hearts.
- Healing takes time and rest at the Hall, and coffee. Bandages and poultices heal faster.
- Coffee and rest keep mood up. A happier adventurer hits harder. Mood never drops to nothing.
- Furnishings for the Hall help while you are away: a bed heals faster, a hearth keeps mood up, and a practice dummy for each class gives a little experience every hour.