Adventurers

Still being decided

Recruiting, 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.
LevelExperience to the next levelA cleared rift paysMost hearts
1601003
59261193 and 5/8
103,0071494 and 4/8
209,7702316 and 2/8
3019,4653588
4031,7435579 and 6/8
5046,38786411 and 4/8
6063,2421,34213 and 1/8
7082,1902,08514 and 7/8
80103,1353,23716 and 5/8
90125,9985,02718 and 3/8
98145,6257,15019 and 6/8
997,47120

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.

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