Tower Run Almanac

Complete guide to game mechanics, formulas, and data

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Combat Systems

Attack Resolution

All attacks hit (except critical miss). The d20 roll determines damage quality, not hit/miss.

Melee Damage

Ranged Damage

Stat Modifier

AC Damage Reduction

Armor Class reduces incoming damage using an exponential curve:

Note: Minimum damage is always 1, even with high AC.

Character Creation

Base Stat Generation

Each stat is rolled as 1d20 with a minimum of 10 (lift-to-10 system):

Class Modifiers

Each class has modifiers that balance to zero total:

Species Bonuses

Backstory Bonuses

Final Stat Range

Rarity Tiers

Rarity Odds

Based on 10 million character simulations:

Tip: Optimal combos: Emperor Warrior, Galapagos Ranger, Fairy Wizard

Character Progression

HP Calculation

Experience Table

Floor XP Scaling

Level-Up Stat Increases

Abilities

Abilities are special powers that any class can use. Success chance scales with DEX.

Note: While these abilities were originally designed for Rangers, all classes can learn and use them!

Success Chance

Abilities List

Ability Effects

Spells

Spells are magical abilities that any class can cast. Success and power scale with INT/WIS.

Note: While Wizards excel at magic, all classes can learn spells from spellbooks!

Spell Success Chance

Mana System

Spell Tier Requirements

Spell Damage/Healing Scaling

Cooldowns: CD = Cooldown in turns before the spell can be cast again. Duration shows how long buff effects last.

Spellbook Items

Spellbooks can be found as loot or purchased from the Mystic Emporium.

Spells by Tier

Potions

Potions are consumable items that any class can use. No skill requirements!

Note: Potions work equally well for all classes - Warriors, Rangers, and Wizards alike.

Item Valuation

Sell Price

Weapons

Melee and ranged weapons. Any class can equip any weapon.

Armor

Body armor for protection. Any class can equip any armor.

Shields

Helms

Boots

Accessories

Rings, amulets, and light sources.

Ammunition

Unique Items

Powerful one-of-a-kind equipment with special properties.

Shop System

Three shops in town sell different types of items. Shop inventories are randomly generated when you reach a checkpoint and persist until the next checkpoint.

  • Items spawn based on probability - not all items appear every visit
  • Enchanted items have random enchantment levels within range
  • Stackable items (ammunition, potions) spawn with base quantities
  • Sell price is 50% of item value

Ice Armory

Sells weapons, armor, shields, helms, boots, and ammunition.

Mystic Emporium

Sells potions, light sources, and spellbooks.

Black Market

Sells enchanted high-end gear with powerful bonuses.

The Forge

Combine two items of the same type for a chance at greatness! Located in town.

How It Works

  • Select two items of the same type (weapon+weapon, ring+ring, etc.)
  • Pay the forge cost (50% of combined item value)
  • Roll for outcome - risk vs reward!

Forge Rules

  • Items must be the same type to forge
  • Cannot forge equipped items - unequip first
  • Cannot forge consumables (potions)
  • Cannot forge unique items or NFT items
  • Successfully forged items gain a forge level

Forge Cost

Cost = (Item 1 Value + Item 2 Value) × 50%

Outcome Probabilities

OutcomeChanceResult
LEGENDARY FORGE! 5% Base properties upgrade + ALL bonuses combine
Success 30% Enchantments combine, keeping full power
No Gain 60% No improvement - keep the better item
FAILURE! 5% Both items destroyed!

Forge Levels

Each successful forge adds a forge level to the item:

LevelName
1Forged
2Twice Forged
3Thrice Forged
4Quadruple Forged
5Quintuple Forged

Legendary Forge Bonuses

Legendary forge combines base properties AND all enchantments/bonuses:

  • Weapons: Base damage values added together
  • Armor/Shields/Helms/Boots: Base AC values combined
  • Light Sources: Full radius + duration combined
  • All items: Enchantments, stat bonuses, and combat bonuses stack

Success Bonuses

Success combines only enchantments and bonuses (base stats unchanged):

  • Weapons/Armor: Keep better item's base, combine all bonuses
  • Light Sources: Keep better radius + 50% of worse item's radius
  • All items: Enchantments, stat bonuses, and combat bonuses stack
Tip: Forge lower-value items to minimize risk. The 5% failure chance means you WILL eventually lose items!
Warning: Forging is risky! Only forge items you're willing to lose.

The Temple

Make offerings to the gods to bless your forged items and mint them as NFTs!

How It Works

  • Bring a forged item to the temple in town
  • Pay the offering cost (10,000 gold or 100 PENGU)
  • The gods will decide the fate of your item

Temple Rules

  • Only forged items can be offered (must have forge level ≥ 1)
  • Cannot offer equipped items - unequip first
  • Cannot offer items already blessed (NFTs)
  • One offering per level - must level up to offer again
  • Maximum 10 NFTs per character

Offering Cost

Gold: 10,000g
-or-
PENGU: 100 tokens

Outcome Probabilities

OutcomeChanceResult
BLESSED! 50% Item becomes an NFT - permanently yours on blockchain!
Ignored 40% Keep item, lose payment - gods are unimpressed
DESTROYED! 10% Item destroyed, payment lost - gods are displeased!

Gold Exchange

The temple also offers PENGU to gold exchange with progressive discounts:

PackagePENGU CostGold ReceivedRate
Small5001,000g2.0 gold/PENGU
Medium2,0005,000g2.5 gold/PENGU
Large5,00015,000g3.0 gold/PENGU
Tip: Wait until you have a highly forged item (Thrice Forged+) before offering - the NFT will be more valuable!
Warning: 10% destruction chance! Only offer items you're prepared to lose forever.

Creature Scaling

  • HP increases by 15% per floor above base
  • Damage multiplier: 1 + (floor × 0.15)
  • XP multiplier: 1 + (floor × 0.25)

NPCs (Town)

Creatures by Floor

Unique Enemies

Boss: Ancient Ice Dragon (Floor 20)

The final boss of the tower. A legendary dragon with devastating abilities.

Special Abilities

Warning: Dragon Fear cannot be resisted! Stock up on potions and prepare for a long fight.

Loot & Drops

Drop Chance

Gold Drops

Loot Distribution

Inventory & Stash

Inventory

  • Capacity: 30 slots for unequipped items
  • Equipment (armor, weapons, accessories) takes 1 slot each
  • Potions stack and take 1 slot per stack
  • Ammunition stacks in quiver slot
  • Equipped items don't count against inventory limit

Home Stash

Store equipment at your house in town for safekeeping between runs.

  • Capacity: 50 equipment slots
  • Equipment only: No potions (unlimited carry)
  • Items persist between deaths
  • Access stash at your house in town
  • Transfer items between inventory and stash
Tip: Store valuable backup equipment in your stash before risky floors!

Speed & Turns

Turn Cost

Turn Cost = 100 / Speed
Base Speed = 100 (1 action per turn)
Speed 200 = 2 actions per turn

Speed Sources

  • Base speed: 100
  • DEX bonus: +1 speed per DEX above 10
  • Equipment: Boots, rings, amulets
  • Potions: Speed potions (+50 for duration)
  • Shapeshift: 2× speed while transformed

Regeneration

  • HP: 1-10 per 5 turns (scales with CON)
  • MP: 1-20 per 5 turns (scales with WIS)
  • Ranger Regeneration: 2% max HP per turn
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