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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
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.
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.
Accessories
Rings, amulets, and light sources.
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
| Outcome | Chance | Result |
| 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:
| Level | Name |
| 1 | Forged |
| 2 | Twice Forged |
| 3 | Thrice Forged |
| 4 | Quadruple Forged |
| 5 | Quintuple 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
| Outcome | Chance | Result |
| 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:
| Package | PENGU Cost | Gold Received | Rate |
| Small | 500 | 1,000g | 2.0 gold/PENGU |
| Medium | 2,000 | 5,000g | 2.5 gold/PENGU |
| Large | 5,000 | 15,000g | 3.0 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)
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