Characters
- Starting life
- 61
- Starting mana
- 40
- Movement speed
- 6.8 tiles/s
- Starting weapon
- Rusted Sword (4–9 physical, 1.45/s)
- Level cap
- 100
Life and mana
A character has 50 life plus 12 per level and 33 mana plus 6 per level, before attributes and items. Flat bonuses from attributes and items are added first, then percentage increases apply. Mana regenerates at 1.8% of maximum mana per second, plus any mana regeneration from items. Life only regenerates through items and flasks. The starting numbers above are a Sellsword's, the archetype every character in the game has until characters can be made.
Attributes
Strength, Dexterity and Intelligence come from your archetype, then from the 5 attribute points you get each level after the first, spent as you like (495 by level 100), and from gear. The Rose gives none. Only whole bonuses count:
- Strength: +1 maximum life per 2, and 1% increased physical damage per 5.
- Dexterity: 1% increased attack damage per 5.
- Intelligence: +1 maximum mana per 2, and 1% increased spell damage per 5.
| Archetype | Strength | Dexterity | Intelligence |
|---|---|---|---|
| The Quarryman | 32 | 14 | 14 |
| The Sellsword | 23 | 23 | 14 |
| The Huntsman | 14 | 32 | 14 |
| The Hedgewitch | 14 | 14 | 32 |
| The Sexton | 14 | 23 | 23 |
| The Penitent | 23 | 14 | 23 |
Gear and skill gems require attributes. A requirement is 5 + 3.6 × a level: a base's level, or the character level a gem's level needs. A weapon asks it all of one attribute, or most of it of each of two (axes Strength; swords Strength and Dexterity; daggers Dexterity and Intelligence; staves Strength and Intelligence; wands Intelligence); armour asks 50% of it in Strength, so a build in another attribute can still wear it; a skill gem asks it all of its attribute, a support gem 40%. So a build in one attribute spends about two thirds of its points meeting its own gem and gear, and a build across two about nine tenths. An item's own attributes don't count toward its own requirement. An item whose requirements aren't met gives nothing. For now the game shows requirements without enforcing them, since a character there has no way to spend attribute points yet; the build planner enforces them.
Levelling
The next level takes 60 × level² experience. Levelling up refills life and mana. Every kill gives its full experience, not a split share, to each living player within 30 tiles, so playing together levels everyone faster.
| Level | Life | Mana | Mana regen /s | XP to next | Total XP |
|---|---|---|---|---|---|
| 1 | 61 | 40 | 0.7 | 60 | 0 |
| 2 | 73 | 46 | 0.8 | 240 | 60 |
| 5 | 109 | 64 | 1.2 | 1,500 | 1,800 |
| 10 | 169 | 94 | 1.7 | 6,000 | 17,100 |
| 20 | 289 | 154 | 2.8 | 24,000 | 148,200 |
| 30 | 409 | 214 | 3.9 | 54,000 | 513,300 |
| 40 | 529 | 274 | 4.9 | 96,000 | 1,232,400 |
| 50 | 649 | 334 | 6 | 150,000 | 2,425,500 |
| 75 | 949 | 484 | 8.7 | 337,500 | 8,269,500 |
| 100 | 1,249 | 634 | 11.4 | – | 19,701,000 |
Flasks
Two flasks, life (key 1) and mana (key 2). Each holds 30 charges; a drink uses 10 and restores 60% of maximum life or mana over 1.5 seconds. Kills within 30 tiles refill both flasks: 1 charge for a normal monster, 2 for magic and 5 for rare.
Death
Dying costs 10% of the experience needed for your next level, never a level. Press Space to get back up at the start of the depth. If the whole party is down, the depth is generated again and everyone starts it over.
Equipment
A character wears 8 items: a weapon, helmet, body armour, gloves, boots, an amulet and two rings, and carries 60 more in the inventory. Everything an item grants adds into your stats, except weapon-local modifiers, which change the weapon itself. Without a weapon you attack for 2–5 at 1.2 attacks per second. See How items work.