01

There is only one weapon type

Swords are the only weapon in the game, running from the Worn Sword up to the Mistril Sword and Dragon-Forged Sword. They come from Blacksmithing, from the mines, from Mimics, and from shops. If a guide offers you a “best weapon class”, it is describing a different game.

02

Five armour slots, defence 0 to 11

You start in cloth armour and can equip a helmet, a chestpiece, pants or legplates, shoes or greaves, and a ring or wristband. Each piece carries a defence rating between 0 and 11, and defence reduces damage taken. Filling all five slots with modest gear beats one excellent piece and four empty slots.

03

Infusions

Weapons and armour can carry infusions, rolled at a base 15% chance that rises to 20% with certain perks.

TypeInfusionEffect
WeaponSharp+1 Attack
WeaponLeechingHeals 1 HP per hit
ArmourFortifiedBonus health
ArmourHastyBonus speed
ArmourTirelessBonus stamina
04

The four perks that change a run

Guardian’s Shield reflects the first hit you take once per day. True Strike enables critical hits for double damage. Jump Attack lets a mid-air attack damage everything in a radius. Well Armed allows biome-unique equipment to drop from treasure chests.

05

Fainting is a time cost, not a loot cost

If your health reaches zero you faint and wake at the Clinic. You do not lose items or Tesserae — but the day ends immediately. That makes the correct response to a bad run “leave at the next elevator”, not “push on and hope”.

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Primary sources

Checked against these public pages. Official sources define confirmed features and status; community sources are labelled as such and used for game data that the developer does not publish directly.