The animals belong to their floors. Follow the climb to meet a different roster.
01 · THE ROOTS50 · THE MIDDLE100 · THE CROWN
Current creatures and stats. Colored type badges preview the proposed combat system.
Each species keeps its own image and fixed profile. This roster uses one profile per creature; future recolors are limited to three nearby variants of the same animal.
[02] DAMAGE & COUNTERS
PROPOSED
Ground or Air decides reach. Common, Power or Magic decides resistance.
The preview isolates 100 reference weapon attack against 40 DEF. It excludes body attack, training and active techniques. Air Power disperses spells: ordinary arrows are its explicit counter.
[03] WEAPONS & ARROWS
PROPOSED
16 families. Four grades. 64 distinct weapon drawings, each with upgrades +0 to +20. Open a weapon to compare its four designs side by side.
ARROW PAYLOADS
Every bow accepts every payload. Runestring adds 25% impact to arcane arrows. Fire starts with a Power hit and adds a separate Magic burn. Same-grade ammo only; one recipe unit is 3A : 1B for ten arrows. Ammo gold pricing is still a balance decision.
[04] POWERS & EFFECTS
PROPOSED
A technique rewards timing. A known weakness rewards preparation.
Effects start on a landed hit. Damage over time uses the attacker's snapshotted attack, not the monster's maximum HP. New effects tick from the next enemy phase; reapplying refreshes duration without stacking immediate ticks.
Most techniques recharge after three subsequent paid combat actions; stun takes four. An immune target stays immune. One hard-control effect per hit. Upgrading a weapon does not extend its stun.
[05] DISTANCE & DEFENSE
PROPOSED
CREATE AN OPENING
Ground pursues one step; Air pursues two. A push delays pursuit for this phase, giving the next player action an opening. A bow shot or escape attempt still costs an action.
Escape: clamp(10%,90%,35% + 10% × gap + 5% × speed difference). Failure consumes the action and allows a counter.
SHIELD ABSORPTION
At least 25% of a landed hit reaches HP. Only the shield's absorbed share wears its endurance. A dodge or stun prevents the hit altogether.
[06] THE FORGE
PROPOSED
Floor, character level and weapon upgrade level are separate values.
Uses the family selected in the matchup lab. Family factors apply to the weapon contribution, not the whole character.
ALL 21 LEVELS · NEUTRAL REFERENCE
Cards show owned / needed materials and gold on hover, focus or tap. “Upgrade in the Forge” takes the player to the Forge, where one transaction deducts the cost. These wiki recipes are previews; no game inventory is changed.
[07] SHARED WARDENS
PROPOSED
One health bar that keeps healing. Actual attacks, at the same time.
Illustrative encounter: 4,500 HP, 300 HP/s healing, 10 DPS per player at 100% efficiency, 30 seconds of usable energy. These are not Floor 100 stats.
Smart counters and good coordination let a smaller group win. Keep that advantage. Use fixed healing targets rather than scaling the boss to cancel better equipment. Replace milestone pledges with accepted real attacks.
[08] CREATURE LOOT & HUNT SETTINGS
PROPOSED LOOT
All 425 hunt creatures, all 100 floors. Every percentage is the chance after defeating the selected creature and specimen.
Materials: four independent rolls, so several grades can drop together. Weapons: one roll, at most one weapon. “No weapon” is the rest of that roll. These are new design settings, not the current game's loot rates.
RARITY FORMULAS, CARRIERS & DEEP-HUNT BONUSES
Deep hunts exist from Floor 4. They exclude frail/feeble prey, cost 2 entry energy, add 20% enemy ATK and +1 speed, and favor tougher specimens. Normal encounter selection also depends on the player; the displayed authored spawn share is not a promise of personal encounter odds. Wardens use shared encounter rewards and are excluded from per-creature hunt rolls.
[09] EVERY WEAPON'S STARTING SETTINGS
PROPOSED
A bought weapon arrives prepared. A monster's weapon arrives damaged. Craft a weapon in the Forge to enter a new grade without waiting for an item drop. All 64 variants have explicit source, starting level and condition settings.
Legendary shop weapon: +6, full endurance, shop unlock at Floor 84. Legendary monster drop: +0, 10% endurance. It can be found from Floor 50, but its Floor 76 equipment gate still protects progression. Forge crafting is available at Floor 76: +0, full endurance, paid in gold and materials.
Forge crafting starts at +0 with full endurance on Floors 1/26/51/76. It consumes the base gold and paired materials shown for that weapon. This is the reliable grade-transition route before higher-level shop stock unlocks. Shop gold includes the grade's base acquisition and every upgrade through the delivered level, with the family's premium applied to each charge. Materials are included in the purchased weapon; later upgrades use materials. Attack columns show full-condition weapon bonus. Damaged drops need repair; their current endurance is shown separately from maximum.
Drop grade probabilities come from the creature loot table. Within a grade, Air favors bows, Ground Magic favors staves and Ground Power favors blades at 3× family weight; Ground Common uses weight 1. Individual weapon chance = that creature's grade chance × family weight / total eligible family weight. Equal rank is not equal power across rarities.
[10] DESIGN NOTES
CURRENT GAME → PROPOSED EXPANSION
The current 425 creatures remain in their authored environments. This page's floor slider changes the roster, names, lore, images and current stats.
The combat proposal separates movement from defensive affinity, adds distinct weapon techniques and replaces complete Shield wall protection with partial absorption.
Existing creature images have one profile each. Any future same-animal recolors must stay in nearby floors and use at most three profiles. Do not create a universal animal reskin for every type.
PROGRESSION STAYS EXPONENTIAL
Retain PILLAR 1.3, income growth 1.25, character cap 30, 100 floors and the ten energy gear bands. New weapon upgrades replace honing; never multiply both systems.
Neutral weapon attack follows the existing reference at every floor. Material Q grows by 1.18 per upgrade before rounding; gold follows 1.3 per floor gate. Family premiums and abilities still need simulation.
Unequal routes and good preparation are intentional advantages. Mining is a separate project.