Overview
Arcanox is a top-down action-RPG dungeon crawler. Pick a class, slay monsters in the wilds and the endless dungeon, collect ever-better loot, grow a passive skill forest, and descend deeper to fight bosses every five floors.
Goal
Descend The Descent as deep as you can. Each 5th floor is a boss. There is no fixed ending — depth scales forever.
Loop
Fight → loot → return to town → sell, upgrade, reforge & socket gear → spend skill & ability points → dive deeper.
Classes
Warrior, Mage, Rogue. Each has unique base stats, growth, damage multipliers, and its own roster of unlockable active skills.
sanctuary.html + game.js build). All numbers are taken directly
from the game's data tables and combat formulas. Where the engine clamps or caps a value, the cap is
noted. See the Version History for what changed in each release.Controls & Keybinds
Mouse
| Input | Action |
|---|---|
| Left click | Move to point. Click a monster to attack it (auto-walks into range). |
| Hold left | Continuous move / attack toward the cursor. |
| Right click | Cast the ability in your RMB action-bar slot at the cursor. |
| Hold right | Keep casting the RMB ability (if it isn't a melee attack and you have mana). |
| Mouse wheel | Zoom camera in/out (28–72 range). Disabled while a panel or modal is open. |
Default keys
All of these are rebindable in Settings → Controls. Keys 1–4 now cast the four keyed slots of your action bar. Binds use the physical key code, so the layout is AZERTY/QWERTZ-safe; older saves are migrated forward automatically.
| Key | Action |
|---|---|
| I / B | Inventory |
| K | Skill Forest (passive tree) |
| T | Return to Town |
| E | Interact (portals, NPCs, waypoint, cauldron) |
| Space | Drink Health Potion (also cleanses one DoT) |
| Q | Drink Mana Potion |
| G | Waypoint Map (fast travel) |
| M | Toggle Sound |
| H / ? | Help |
| ` / ~ | Debug overlay (FPS, draws, entity counts) |
| 1–4 | Cast action-bar ability slots 1–4 (left/right click fire the LMB & RMB slots) |
| Esc | Close / cancel the open panel or modal |
Classes
Your class sets your starting attributes, your per-level growth, a damage multiplier, and the set of active skills that unlock as you level. All four classes share the same passive Skill Forest — each starts in its own sector.
| Class | Playstyle | STR | DEX | VIT | ENG | HP / lvl | MP / lvl | DMG / lvl | Multiplier |
|---|---|---|---|---|---|---|---|---|---|
| Warrior | Brawler — high life, strong melee. | 18 | 10 | 16 | 6 | +24 | +5 | +4 | ×1.15 melee |
| Mage | Glass cannon — spells hit hard, low life. | 8 | 10 | 10 | 20 | +14 | +12 | +2 | ×1.30 spell |
| Rogue | Swift — crit & speed, throws daggers. | 12 | 20 | 11 | 9 | +18 | +7 | +3 | +8% crit |
| Barbarian v50 | Fury incarnate — fast heavy melee, bleeds & shockwaves. | 20 | 12 | 14 | 4 | +22 | +4 | +5 | ×1.10 melee · +4% crit |
All characters start at Level 1 with base HP 100 / MP 50 / DMG 10,
4 health potions, 2 mana potions, and 0 gold.
Free starting kit (level 1)
Every class owns Strike plus its level-1 ability for free. Every other active is unlocked by spending an ability point once you reach its class level — see Active Skills.
| Class | Owns at level 1 |
|---|---|
| Warrior | Strike, Cleave |
| Mage | Strike, Fireball |
| Rogue | Strike, Multishot |
| Barbarian | Strike, Rend |
Stats & Attributes
The four attributes
| Attribute | Per point | Notes |
|---|---|---|
| Strength (STR) | +0.5 Damage | Raw weapon power. |
| Dexterity (DEX) | +0.1% Crit Chance & faster attacks | Lowers attack interval by 1.2 ms per point. |
| Vitality (VIT) | +4 Life, +0.3 Life/sec regen | Applied before % Life multipliers. Regen (new in v46) only ticks while below max. |
| Energy (ENG) | +3 Mana, +0.2 Mana/sec regen | Larger mana pool for casters; the regen (new in v46) adds to your base mana regen. |
How your sheet is computed
On every gear/level/forest change the engine recomputes derived stats roughly like this:
"base" values grow each level by your class's HP/MP/DMG growth. The melee/spell multipliers (see Combat) are applied at the moment of the hit, not baked into the Damage number shown on your sheet.
Leveling & XP
| Property | Value |
|---|---|
| XP to reach Level 2 | 30 |
| XP curve | Each level's requirement = previous × 1.45 (rounded) |
| On level up | HP/MP/DMG grow by class amount; +2 skill points; full heal & mana |
| Active skill unlocks | Granted automatically at class-specific levels (see Active Skills) |
Combat & Damage
Dealing damage
A melee hit rolls player.dmg × meleeMult × skillMult + rand(-3,3). Spells use
spellMult instead. The multipliers come from your class and passives:
Critical hits
| Property | Value |
|---|---|
| Base crit chance | 5% + DEX×0.1% + bonuses, capped at 90% |
| Crit multiplier | ×2 normally; ×3 with a "triple-crit" effect, plus any +% Crit Damage |
Taking damage (mitigation)
Incoming damage runs a fixed gauntlet — a Dodge roll can avoid it outright, then Armor, flat Damage Reduction, elemental Resists, War Cry and a Mana Shield each chip away at what's left:
v49 Resists are applied as element-specific + All-Resist, hard-capped at 75% — the same cap covers both direct hits and damage-over-time (Bleed is physical and therefore unresisted).
| Armor | Reduction |
|---|---|
| 20 | 33% |
| 40 | 50% |
| 80 | 67% |
| 120 + | 75% (cap) |
Attack & movement speed
Leech, Life on Hit & Thorns
- Life Leech — heals you for a % of damage you deal.
- Mana Leech — restores mana for a % of damage you deal.
- Life on Hit v49 — restores a flat amount of Life every time you land a hit, regardless of the damage dealt (great for fast, many-hit skills).
- Thorns — reflects a flat amount back to melee attackers when they hit you.
Status Effects
On-hit effects from skills and affixes apply timed statuses. Damage-over-time (DoT) statuses deal a share of the triggering hit each second. The same status can stack up to 3 times; re-applying refreshes the duration.
| Status | Duration | Effect |
|---|---|---|
| Burn | 2.2 s | DoT: 30% of the hit per second. |
| Bleed | 3.0 s | DoT: 25% of the hit per second. |
| Poison | 2.6 s | DoT: 22% of the hit per second, ramping up to ×3 the longer it lingers. |
| Chill | 1.6 s | Slows the target's movement (~×0.5 speed). Many frost skills also apply a separate slow. |
| Stun | 0.8 s | Cannot move or attack. |
Active Skills
v49 Actives now run off a 6-slot action bar and are unlocked by spending ability points — you earn 1 ability point per level (from level 2). Reach an ability's class level, spend a point, and it's yours; that same pool also buys nodes in each skill's rune tree. Strike and each class's level-1 ability are free.
Most skills rank up to 5. A skill's effective rank rises with its Empower rune node and
with +to All Skills bonuses — both boost the damage and effect of the skill.
v47 Hovering a slot shows a live tooltip — current damage, mana cost, cooldown, on-hit effect and any allocated runes — computed from the same coefficient table the skill actually fires with, so the numbers never drift.
Unlock levels by class
| Class | Skill : Level unlocked |
|---|---|
| Warrior | Strike 1, Cleave 1, Ground Slam 3, Charge 5, Whirlwind 6, War Cry 9, Leap 10, Second Wind 12 |
| Mage | Strike 1, Fireball 1, Frost 2, Frost Nova 4, Arcane Orb 4, Nova 6, Blink 8, Chain Lightning 10, Blizzard 13, Meteor 14 |
| Rogue | Strike 1, Multishot 1, Shadow Step 5, Volley 6, Fan of Knives 7, Blink 8, Teleport Storm 9, Second Wind 12 |
All active skills
Cost = mana · CD = cooldown · "On-hit" = the status it inflicts.
| Skill | Type | Cost | CD | On-hit | Effect |
|---|---|---|---|---|---|
| Strike | Melee | 0 | — | — | Basic melee attack (everyone has it). |
| Cleave | Melee | 6 | 0.5s | — | Sweeping hit to all foes in a frontal arc. |
| Whirlwind | Melee | 14 | 0.9s | — | Spin, striking all nearby foes. |
| Leap | Melee | 12 | 1.2s | — | Leap to the cursor, slamming foes on landing. |
| Ground Slam | Melee | 14 | 1.4s | — | Smash a cone — damage, knockback and slow. |
| Charge | Melee | 12 | 1.6s | — | Rush to the cursor, damaging & slowing foes you crash into. |
| War Cry | Buff | 16 | 9.0s | — | For 8 s: more melee damage and less damage taken. |
| Multishot | Ranged | 6 | 0.45s | Poison | Three venom-tipped daggers in a spread. |
| Volley | Ranged | 10 | 0.7s | Bleed | A fan of five daggers that make foes bleed. |
| Fan of Knives | Ranged | 16 | 1.2s | Bleed | Hurl daggers in every direction. |
| Shadow Step | Melee | 12 | 1.1s | — | Blink to the nearest foe and strike for a guaranteed crit. |
| Blink | Mobility | 8 | 1.0s | — | Teleport a short distance toward the cursor. |
| Teleport Storm | Mobility | 18 | 1.6s | — | Blink to the cursor, blasting foes at both ends (lightning). |
| Fireball | Fire | 8 | 0.6s | Burn | Hurls a bolt of fire. |
| Frost | Cold | 12 | 1.1s | Chill | Cold bolt that slows. |
| Frost Nova | Cold | 16 | 1.5s | Chill | Freezing burst: damages & slows nearby foes. |
| Nova | Fire | 20 | 2.6s | Burn | Ring of fire bolts in all directions. |
| Chain Lightning | Lightning | 18 | 1.4s | — | Bolt that leaps between foes (2 + jumps). |
| Meteor | Fire | 24 | 2.4s | Burn | Calls a meteor at the cursor — heavy fire AoE. |
| Arcane Orb | Fire | 16 | 0.9s | — | Slow, heavy orb that pierces up to 3 foes. |
| Blizzard | Cold | 26 | 3.0s | Chill | A storm of ice over several seconds. |
| Second Wind | Heal | 0 | 6.0s | — | Spend all mana to heal for a share of it. |
The action bar & loadout v49
Six slots, assigned from the Abilities tab of the Skills panel (K):
| Slot | Fires on | Holds |
|---|---|---|
| 1 | LMB | Strike — your basic attack. Locked; can't be reassigned. |
| 2 | RMB | Any unlocked ability. This is also your "selected skill" — it receives the Active Skill Damage affix bonus, and hold-RMB repeats it. |
| 3–6 | 1–4 | Any unlocked abilities. |
Each slot shows its key, icon, mana cost, current rank (R#) and a sweeping
cooldown wipe. The XP bar and level badge now live inside the action bar itself.
Rune trees v49
Every active except Strike has its own small rune tree (21 trees in all). You spend the same ability points here as on unlocks, and a tree is refundable in full at any time, for free. All trees share one shape, growing from an Empower root:
| Node | Type | Max | Cost | Effect |
|---|---|---|---|---|
| Empower | minor · root | 5 | 1 | +7% skill damage per rank. |
| Quicken | minor | 3 | 1 | −5% cooldown per rank. |
| Focus | minor | 3 | 1 | −8% mana cost per rank. |
| Extra Bolt / Arc Splitter | minor | 2 | 2 | +1 projectile / +1 chain jump (multi-projectile & chain skills only). |
| Shape ×3 | notable · pick 1 | 1 | 2 | Three mutually-exclusive behaviours (below). |
| Keystone | keystone | 1 | 3 | One big finisher — Seeker (homing, +15% dmg), Mastery (−20% cd, +20% dmg) or Devastate (+40% dmg). |
Node level-gates and the shape options depend on the skill's archetype (projectile, multi-projectile, chain, area or utility). The exclusive shape notables let a skill fork, pierce, explode on impact, chill, knock back, echo (cast a second time), linger, and more. Examples:
- Fireball (projectile): Volatile (explode on impact), Splinter (fork in two) or Impale (pierce everything) at Lv 3; keystone Seeker (homing, +15% dmg) at Lv 5.
- Chain Lightning (chain): Arc Splitter (+1 jump) at Lv 8; Wide Arc, Echo Strike (cast twice) or Overload (+25% dmg) at Lv 10; keystone Devastate (+40% dmg) at Lv 12.
- Whirlwind (area): Wide Reach, Echo Strike or Overpower (+25% dmg) at Lv 7; keystone Devastate (+40% dmg) at Lv 9.
Allocation mirrors the Forest: you must already own an adjacent node (every path roots at Empower), meet the node's level requirement, and only one node of an exclusive group can be taken. These rune level-gates are separate from the ability's class unlock level.
Skill Forest (Passives)
Press K to open the Skills panel and switch to the Passive Forest tab v49 (its sibling tab is Abilities). The Forest is a connected web of passive nodes: you start on your class's start node and spend 2 skill points per level (a pool separate from ability points), allocating any node adjacent to one you already own. Nodes come in four kinds:
| Node | Role |
|---|---|
| Minor | Small stat bumps (a few STR / VIT / DMG / Armor / Crit etc.). |
| Notable | A meaningful cluster of bonuses with a name. |
| Keystone | Build-defining power, often with a downside. |
| Start | Your class's entry point into the web. |
Three sectors
The tree radiates into Strength, Dexterity and Intelligence wings. Each holds a notable and a sector keystone:
| Sector | Notable | Keystone |
|---|---|---|
| Strength (Warrior start) | Battle Hardened — +14 STR, +8% Life, +8% Melee | Juggernaut — +25% Armor, +15% Life |
| Dexterity (Rogue start) | Precision — +14 DEX, +6 Crit | Deadeye — +14 Crit, +1 Pierce |
| Intelligence (Mage start) | Spell Weaver — +14 ENG, +12% Spell, +20 Mana | Archmage — +1 All Skills, +20% Spell |
Outer keystones & cross-sector notables
| Keystone | Effect |
|---|---|
| Titan | +35% Life, +25% Armor, −12% Move Speed |
| Bloodthirst | +15% Life Leech, +12% Melee |
| Executioner | +12 Crit, triple-crit damage, +1 Pierce |
| Tempo | +30% Attack Speed (Haste), +15% Move Speed |
| Spell Echo | Spells cast a second time, +12% Spell |
| Glass Cannon | +55% Damage, −40% Life |
| Chain Reaction | Death Nova 0.9 — slain foes erupt for 90% of your damage |
| Aegis | Mana Shield 0.4 (absorb 40% of hits with mana), +50 Mana |
| Frostbite | Chill Aura (slows nearby foes), +8% Spell, +8 ENG |
Cross-sector notables: Warmonger (+10% Melee & Spell, +4 Crit), Trickster (+10 DEX/ENG, +3 Crit), Bulwark (+10 STR/VIT, +8 Armor).
Special Effects
These come from unique items, set bonuses, and Forest keystones. They stack from all sources.
| Effect | What it does |
|---|---|
| Life / Mana Leech | Recover Life/Mana equal to a % of damage dealt. |
| Thorns | Reflect a flat amount to melee attackers. |
| +to All Skills | Raises the effective rank of every skill (more damage & bigger effects). |
| Triple Crit | Critical hits deal ×3 instead of ×2. |
| Pierce | Physical/poison projectiles pass through additional enemies. |
| Death Nova | Slain foes explode, dealing a % of your damage to nearby enemies. |
| Mana Shield | Absorb a share of incoming hits using Mana before Life. |
| Haste | Increases attack speed (shortens the attack interval). |
| Chill Aura | Continuously slows enemies within ~14 units. |
| Spell Echo | Spell-type skills are cast a second time automatically. |
| Move Speed | Faster movement (total movement bonus capped at +75%). |
| Burn / Bleed on Hit | % chance per hit to apply the matching DoT. |
| Resists | Reduce Fire / Cold / Poison / Lightning (or All) damage taken, capped 75% each. |
| Magic Find v49 | Improves the odds of higher-rarity drops (adds to Loot Luck). |
| Gold Find v49 | Multiplies the gold monsters drop. |
| Dodge v49 | Chance to take 0 damage from a hit — capped at 60%. |
| Damage Reduction v49 | Flat % less damage taken, applied after Armor — capped at 50%. |
| Cooldown Reduction v49 | Shortens every skill's cooldown — capped at 50%. |
| Life on Hit v49 | Restores flat Life each time you land a hit. |
Items & Rarity
Equipment slots (7)
⚔️ Weapon · 🪖 Helm · 🛡️ Armor · 🧤 Gloves · 🥾 Boots · 💍 Ring · 📿 Amulet. Weapons grant base Damage; armor pieces grant base Armor; rings and amulets have no base stat (their power is entirely in affixes & effects).
v49 Items can also roll sockets that hold gems — up to 3 on weapons & armor, 2 on helm / gloves / boots, 1 on rings & amulets. A gem's bonus depends on the slot it sits in (see Gems & Sockets).
Rarities
Higher rarity multiplies an item's base stat and every rolled affix, and grants more affixes.
| Rarity | Power × | Affixes | Base drop % | Upgrade cap |
|---|---|---|---|---|
| Common | 1.00× | 0 | 40% | +5 |
| Magic | 1.18× | 1–2 | 33% | +6 |
| Rare | 1.40× | 3–5 | 19% | +8 |
| Set | 1.55× | 2–3 | 6% | +8 |
| Unique | 1.70× | fixed | 2% | +10 |
Base stat & item level
An item's power scales with its item level (ilvl), which is set when it drops:
Affixes
Affixes are the random modifiers on magic/rare/set gear. Roll ranges grow with item level (il);
higher rarity then multiplies the rolled value. The table shows the raw roll range before the rarity multiplier.
| Affix | Roll range |
|---|---|
| Damage | 2 … 4 + il×1.1 |
| Life | 8 … 18 + il×2 |
| Mana | 5 … 10 + il×1.4 |
| Armor | 2 … 5 + il×1.2 |
| Strength / Dexterity / Vitality / Energy | 1 … 2 + il×0.4 |
| All Attributes | 1 … 1 + il×0.25 |
| Crit Chance % | 2 … 5 |
| Attack Speed % | 3 … 7 |
| Move Speed % | 3 … 8 |
| Crit Damage % | 8 … 15 + il×1.0 |
| Life Leech % | 1 … 3 |
| Mana Leech % | 1 … 3 |
| Life & Mana Leech % | 1 … 2 (both) |
| Thorns | 2 … 5 + il×0.6 |
| Fire / Cold / Poison / Lightning Resist % | 4 … 9 + il×0.4 |
| All Resist % | 2 … 4 + il×0.25 |
| % Burn on Hit | 8 … 16 + il×0.3 |
| % Bleed on Hit | 8 … 16 + il×0.3 |
| + to Skills v46 | 1 … 1 + il×0.08 |
| Skill Damage % v46 | 5 … 9 + il×0.3 |
| Active Skill Dmg % v46 | 8 … 14 + il×0.4 |
| Fire / Cold / Lightning / Poison Damage % v46 | 6 … 12 + il×0.4 |
| Health Regen /s v46 | 2 … 4 + il×0.5 |
| Mana Regen /s v46 | 1 … 2 + il×0.4 |
| Magic Find % v49 | 5 … 10 + il×0.3 |
| Gold Find % v49 | 6 … 12 + il×0.4 |
| Dodge % v49 | 2 … 4 + il×0.15 |
| Damage Reduction % v49 | 2 … 4 + il×0.15 |
| Cooldown Reduction % v49 | 3 … 6 + il×0.2 |
| Life on Hit v49 | 2 … 4 + il×0.5 |
Unique Items
Uniques (✦) have hand-tuned affixes and a signature effect. Their base stat still scales a little with ilvl. There are 16:
| Name | Slot | Affixes | Signature effect |
|---|---|---|---|
| Bloodfang | Weapon | +12 Dmg, +8 Crit | Heals 12% of melee/spell damage dealt. |
| Worldcleaver | Weapon | +14 Dmg, +8 STR | Attacks pierce 2 additional enemies. |
| Stormcaller | Weapon | +10 Dmg, +8 Atk Spd | +15% attack speed. |
| Thornmail | Armor | +18 Armor, +10 VIT | Reflects 14 damage to melee attackers. |
| Aegis Eternal | Armor | +20 Armor, +12 All Res, +12 VIT | Reflects 12 damage to melee attackers. |
| Crown of the Archmage | Helm | +12 ENG, +30 Mana | +1 to all skill ranks. |
| Visage of Spite | Helm | +8 VIT, +8 Armor | Reflects 18 damage to melee attackers. |
| Diadem of Ruin | Helm | +10 ENG, +30 Crit Dmg | Critical hits deal 3× damage. |
| Gauntlets of Wrath | Gloves | +10 Dmg, +8 STR | Heals 5% of damage dealt. |
| Graspers of Greed | Gloves | +8 Dmg, +2 Life&Mana Leech | Heals 6% of damage dealt. |
| Windstep Greaves | Boots | +10 DEX | +25% movement speed. |
| Phantom Striders | Boots | +8 DEX, +10 Move Spd | +20% movement speed. |
| Reaper's Eye | Amulet | +10 Crit, +8 Dmg | Critical hits deal 3× damage. |
| Heart of the Mountain | Amulet | +14 VIT, +10 All Res | Reflects 16 damage to melee attackers. |
| Band of Leeching | Ring | +20 Life, +4 Dmg | Heals 6% of damage dealt. |
| Cinder Coil | Ring | +6 Dmg, +6 Crit | Slain foes erupt for 50% of your damage. |
Item Sets
Set pieces (green) grant escalating bonuses as you equip more of the same set. Each set has 4 pieces; collect them for the full payoff.
Warden's Vigil
Helm · Armor · Gloves · Boots
- 2 pc: +15 VIT, +12 Armor
- 3 pc: +12 STR, +40 Life
- 4 pc: +30 VIT, +30 Armor, Thorns 12
Conjurer's Regalia
Helm · Armor · Amulet · Ring
- 2 pc: +18 ENG, +30 Mana
- 3 pc: +30 ENG
- 4 pc: +60 Mana, +1 All Skills
Shadowdancer
Weapon · Gloves · Boots · Ring
- 2 pc: +15 DEX, +6 Crit
- 3 pc: +14 Damage
- 4 pc: +12 Crit, triple-crit damage
Emberwalker
Weapon · Helm · Gloves · Boots
- 2 pc: +8 Atk Spd, +5 Crit
- 3 pc: +16 Damage
- 4 pc: +25% Burn on Hit, +12% Haste
Upgrading, Enchanting & Gems
Town craftsmen work on your gear, gems & potions. The Smith and Alchemist are in every town; the Enchanter appears in the main towns; the Jeweler is exclusive to Emberhold. Crafting spends two currencies — Gold and v49 Dust ✦.
The Smith — Upgrade · Reforge · Salvage · Socket v49
The Smith now works across four tabs (its old potion upgrades moved to the Alchemist in v47):
| Tab | What it does | Cost |
|---|---|---|
| Upgrade | +8% to all of an item's stats per level, up to the rarity cap (Common +5 … Unique +10). | round(itemScore × (1+level) × 0.5) + 15 gold |
| Reforge | Re-rolls an item's base stat and its whole affix set and renames it, with a 15% chance to bump one rarity tier first (up to Rare). Common / Magic / Rare only — Set & Unique are hand-tuned and excluded. | 4 + rarityTier×4 Dust + round(itemScore×0.15)+15 gold |
| Salvage | Breaks an inventory item down into Dust (no gold). Equipped gear can't be salvaged; Rare+ asks to confirm. | — (yields dustValue) |
| Socket | Adds one empty socket, up to the slot's max (weapon/armor 3, helm/gloves/boots 2, ring/amulet 1). | 6 + rarityTier×4 Dust + round(itemScore×0.2)+20 gold |
Reforge Dust cost by rarity: Common 8 · Magic 12 · Rare 16. The Smith's old random single-affix re-roll was removed in v46 — chosen enchanting lives with the Enchanter below.
Gems & Sockets v49
Gems drop from monsters — especially Champions & Treasure Goblins — into a gem pouch, then slot into an item's sockets. A gem's bonus is slot-dependent: the same gem grants one stat in a weapon, another in armor, and another in jewelry.
| Gem | In a weapon | In armor | In a ring / amulet |
|---|---|---|---|
| Ruby | Fire Damage % | Life | Strength |
| Sapphire | Cold Damage % | Mana | All Resist |
| Topaz | Lightning Damage % | Lightning Resist | Energy |
| Emerald | Poison Damage % | Dexterity | Poison Resist |
| Amethyst | Damage | Armor | Vitality |
| Diamond | Crit Damage % | All Resist | Crit Chance % |
| Onyx | Crit Chance % | Thorns | Crit Damage % |
"Armor" covers helm, chest, gloves & boots. Each gem has five quality tiers — Chipped → Flawed → (plain) → Flawless → Perfect — and the bonus grows with quality. Gem bonuses are flat (they aren't multiplied by an item's upgrade level).
- View every gem you hold — and its per-slot stats — in the inventory's Gems tab. Gems stack with no limit and never take up backpack space.
- Get sockets at the Smith (Socket tab), or roll them on a drop.
- Insert / remove gems at the Jeweler — removed gems return to your pouch.
- Combine three gems of one quality into one of the next tier (up to Perfect) at the Jeweler.
The Alchemist — potions v47
A new ⚗️ NPC in every town that permanently improves your potions (these upgrades used to sit on the Smith). Refilling potions is still free at the Cauldron.
| Upgrade | Effect | Cost | Cap |
|---|---|---|---|
| Potion Strength | +5% of max restored per tier (base 40%) | 200 × 2^tier | Tier 8 (→ 80%) |
| Potion Capacity | +2 to how many of each you can carry (base 10) | 150 + (cap−10) × 40 | 30 of each |
The Enchanter — chosen imbue v46
Pick any item, then choose exactly which stat to imbue from a wide pool (Damage, Life, attributes, Crit, Crit Damage, leech, resists, the new skill/elemental/regen affixes, and more). The enchant is stored as a single extra modifier on the item (marked ✦); re-enchanting overwrites the previous one, so an item only ever carries one chosen enchant.
The chosen enchant is deliberately excluded from an item's sell/buy value, so re-imbuing doesn't inflate prices.
The Jeweler — accessories & gems v46
Emberhold-only. The Jeweler sells fresh rings & amulets and will re-roll all affixes at once on any ring or amulet you own (rolling fresh values for every existing affix). Same cost formula as an enchant:
v49 The Jeweler is also your gem bench: insert gems into sockets, remove them back to your pouch, and combine three same-quality gems into one of the next tier.
"itemScore" weighs base stat, each affix, special effects (+40) and set membership (+15), scaled by upgrade level — it's also what drives sell/buy prices.
Economy & Town Services
Gold & Dust
Gold drops from monsters (more from elites and bosses, and deeper floors). Spend it at the Merchant (buy & sell gear), the Smith (upgrade, reforge, sockets), the Alchemist (potion upgrades), the Enchanter / Jeweler, and the Gambler. v47 Vendors no longer sell potions — refill free at the Cauldron.
v49 Dust ✦ is the crafting currency, earned by salvaging gear at the Smith and from bulk-selling junk. It pays (alongside gold) for Reforging and adding sockets; per-rarity Dust values are listed under crafting.
The Merchant
| Action | Price |
|---|---|
| Sell an item | max(2, round(itemScore × 0.5)) g |
| Buy an item | round(sellValue × 3) + 8 g |
| Restock wares | 40 + Level × 8 g (re-rolls the 6 items on offer) |
| Sell Junk | Bulk-sells all Common & Magic items in your bag — for gold and Dust ✦. v49 |
| Sell All | Sells your entire backpack for gold and Dust ✦ — asks for confirmation (includes rare/set/unique). v49 |
The Merchant restocks 6 items near your level whenever you enter town.
Town services & where to find them v46
Each town hosts a different roster of NPCs. The starter town has the essentials; the unlockable Emberhold gathers the full set, including the Jeweler and a Premium Vendor.
| Service | What it does | Found in |
|---|---|---|
| Merchant | Buy & sell gear; restock; Sell Junk / Sell All. v47 No longer sells potions. | All towns |
| Smith v49 | Upgrade · Reforge · Salvage (→ Dust) · add Sockets. | All towns |
| Alchemist v47 | Improve potion strength & capacity. | All towns |
| Stash | Shared storage (80 slots, 8-column grid) plus a buy-slots option. | All towns |
| Cauldron | Fully restores your HP and mana and refills both potion types — for free. | All towns |
| Waypoint | Fast travel between unlocked areas (G). | All towns |
| Enchanter | Imbue one chosen stat onto any item (overwrites). | Aldermere, Highreach, Emberhold |
| Gambler | Buy an unidentified random item near your level (a chance at any rarity). | Highreach, Emberhold |
| Jeweler v49 | Sells rings & amulets; re-rolls accessory affixes; insert / remove / combine gems. | Emberhold |
| Premium Vendor | Higher-tier wares: bigger item levels and boosted quality. | Emberhold |
The Gambler
Pay gold for a surprise item — you don't see it until it's bought. Item level and odds improve in higher-tier towns:
Loot Filter v46
Set in Settings → Loot. Toggle which rarities and slots you care about, and a minimum item level. Anything that fails the filter is auto-salvaged the instant you walk over it — converted to its sell value in gold v49 plus Dust ✦, never destroyed, never cluttering your bag.
- Unchecked rarity or slot → salvaged on pickup for gold + Dust.
- Item level below your minimum → salvaged… except Set and Unique items, which always bypass the minimum-level rule so you never lose them.
- Gold, potions and gems are always picked up regardless of the filter.
Potions
- Health potions also cleanse one DoT (Burn / Bleed / Poison).
- The town Cauldron fully heals your HP, restores your mana, and refills both potion types — for free.
- You carry up to
potionCapof each (base 10, up to 30 via the Alchemist). - Potions and gold are also dropped directly by monsters.
Zones & Travel
v49 The wilderness is three separate, portal-linked biome maps — no longer one open world. Each is its own bounded arena you enter through a portal; from inside a biome you can step to the next or previous biome, into its adjoining town, down the cave into the endless dungeon, or open the Waypoint (fast travel, G). A town joins your waypoint network once you've physically reached it at least once.
The wild biomes v49
Each biome is rebuilt fresh on entry (radius ~150) and paired with one town. They form a chain — Greenwilds → Frostfen → Ashlands — and a biome's level fixes the difficulty of the monsters spawned in it.
| Biome | Level | Adjoining town | Portals to |
|---|---|---|---|
| Greenwilds | 1 | Aldermere | → Frostfen |
| Frostfen | 7 | Highreach | ← Greenwilds · → Ashlands |
| Ashlands | 14 | Emberhold | ← Frostfen |
Towns & the dungeon
| Area | Type | How you reach it |
|---|---|---|
| Aldermere | Town (tier 0) | Home hub, paired with Greenwilds. Merchant, Smith, Alchemist, Stash, Cauldron, Waypoint. Known from the start. |
| Highreach | Town (tier 1) | Paired with Frostfen. Adds the Gambler & premium wares. |
| Emberhold | Town (tier 2) | Paired with Ashlands — so reaching it means breaching the Depth-10 gate first. Full NPC roster incl. Jeweler & Premium Vendor. |
| The Descent | Dungeon | Cave portal in any wild biome. v49 A rectangular KayKit stone hall (no longer a circular arena). Endless; depth scales forever; boss every 5th floor. |
Finding towns & fast travel
- Stepping into a town portal travels there and discovers that town. Discovered towns then appear in the Waypoint network for instant fast travel; undiscovered ones show as "— undiscovered" until you find them.
- Entering a biome auto-discovers its adjoining town, so the chain of biomes naturally reveals the chain of towns.
- Depth selector v47: from the Waypoint you can jump to any dungeon depth you've already reached (1 … your deepest), not just Depth 1 or your deepest checkpoint.
Difficulty & Scaling
Difficulty tiers v50
Cycled on the HUD or in Settings. Tiers change mechanics, not just multipliers, and are earned: each unlocks once your hero reaches its required Descent depth (on the main menu, your deepest saved hero counts). Loading a hero that hasn't earned the current tier clamps it down.
| Difficulty | HP × | Damage × | XP × | Elite affixes | Spawn density | Extra resist | Unlock depth |
|---|---|---|---|---|---|---|---|
| Normal | 1.0 | 1.0 | 1.0 | 1 | ×1.0 | — | — |
| Hard | 1.6 | 1.4 | 1.3 | 1 | ×1.15 | +5% | 8 |
| Hell | 2.6 | 2.0 | 1.8 | 2 | ×1.3 | +10% | 20 |
| Inferno | 4.0 | 3.0 | 2.5 | 3 | ×1.5 | +15% | 35 |
Depth scaling (dungeon)
On top of difficulty, dungeon floors ramp with depth d (early floors near-linear, late floors curve up hard):
Wild scaling
v49 regionLevel is the level of the biome map you're in
— 1 (Greenwilds), 7 (Frostfen) or 14 (Ashlands) — fixed on entry, so the deeper into the
biome chain you travel, the harder its monsters hit.
Enemy resistances also deepen with depth (existing resistances grow stronger, floored so nothing becomes fully immune); vulnerabilities are left as-is.
Monsters
Eight base archetypes spawn in the wilds and dungeon (their stats are then scaled by difficulty and depth). Resistance <1× means it takes less of that damage; >1× means it takes more (a vulnerability).
| Monster | HP | Dmg | Speed | XP | Resists / Vulnerabilities |
|---|---|---|---|---|---|
| Fallen | 18 | 5 | fast | 6 | Fire ×0.5 · Frost ×1.25 |
| Zombie | 30 | 6 | slow | 8 | Poison ×0.5 · Fire ×1.25 |
| Shaman (ranged) | 42 | 10 | med | 15 | Frost ×0.5 · Lightning ×1.25 |
| Brute | 95 | 14 | slow | 22 | Fire ×0.5 · Frost ×1.25 |
| Skeleton v47 | 26 | 8 | med | 12 | Poison ×0.25 · Phys ×1.15 · Fire ×1.15 |
| Imp v47 | 16 | 7 | fast | 11 | Fire ×0.4 · Frost ×1.3 |
| Hellhound v47 | 34 | 12 | fast | 18 | Fire ×0.4 · Frost ×1.25 |
| Wraith v47 (ranged) | 30 | 11 | slow | 16 | Phys ×0.6 · Poison ×0.4 · Fire ×1.2 |
The Shaman and the Wraith fire homing orbs from range and keep their distance. Brutes are big, slow, high-HP bruisers. Skeletons shrug off poison but crack to physical and fire; Imps and Hellhounds are fast infernal hunters that resist fire and hate frost.
Where they spawn v47
Each wild biome draws from its own monster pool. The dungeon rolls a random biome each time you enter, and that biome decides both the theme and the monster pool — e.g. Catacombs & Bone Cathedral field Skeletons, Frozen Wastes & The Void send Wraiths, and the Infernal Deep (and the Depth-666 Inferno) is packed with Imps and Hellhounds.
Elemental damage types
Damage is typed as Fire, Frost, Poison, Lightning, or Physical. ("Cold" is treated as Frost.) Match the element to a monster's vulnerability to do more; avoid hitting its resistance.
Elites & Champions
Sometimes a tougher version of a monster spawns, glowing with an aura. Elites are ×3 HP, ×1.6 Damage, ×4 XP and bigger, and carry one or more modifiers. A Champion pack is an elite plus three normal minions.
| Modifier | Effect |
|---|---|
| Swift | ×1.6 movement speed. |
| Mighty | ×1.6 damage. |
| Vile | ×1.6 health. |
| Fiery | Fire-resistant; explodes on death for heavy damage if you're close. |
| Frozen | Frost-resistant; chills you on hit. |
| Arcane | Lightning-resistant; fires arcane projectiles. |
| Toxic v49 | Poison-resistant. |
Named Champions v49
On a floor with a Champion bounty, a single named Champion stalks the level — an elite with a gold nameplate and a name like Gorehowl the Render or Ymira Frostfang. On top of its elite modifier it gains ×2 HP and ×1.25 Damage. Killing it is lavish: 5 items, a big gold purse, 2 potions, and a 50% chance of a gem.
Empowered monsters
From dungeon depth 6+, ordinary monsters have a growing chance (up to 50%) to spawn Empowered: ×1.6 HP, ×1.35 Damage, ×1.12 Speed, ×1.4 XP, and they erupt in a small blast on death.
Treasure Goblins v49
Rarely (≈3% of dungeon waves) a Treasure Goblin appears, wrapped in a golden glow. It's harmless and immediately flees — catch and kill it within ~18 seconds or it escapes and you get nothing. Crack it open for 3–4 items, a heap of gold, and a 60% chance of a gem.
Loot
- Elites always drop an item (best of several rolls) plus gold and often a potion.
- Normal monsters: ~85% gold, ~30% item (rising with depth), ~12% potion.
Dungeon Floor Events v49
Beyond the boss every fifth floor, ordinary dungeon floors now carry their own optional content: a floor bounty, a couple of shrines, and the occasional Treasure Goblin.
Floor Bounties
Every non-boss floor from Depth 2 rolls one bounty, shown on screen. It's a soft objective — the stairs down stay open whether or not you finish it — but completing it pays well.
| Bounty | Goal |
|---|---|
| Slay | Kill 6 + ⌊depth/2⌋ monsters (capped at 18). |
| Champion | Slay the floor's named Champion (≈50% of floors roll this instead). |
Reward: 2 items (ilvl + 2), 60–120 gold (+ depth × 10), a potion, and about 15% of a level's XP.
Shrines
2–3 shrines spawn per floor; each is single-use — walk up and press E to commune. Roughly a quarter are Cursed; the rest split evenly among the three boons.
| Shrine | Effect |
|---|---|
| Shrine of Power | +25% damage for 30 s. |
| Shrine of Haste | +30% movement speed for 30 s. |
| Blessed Shrine | Instantly heal 40% of max Life and cleanse all DoTs & chill. |
| Shrine of Stone v50 | Take 30% less damage for 30 s. |
| Shrine of Greed v50 | An instant burst of gold, and gold drops are doubled for 30 s. |
| Cursed Shrine | Springs an ambush — a monster pack appears — but drops bonus loot and gold for the danger. |
Treasure Goblins
The fleeing golden goblin can appear on any dungeon floor and escapes with the loot if you don't catch it in time — full details under Elites & Champions.
Bosses
A boss guards every 5th dungeon floor (depth 5, 10, 15, …). It blocks the way down until slain. Six named guardians rotate floor by floor, each with its own model, aura and a fixed combat variant; the deeper forms only join the rotation once you reach their depth:
| Boss | Variant | From depth |
|---|---|---|
| Sporelord Myconid | Summoner | 5 |
| Azurath the Profane | Caster | 5 |
| The Mycelial Throne | Summoner | 5 |
| Gravelmaw the Unbroken | Brute | 10 |
| Cinderwing | Brute | 15 |
| Pyraxis, Elder Wyrm | Caster | 25 |
| Hrimgar the Avalanche v50 | Brute | 35 |
| Warlord Skullrend v50 | Brute | 50 |
| Zul'Mak the Flayer v50 | Summoner | 65 |
v50 Every boss now runs a signature ability kit (breath cones, expanding ring-waves, add-phases at 50% HP, …) and big hits are telegraphed — a growing ground marker gives you a dodge window before the damage lands. Felling Pyraxis on Inferno grants the Sigil of the Inferno, unlocking a Waypoint straight to Depth 666.
| Variant | Behaviour |
|---|---|
| Brute | Volleys + ground slams; summons minions in phase 2. |
| Caster | Chilling volleys, slams, and short teleports. |
| Summoner | Summons Fallen, shields itself, slams, volleys. |
Boss stats
Boss rewards
- 5 items, each the best of several rolls at ilvl + 4 and boosted quality.
- 150–300 gold (plus depth × 20).
- 2 health + 2 mana potions.
- The portal to the next floor opens.
Belphegor, Lord of the Inferno v47
A secret final boss waits at Depth 666 in The Inferno — a unique hell biome you can reach only by descending (the depth selector will not jump you there). Belphegor is roughly a normal boss with ×3 HP, ×1.5 Damage and ×4 XP on top of the usual depth & difficulty scaling, with a giant body and a punishing kit: twin fire + chilling volleys, ground slams, short teleports, a self-shield, and it summons broods of Imps & Hellhounds. Like every boss it enrages at 50% HP.
Saves
| Property | Value |
|---|---|
| Character slots | 3 |
| Storage | Browser localStorage (key sanctuarys_end_saves) |
| Save format version | 7 v49 |
| Autosave | Every ~8 seconds, on zone change, and on level up. |
Export & Import v48
Open Settings → Saves to back up or move your characters — it works fully offline:
- Export writes all three slots plus your settings as a JSON blob. Use Download File
to save a
.jsonbackup, or Copy to put it on the clipboard. - Import takes that JSON back — paste it (or Load File) and hit Import & Reload. After a confirmation it replaces all local saves & settings and reloads the game (old/lower formats are migrated forward on load). Export first if you want to keep your current saves.
Handy for backing up before a risky build experiment, or carrying a character to another browser, profile, or PC.
Version History
What was added in each release, newest first. This wiki currently documents v50.
| Version | Theme | What was added |
|---|---|---|
| v50 | The Roadmap Release — rooms, the Barbarian & the endgame's first keys | Dungeon floors are procedural room-and-door layouts (instanced walls with real collision, room-aware spawns, walls on the minimap, the descent portal in the farthest room, a hidden treasure chest). New Barbarian class (Rend / Frenzy / Shockwave) + a fourth Fury sector in the Skill Forest. Offhand slot — shields (Block %), tomes, quivers — plus weapon speed classes and two-handers. Boss kits are data-driven with telegraphed, dodgeable abilities; three new deep bosses at Depths 35/50/65. Monsters gained signature moves (Brute charge-stun, Hellhound pounce, Shaman healing totems, Wraith flank-blinks) and elites three zoning affixes (Molten trails, Walling, Vortex). Difficulty tiers add mechanics (elite affix count, spawn density, resist bonus) and are earned by depth (Hard 8 / Hell 20 / Inferno 35). Sigil of the Inferno: fell Pyraxis on Inferno to unlock a Waypoint to Depth 666. New Journal: 22 achievements with gold/Dust rewards. Economy split — selling pays gold, salvaging pays Dust; the Exotic Merchant became the Dust shop (caches + Relic of the Day); right-click item locks; targeted crafting (reroll/imbue single affixes). Legendary-touched rares (ilvl 12+), four new build-transforming uniques, three six-piece class sets, stash grown to 3 tabs (240). Skill rank-ups past rank 1 + trainable Techniques. Buff-timer chips, "Slain by …" death recap, the four dead rune behaviors shipped, stun sources (Ground Slam / Brute charge), the Gem Hoarder goblin, wilderness Hunts, two new shrines. three.js is self-hosted — the game loads with zero CDN dependencies. Save format v8 (additive migration). |
| v49 | Engine Rebuild, Gems, Abilities & Dungeon Depth | The game moves to a modular sanctuary.html + game.js build (WebGPU/TSL
renderer with an imported model, texture & HDRI library). Action bar & abilities: a
Diablo-style 6-slot action bar (LMB basic, RMB, keys 1–4); actives are now unlocked by spending
ability points (1 per level) at their class level, and every skill gains its own rune tree
(Empower / Quicken / Focus, three exclusive shape notables, a keystone). The XP bar & level badge
move into the bar; the Skills panel is now tabbed (Abilities + Passive Forest). Items:
gems & sockets with slot-dependent bonuses and five quality tiers; six new stats
(Magic Find, Gold Find, Dodge, flat Damage Reduction, Cooldown Reduction, Life on Hit); a deeper Smith
— Upgrade · Reforge · Salvage · Socket — and a new Dust ✦ crafting currency earned by
salvaging. World: the open world is replaced by three portal-linked biome maps
(Greenwilds → Frostfen → Ashlands, the last gated by Depth 10); the dungeon is rebuilt as a rectangular
KayKit stone hall. Dungeon depth: per-floor bounties (Slay / Champion),
shrines (Power / Haste / Blessed / Cursed), named Champions, and fleeing
Treasure Goblins. The character sheet now lists every stat. Save format bumped to 7. |
| v48 | Open World & Save I/O | The three separate wilderness maps are merged into one large open world (~2.4× bigger), divided into three concentric biome rings — Greenwilds (Lv 1) → Frostfen (Lv 7) → Ashlands (Lv 14) — so danger grows the further you roam. Towns are now reached by finding their portals out in the wilds; roads & signposts point the way, and a town only joins your fast-travel Waypoint network once you've physically reached it (discovery-gated). Denser, region-flavoured scenery (more trees, ferns, bushes, flowers) and true per-biome ground colour; roads conform to the rolling terrain. New Settings → Saves tab: export/import all characters & settings (download / copy / load-file / paste), for backups or moving between browsers & devices. |
| v47 | Skills, Dungeons, Towns & a Secret Boss | Live skill tooltips on the action bar (damage, cost, cooldown, effect). The dungeon now rolls a random biome each entry (theme + monster pool), and you can jump to any depth you've already reached via the Waypoint. Four new monsters — Skeleton, Imp, Hellhound, Wraith — join the biome pools. A secret final boss, Belphegor, Lord of the Inferno, waits at Depth 666 in a unique hell biome (reachable only by descending). Town overhaul: new Alchemist NPC owns the potion upgrades (moved off the Smith, now upgrade-only); vendors no longer sell potions (free refills at the Cauldron); gambling is consolidated to the Gambler; three visually distinct themed town layouts; bigger, scroll-free Settings panel. |
| v46 | Itemization & Towns | Gear that powers your kit: +to Skills, Skill Damage %, Active Skill Damage %, and Fire / Cold / Lightning / Poison Damage % affixes. Health & Mana regeneration (from VIT/ENG and new regen affixes). New Enchanter that imbues a chosen stat (replacing the Smith's old random re-roll); Smith panel split into Upgrade / Consumables tabs. New tier-2 town Emberhold (unlocks at Depth 10) with a Jeweler (accessory re-roll) and Premium Vendor; the Gambler joins Highreach & Emberhold. Loot Filter that auto-salvages unwanted drops into gold on pickup. The town Cauldron now also fully heals your HP and restores your mana (not just potions). |
| v45 | Keybinds, Settings & UX | Fully rebindable keys (Settings → Controls) via one centralized input dispatcher. Settings reorganized into Audio / Graphics / Gameplay / Controls tabs. Modal click-through fixed with a dimmed backdrop. The selected skill is now remembered, and the 10th slot is selectable with 0. UI polish (focus outlines, stronger skill glow, clamped tooltips). Bug fix: melee attacks reliably land on large enemies (brutes, bosses) by accounting for their size. |
| v44 | glTF town NPCs & QoL | Town NPCs swapped to imported models (vendor = Mage, smith = Barbarian, stash = Rogue). The mouse wheel no longer zooms the camera while a panel or modal is open. Stash widened to an 8-column, 80-slot grid. New Cauldron prop that refills both potion types for free. Fixed a freeze when champion packs spawned (elite/boss lights now respect the light budget). |
| v43 | Imported model roster | Replaced the procedural cast with embedded, animated glTF models — hero = KayKit Knight; monsters = Quaternius (Orc, Spiky Blob, Yeti, Wizard, and a Demon boss). Per-spawn skinned clones, per-creature animation, and death animations. |
| v42 | glTF proof-of-concept | Proved that embedded, animated glTF models work inside the single-file / file://
constraint (the Khronos Fox, base64-baked, loaded via GLTFLoader + AnimationMixer). |
| v41 | Richer procedural models | Replaced the low-poly "blob" models with articulated monsters, a hulking demon boss, a more detailed hero, and richer environment props — all still procedural and performance-safe. |
| v40 | Item & rarity overhaul | Rarity now multiplies an item's base stat and every affix (not just the affix count), so higher rarity is meaningfully stronger. Drop tables rebalanced; depth, elites and bosses bias toward better rarities. More base items, +8 uniques, +1 set (Emberwalker). Fixed a bug where some "uniques" rolled without their signature effect. |
| v39 | Graphics polish | Per-biome color grading + vignette, combat hit VFX (sparks + impact flash), and PBR materials on the hero's armor. |
| v38 | Performance fixes | Eliminated the hitch/freeze when using abilities or killing packs (removed unbudgeted transient lights that forced shader recompiles; pooled and cached loot & FX geometry/materials). Capped floating combat text and de-duplicated level-up saves. |
| v37 | Ambient occlusion & soft shadows | Added SSAO and soft (PCF) shadows, both toggleable in Settings. |
| v36 | PBR loot & reflections | Physically-based metal on weapons, gold and loot drops, lit by a procedural image-based environment map (reflections toggle). |
| v35 | Post-processing | Bloom, SMAA anti-aliasing, and ACES tone-mapping with an exposure slider (A/B toggle). The player torch now brightens with depth so deep floors aren't pitch-black; fixed movement speed on high-refresh monitors. |
| v34 | Content depth | Status effects (Burn, Bleed, Poison, Chill, Stun) on a stacking DoT framework; elemental damage types and monster resistances that deepen with depth; +10 new affixes (elemental & all-resist, crit-damage %, mana leech, leech-all, burn/bleed-on-hit); boss combat variants (Brute / Caster / Summoner by depth); the Smith's affix re-roll (enchant). |
| v33 | Detail & biomes | Re-enabled ambient particles (snow, embers, dust, spores) and added rubble scatter; wove in new depth-banded dungeon biomes including Frozen Wastes, Sunken Swamp and Bone Cathedral. |
| v32 | Procedural textures (cont.) | Extended the canvas-texture factory to characters and glowing effects (cloth, skin, metal,
crystal, lava, energy, flame, water), completing the texture pass — still no external image files
(required for file:// play). |
| v31 | Procedural textures | Added a canvas-based texture factory and applied detail maps to the big surfaces and props (ground with a normal map, stone, wood), multiplying each material's color so every zone keeps its palette. |
| v30 | Performance pass + endgame features | Performance: switched scene materials to cheaper shading, added a point-light budget, and instanced scenery to cut draw calls. Endgame: split potions into separate Health/Mana with a Mana-potion key; added the Smith (gear & potion upgrades); per-character inventory/stash sizes with buyable slots; gold sinks (restock, bulk potions); Sell Junk / Sell All; the Inferno difficulty plus steeper late-depth scaling, Loot Luck, "empowered" deep monsters and faster deep bosses; 9 new active skills (Ground Slam, Charge, War Cry, Arcane Orb, Blizzard, Shadow Step, Fan of Knives, Teleport Storm, Second Wind). Save format bumped to v5. (This is the v26 working file after the in-place perf + endgame work, renamed to v30.) |
| v26 | Baseline | The pre-expansion build this version history starts from, kept as the baseline snapshot. The perf pass and the eight endgame features above were applied to it and it became v30 — there are no separate v27–v29 snapshots. |
Arcanox — community field codex. Generated from the v49 game data. Numbers reflect the in-game formulas; actual results vary with difficulty, depth, and gear.