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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.

This wiki documents game version v50 (now a modular 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

InputAction
Left clickMove to point. Click a monster to attack it (auto-walks into range).
Hold leftContinuous move / attack toward the cursor.
Right clickCast the ability in your RMB action-bar slot at the cursor.
Hold rightKeep casting the RMB ability (if it isn't a melee attack and you have mana).
Mouse wheelZoom 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 14 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.

KeyAction
I / BInventory
KSkill Forest (passive tree)
TReturn to Town
EInteract (portals, NPCs, waypoint, cauldron)
SpaceDrink Health Potion (also cleanses one DoT)
QDrink Mana Potion
GWaypoint Map (fast travel)
MToggle Sound
H / ?Help
` / ~Debug overlay (FPS, draws, entity counts)
14Cast action-bar ability slots 1–4 (left/right click fire the LMB & RMB slots)
EscClose / 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.

ClassPlaystyleSTRDEXVITENG HP / lvlMP / lvlDMG / lvlMultiplier
WarriorBrawler — high life, strong melee. 1810166 +24+5+4×1.15 melee
MageGlass cannon — spells hit hard, low life. 8101020 +14+12+2×1.30 spell
RogueSwift — crit & speed, throws daggers. 1220119 +18+7+3+8% crit
Barbarian v50Fury incarnate — fast heavy melee, bleeds & shockwaves. 2012144 +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.

ClassOwns at level 1
WarriorStrike, Cleave
MageStrike, Fireball
RogueStrike, Multishot
BarbarianStrike, Rend

Stats & Attributes

There is no manual attribute point allocation. Attributes come from your class base, the bonuses you path through in the Skill Forest, and item affixes. Each level grants two separate point pools: 2 skill points for the passive Skill Forest, and 1 ability point for unlocking actives and allocating their rune trees.

The four attributes

AttributePer pointNotes
Strength (STR)+0.5 DamageRaw 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 regenApplied before % Life multipliers. Regen (new in v46) only ticks while below max.
Energy (ENG)+3 Mana, +0.2 Mana/sec regenLarger 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:

Damage = base.dmg + gear.dmg + floor(STR × 0.5) Life = (base.hpMax + gear.hp + VIT × 4) × (1 + 0.08·Toughness + %Life/100) Mana = base.mpMax + gear.mp + ENG × 3 Armor = gear.armor × (1 + 0.10·IronSkin + %Armor/100) Crit % = 5 + gear.crit + DEX × 0.1 + class bonus + 2·Precision + 2·DeadlyAim (capped 90%) Mana regen = 4/sec × (1 + 0.4·Meditation) + ENG × 0.2/sec + gear "+Mana Regen" Life regen = VIT × 0.3/sec + gear "+Health Regen" (only while below max Life)

"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

PropertyValue
XP to reach Level 230
XP curveEach level's requirement = previous × 1.45 (rounded)
On level upHP/MP/DMG grow by class amount; +2 skill points; full heal & mana
Active skill unlocksGranted automatically at class-specific levels (see Active Skills)
Approximate XP-to-next by level: 30 → 44 → 64 → 93 → 135 → 196 → 284 … (≈ ×1.45 each step).

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:

meleeMult = classMelee(×1.15 Warrior) × (1 + 0.06·Berserk + (%Melee + %Damage)/100) spellMult = classSpell(×1.30 Mage) × (1 + 0.06·ArcaneMind + (%Spell + %Damage)/100)

Critical hits

PropertyValue
Base crit chance5% + 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:

1. Dodge → min(Dodge%, 60) chance to take 0 damage [v49] 2. Armor → ×(1 − min(armor/(armor+40), 75%)) 3. Damage Reduct. → ×(1 − min(flatDR%, 50)) [v49] 4. Resist → ×(1 − min(elementRes% + AllRes%, 75)) (per element) 5. War Cry → ×(1 − cryDR) while active 6. Mana Shield → absorbs a share of the remainder using Mana before Life

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).

ArmorReduction
2033%
4050%
8067%
120 +75% (cap)

Attack & movement speed

attack interval (ms) = clamp((420 − DEX×1.2) × (1−Haste) × (1−IAS%/100), 150, 420) attacks/sec shown = 1000 / interval → between 2.38/s and 6.67/s move speed = 0.32 × (1 + min(moveBonus, 75%))

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.

StatusDurationEffect
Burn2.2 s DoT: 30% of the hit per second.
Bleed3.0 s DoT: 25% of the hit per second.
Poison2.6 s DoT: 22% of the hit per second, ramping up to ×3 the longer it lingers.
Chill1.6 s Slows the target's movement (~×0.5 speed). Many frost skills also apply a separate slow.
Stun0.8 s Cannot move or attack.
Drinking a Health Potion also cleanses one active Burn / Bleed / Poison from you.

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

ClassSkill : Level unlocked
WarriorStrike 1, Cleave 1, Ground Slam 3, Charge 5, Whirlwind 6, War Cry 9, Leap 10, Second Wind 12
MageStrike 1, Fireball 1, Frost 2, Frost Nova 4, Arcane Orb 4, Nova 6, Blink 8, Chain Lightning 10, Blizzard 13, Meteor 14
RogueStrike 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.

SkillTypeCostCDOn-hitEffect
StrikeMelee0Basic melee attack (everyone has it).
CleaveMelee60.5sSweeping hit to all foes in a frontal arc.
WhirlwindMelee140.9sSpin, striking all nearby foes.
LeapMelee121.2sLeap to the cursor, slamming foes on landing.
Ground SlamMelee141.4sSmash a cone — damage, knockback and slow.
ChargeMelee121.6sRush to the cursor, damaging & slowing foes you crash into.
War CryBuff169.0sFor 8 s: more melee damage and less damage taken.
MultishotRanged60.45sPoisonThree venom-tipped daggers in a spread.
VolleyRanged100.7sBleedA fan of five daggers that make foes bleed.
Fan of KnivesRanged161.2sBleedHurl daggers in every direction.
Shadow StepMelee121.1sBlink to the nearest foe and strike for a guaranteed crit.
BlinkMobility81.0sTeleport a short distance toward the cursor.
Teleport StormMobility181.6sBlink to the cursor, blasting foes at both ends (lightning).
FireballFire80.6sBurnHurls a bolt of fire.
FrostCold121.1sChillCold bolt that slows.
Frost NovaCold161.5sChillFreezing burst: damages & slows nearby foes.
NovaFire202.6sBurnRing of fire bolts in all directions.
Chain LightningLightning181.4sBolt that leaps between foes (2 + jumps).
MeteorFire242.4sBurnCalls a meteor at the cursor — heavy fire AoE.
Arcane OrbFire160.9sSlow, heavy orb that pierces up to 3 foes.
BlizzardCold263.0sChillA storm of ice over several seconds.
Second WindHeal06.0sSpend 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):

SlotFires onHolds
1LMBStrike — your basic attack. Locked; can't be reassigned.
2RMBAny unlocked ability. This is also your "selected skill" — it receives the Active Skill Damage affix bonus, and hold-RMB repeats it.
3–614Any 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:

NodeTypeMaxCostEffect
Empowerminor · root51+7% skill damage per rank.
Quickenminor31−5% cooldown per rank.
Focusminor31−8% mana cost per rank.
Extra Bolt / Arc Splitterminor22+1 projectile / +1 chain jump (multi-projectile & chain skills only).
Shape ×3notable · pick 112Three mutually-exclusive behaviours (below).
Keystonekeystone13One 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.

Skills tagged with an element interact with monster resistances (see Monsters). The Spell Echo keystone (Forest) and the Echo Strike rune both re-cast their skill a second time.

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:

NodeRole
MinorSmall stat bumps (a few STR / VIT / DMG / Armor / Crit etc.).
NotableA meaningful cluster of bonuses with a name.
KeystoneBuild-defining power, often with a downside.
StartYour 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:

SectorNotableKeystone
Strength (Warrior start)Battle Hardened — +14 STR, +8% Life, +8% MeleeJuggernaut — +25% Armor, +15% Life
Dexterity (Rogue start)Precision — +14 DEX, +6 CritDeadeye — +14 Crit, +1 Pierce
Intelligence (Mage start)Spell Weaver — +14 ENG, +12% Spell, +20 ManaArchmage — +1 All Skills, +20% Spell

Outer keystones & cross-sector notables

KeystoneEffect
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 EchoSpells cast a second time, +12% Spell
Glass Cannon+55% Damage, −40% Life
Chain ReactionDeath Nova 0.9 — slain foes erupt for 90% of your damage
AegisMana Shield 0.4 (absorb 40% of hits with mana), +50 Mana
FrostbiteChill 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).

The game's data also defines named rank-up passives (Toughness, Precision, Berserk, Iron Skin, Meditation, Bloodlust, Deadly Aim, Swiftness, Piercing, Arcane Mind). In v46 the live passive system is the Forest above — those named passives are not ranked through it, so plan your power around the Forest nodes and keystones.

Special Effects

These come from unique items, set bonuses, and Forest keystones. They stack from all sources.

EffectWhat it does
Life / Mana LeechRecover Life/Mana equal to a % of damage dealt.
ThornsReflect a flat amount to melee attackers.
+to All SkillsRaises the effective rank of every skill (more damage & bigger effects).
Triple CritCritical hits deal ×3 instead of ×2.
PiercePhysical/poison projectiles pass through additional enemies.
Death NovaSlain foes explode, dealing a % of your damage to nearby enemies.
Mana ShieldAbsorb a share of incoming hits using Mana before Life.
HasteIncreases attack speed (shortens the attack interval).
Chill AuraContinuously slows enemies within ~14 units.
Spell EchoSpell-type skills are cast a second time automatically.
Move SpeedFaster movement (total movement bonus capped at +75%).
Burn / Bleed on Hit% chance per hit to apply the matching DoT.
ResistsReduce Fire / Cold / Poison / Lightning (or All) damage taken, capped 75% each.
Magic Find v49Improves the odds of higher-rarity drops (adds to Loot Luck).
Gold Find v49Multiplies the gold monsters drop.
Dodge v49Chance to take 0 damage from a hit — capped at 60%.
Damage Reduction v49Flat % less damage taken, applied after Armor — capped at 50%.
Cooldown Reduction v49Shortens every skill's cooldown — capped at 50%.
Life on Hit v49Restores 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.

RarityPower ×AffixesBase drop %Upgrade cap
Common1.00×040%+5
Magic1.18×1–233%+6
Rare1.40×3–519%+8
Set1.55×2–36%+8
Unique1.70×fixed2%+10
Those drop percentages are the base roll. Loot Luck (rises with dungeon depth, +2% per floor up to +50%) and depth quality push results toward higher rarities, and many drops re-roll several times and keep the best. So uniques become far more common deep in The Descent than the flat 2% suggests.

Base stat & item level

An item's power scales with its item level (ilvl), which is set when it drops:

Weapon base = round((4 + ilvl×1.3 + rand(0..4)) × rarityMult) Armor base = round((2 + ilvl×0.9 + rand(0..3)) × rarityMult) (helm/armor/gloves/boots) Ring / Amulet = no base stat Dungeon drop ilvl = your Level + depth × 2

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.

AffixRoll range
Damage2 … 4 + il×1.1
Life8 … 18 + il×2
Mana5 … 10 + il×1.4
Armor2 … 5 + il×1.2
Strength / Dexterity / Vitality / Energy1 … 2 + il×0.4
All Attributes1 … 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)
Thorns2 … 5 + il×0.6
Fire / Cold / Poison / Lightning Resist %4 … 9 + il×0.4
All Resist %2 … 4 + il×0.25
% Burn on Hit8 … 16 + il×0.3
% Bleed on Hit8 … 16 + il×0.3
+ to Skills v461 … 1 + il×0.08
Skill Damage % v465 … 9 + il×0.3
Active Skill Dmg % v468 … 14 + il×0.4
Fire / Cold / Lightning / Poison Damage % v466 … 12 + il×0.4
Health Regen /s v462 … 4 + il×0.5
Mana Regen /s v461 … 2 + il×0.4
Magic Find % v495 … 10 + il×0.3
Gold Find % v496 … 12 + il×0.4
Dodge % v492 … 4 + il×0.15
Damage Reduction % v492 … 4 + il×0.15
Cooldown Reduction % v493 … 6 + il×0.2
Life on Hit v492 … 4 + il×0.5
The v46 affixes let gear empower your kit directly: + to Skills raises the effective rank of every skill (and feeds passive scaling); Skill Damage % boosts all active-skill hits; Active Skill Dmg % adds an extra bonus to the skill currently selected in your bar; the four Elemental Damage % affixes multiply all damage of that element (basic melee is intentionally left unbuffed by Skill Damage). Roll them onto any item, or add one as a chosen enchant.
v49 The newest affixes are defensive & utility rolls: Dodge, Damage Reduction and Cooldown Reduction (capped at 60% / 50% / 50%), plus Magic Find, Gold Find and Life on Hit. They roll on gear, can be added as a chosen enchant, or be granted by socketed gems.

Unique Items

Uniques () have hand-tuned affixes and a signature effect. Their base stat still scales a little with ilvl. There are 16:

NameSlotAffixesSignature effect
BloodfangWeapon+12 Dmg, +8 CritHeals 12% of melee/spell damage dealt.
WorldcleaverWeapon+14 Dmg, +8 STRAttacks pierce 2 additional enemies.
StormcallerWeapon+10 Dmg, +8 Atk Spd+15% attack speed.
ThornmailArmor+18 Armor, +10 VITReflects 14 damage to melee attackers.
Aegis EternalArmor+20 Armor, +12 All Res, +12 VITReflects 12 damage to melee attackers.
Crown of the ArchmageHelm+12 ENG, +30 Mana+1 to all skill ranks.
Visage of SpiteHelm+8 VIT, +8 ArmorReflects 18 damage to melee attackers.
Diadem of RuinHelm+10 ENG, +30 Crit DmgCritical hits deal 3× damage.
Gauntlets of WrathGloves+10 Dmg, +8 STRHeals 5% of damage dealt.
Graspers of GreedGloves+8 Dmg, +2 Life&Mana LeechHeals 6% of damage dealt.
Windstep GreavesBoots+10 DEX+25% movement speed.
Phantom StridersBoots+8 DEX, +10 Move Spd+20% movement speed.
Reaper's EyeAmulet+10 Crit, +8 DmgCritical hits deal 3× damage.
Heart of the MountainAmulet+14 VIT, +10 All ResReflects 16 damage to melee attackers.
Band of LeechingRing+20 Life, +4 DmgHeals 6% of damage dealt.
Cinder CoilRing+6 Dmg, +6 CritSlain 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 ✦.

v49 Dust ✦ is a crafting material earned by salvaging items (and from bulk-selling junk). An item's Dust value is set by rarity — Common 1 · Magic 3 · Rare 8 · Set 15 · Unique 25 — and Dust pays for Reforging and adding sockets.

The Smith — Upgrade · Reforge · Salvage · Socket v49

The Smith now works across four tabs (its old potion upgrades moved to the Alchemist in v47):

TabWhat it doesCost
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
ReforgeRe-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
SalvageBreaks an inventory item down into Dust (no gold). Equipped gear can't be salvaged; Rare+ asks to confirm.— (yields dustValue)
SocketAdds 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.

GemIn a weaponIn armorIn a ring / amulet
RubyFire Damage %LifeStrength
SapphireCold Damage %ManaAll Resist
TopazLightning Damage %Lightning ResistEnergy
EmeraldPoison Damage %DexterityPoison Resist
AmethystDamageArmorVitality
DiamondCrit Damage %All ResistCrit Chance %
OnyxCrit Chance %ThornsCrit 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.

UpgradeEffectCostCap
Potion Strength+5% of max restored per tier (base 40%) 200 × 2^tierTier 8 (→ 80%)
Potion Capacity+2 to how many of each you can carry (base 10) 150 + (cap−10) × 4030 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.

enchant cost = round(itemScore × 0.35) + 25

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:

re-roll cost = round(itemScore × 0.35) + 25

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

ActionPrice
Sell an itemmax(2, round(itemScore × 0.5)) g
Buy an itemround(sellValue × 3) + 8 g
Restock wares40 + Level × 8 g (re-rolls the 6 items on offer)
Sell JunkBulk-sells all Common & Magic items in your bag — for gold and Dust ✦. v49
Sell AllSells 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.

ServiceWhat it doesFound in
MerchantBuy & sell gear; restock; Sell Junk / Sell All. v47 No longer sells potions.All towns
Smith v49Upgrade · Reforge · Salvage (→ Dust) · add Sockets.All towns
Alchemist v47Improve potion strength & capacity.All towns
StashShared storage (80 slots, 8-column grid) plus a buy-slots option.All towns
CauldronFully restores your HP and mana and refills both potion types — for free.All towns
WaypointFast travel between unlocked areas (G).All towns
EnchanterImbue one chosen stat onto any item (overwrites).Aldermere, Highreach, Emberhold
GamblerBuy an unidentified random item near your level (a chance at any rarity).Highreach, Emberhold
Jeweler v49Sells rings & amulets; re-rolls accessory affixes; insert / remove / combine gems.Emberhold
Premium VendorHigher-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:

gamble cost = 50 + Level × 15 + townTier × 150 gamble ilvl = Level + 1 + townTier × 2 , quality = 0.10 + townTier × 0.12

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

heal / restore = round(maxHP-or-maxMP × (40% + potionTier × 5%))
  • 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 potionCap of 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.

BiomeLevelAdjoining townPortals to
Greenwilds1Aldermere→ Frostfen
Frostfen7Highreach← Greenwilds · → Ashlands
Ashlands14Emberhold← Frostfen
v49 The Frostfen → Ashlands portal is gated: you must reach Depth 10 in the Descent before it opens (until then it tells you to breach Ashlands by descending). Greenwilds ↔ Frostfen is always open, and backward portals are never gated.

Towns & the dungeon

AreaTypeHow you reach it
AldermereTown (tier 0)Home hub, paired with Greenwilds. Merchant, Smith, Alchemist, Stash, Cauldron, Waypoint. Known from the start.
HighreachTown (tier 1)Paired with Frostfen. Adds the Gambler & premium wares.
EmberholdTown (tier 2)Paired with Ashlands — so reaching it means breaching the Depth-10 gate first. Full NPC roster incl. Jeweler & Premium Vendor.
The DescentDungeonCave 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.
Towns and wild biomes confine you to a circular arena (town radius 48, wild radius 150); the dungeon is a rectangular stone hall (half-extent 80) with an axis-aligned clamp at its walls.

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.

DifficultyHP ×Damage ×XP ×Elite affixesSpawn densityExtra resistUnlock depth
Normal1.01.01.01×1.0
Hard1.61.41.31×1.15+5%8
Hell2.62.01.82×1.3+10%20
Inferno4.03.02.53×1.5+15%35

Depth scaling (dungeon)

On top of difficulty, dungeon floors ramp with depth d (early floors near-linear, late floors curve up hard):

HP ×= 1 + d×0.40 + (d×0.05)² DMG ×= 1 + d×0.28 + (d×0.04)² XP ×= 1 + d×0.50 + (d×0.04)² drop ilvl = Level + d×2 , Loot Luck = min(50%, d×2%)

Wild scaling

HP ×= 1 + regionLevel×0.12 , DMG ×= 1 + regionLevel×0.09 , XP ×= 1 + regionLevel×0.15

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).

MonsterHPDmgSpeedXPResists / Vulnerabilities
Fallen185fast6Fire ×0.5 · Frost ×1.25
Zombie306slow8Poison ×0.5 · Fire ×1.25
Shaman (ranged)4210med15Frost ×0.5 · Lightning ×1.25
Brute9514slow22Fire ×0.5 · Frost ×1.25
Skeleton v47268med12Poison ×0.25 · Phys ×1.15 · Fire ×1.15
Imp v47167fast11Fire ×0.4 · Frost ×1.3
Hellhound v473412fast18Fire ×0.4 · Frost ×1.25
Wraith v47 (ranged)3011slow16Phys ×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.

ModifierEffect
Swift×1.6 movement speed.
Mighty×1.6 damage.
Vile×1.6 health.
FieryFire-resistant; explodes on death for heavy damage if you're close.
FrozenFrost-resistant; chills you on hit.
ArcaneLightning-resistant; fires arcane projectiles.
Toxic v49Poison-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.

BountyGoal
SlayKill 6 + ⌊depth/2⌋ monsters (capped at 18).
ChampionSlay 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.

ShrineEffect
Shrine of Power+25% damage for 30 s.
Shrine of Haste+30% movement speed for 30 s.
Blessed ShrineInstantly heal 40% of max Life and cleanse all DoTs & chill.
Shrine of Stone v50Take 30% less damage for 30 s.
Shrine of Greed v50An instant burst of gold, and gold drops are doubled for 30 s.
Cursed ShrineSprings 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:

BossVariantFrom depth
Sporelord MyconidSummoner5
Azurath the ProfaneCaster5
The Mycelial ThroneSummoner5
Gravelmaw the UnbrokenBrute10
CinderwingBrute15
Pyraxis, Elder WyrmCaster25
Hrimgar the Avalanche v50Brute35
Warlord Skullrend v50Brute50
Zul'Mak the Flayer v50Summoner65

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.

VariantBehaviour
BruteVolleys + ground slams; summons minions in phase 2.
CasterChilling volleys, slams, and short teleports.
SummonerSummons Fallen, shields itself, slams, volleys.
At 50% HP a boss enrages (phase 2): +50% movement speed and faster, deadlier abilities. Boss attack cooldowns also get shorter the deeper you are.

Boss stats

HP = round(380 × (1 + d×0.5 + (d×0.05)²) × difficultyHP) DMG = round(14 × (1 + d×0.3 + (d×0.03)²) × difficultyDmg) XP = round(300 × (1 + d×0.6) × difficultyXP)

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

PropertyValue
Character slots3
StorageBrowser localStorage (key sanctuarys_end_saves)
Save format version7 v49
AutosaveEvery ~8 seconds, on zone change, and on level up.
Saves live in your browser. Clearing site data, or opening the game from a different browser/profile, will not show the same characters. Old saves are auto-migrated forward when the format version changes — v49 format 7 adds your action-bar loadout, skill-rune allocations, ability points, gem pouch & Dust, and biome discovery, all backfilled for existing characters.

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 .json backup, 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.

The expansion program began from the v26 baseline. The performance pass and the eight endgame features were applied to that file, which was then renamed v30 — so there are no separate v27–v29 snapshots. Early releases (v30–v33) are summarised at the feature level; later releases are documented in finer detail.
VersionThemeWhat 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).
v49Engine 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.
v48Open 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.
v47Skills, 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.
v46Itemization & 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).
v45Keybinds, 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.
v44glTF 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).
v43Imported 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.
v42glTF 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).
v41Richer 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.
v40Item & 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.
v39Graphics polish Per-biome color grading + vignette, combat hit VFX (sparks + impact flash), and PBR materials on the hero's armor.
v38Performance 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.
v37Ambient occlusion & soft shadows Added SSAO and soft (PCF) shadows, both toggleable in Settings.
v36PBR loot & reflections Physically-based metal on weapons, gold and loot drops, lit by a procedural image-based environment map (reflections toggle).
v35Post-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.
v34Content 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).
v33Detail & 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.
v32Procedural 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).
v31Procedural 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.
v30Performance 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.)
v26Baseline 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.