← Den

📜 Bestiary & Rules

Everything here is read straight from the game's own numbers, so it's always current.

Races

Every creature has one or two races. Most moves have one race too; Neutral moves have none and land the same on everyone. A move's race against the target's races: effective does +25% damage, resisted −20%, anything else normal. Against two races both count (a double weakness is ×1.56). A move of one of the attacker's own races does another +15%.

move ↓ · target →💀✨🐾🪨🔥🛡️🦠
💀 Undead·▼▼·▲▲▲
✨ Divine▲··▲▼·▲
🐾 Beast▲··▲▼▲▼
🪨 Underkin·▲▼·▲▼▲
🔥 Geo▲▲▲▼·▼·
🛡️ Humanoid▼·▲▲▲·▼
🦠 Toxic▼▲▲▼·▲·
▲ effective · ▼ resisted · Neutral moves have no race

Mix your team: a team weak to the same race loses badly. Swap out of a bad matchup — swapping uses your turn, the opponent gets a free hit on the creature coming in, and the one going out recovers 50% of its missing energy.

Damage

A move's style (melee, ranged or magic) decides which attack and defence it uses. A hit is move power + your attack for that style (your weapon's stat boosted by the creature's %). Armour then cuts it as a ratio:

damage = hit × hit ÷ (hit + defence)

Armour's defence counts at 33% (a full set rolls about three times what one piece did), so defence always matters but never stops a hit dead: a hit as big as the counted defence does half. Then the races multiply it. Every hit rolls ±5%.

Try it

56 damage
3 hits to knock out

Turn order, energy and the rest

  • Turn order: swaps and items come first, then attacks. Priority moves (Rush, Quickshot, Blink, the race kits' quick attacks, Pounce) always go before the rest; between two of them, or two ordinary moves, the higher agility goes first. Agility does nothing else.
  • Energy: everyone starts on 100. Moves cost energy; you get 30 back after each attack, so energy never drops below 30. Every creature keeps at least one move of 30 energy or less, so it can always attack: there's no resting.
  • Moves: a creature is born with 3 (a Neutral move, its race's move and a Neutral priority move), sometimes a rare 4th. Codexes teach the rest of its race kits and more. Enemies learn more of their kits as they level.
  • Precise hits: 5% of hits are precise: they do 1.75× damage and ignore 25% of the defence.
  • Cripple: for 3 rounds, −50% agility and a 25% chance to stumble and lose each attack (no energy spent). Haste: double agility this round only, to strike first.
  • Stances (the Cyclops's Eye floats): floating takes +10% from ranged, −10% from melee; entrenched the other way round.

Creature rolls

Every creature is an individual: its %s are rolled around its species' — each within ±4% of the species' total %s (at least ±2), so rarer creatures, with more to work with, vary more — and a 10% chance its empty fourth move slot holds a rare learnable move of its style.

Soul stones

Some creatures are born with a soul stone, shown under their weapon: Rare 25%, Epic 60%, Legendary always. Cards have them too, and summoning from a card keeps its stone. Each species can get one of a few (see the Bestiary).

Soul stones also turn up on their own: in 1% of barcodes nobody has scanned before (anyone who scans it after you gets gold), and now and then in a boss's chest (the Cyclops 2%, the Hydra and the Warden 5%). Tap a creature's soul stone slot to set one in it, any creature at all: free into an empty slot, 5,000 gold to replace a stone, and the old one is destroyed.

  • ☣️ Toxic Skin: Hit by a melee attack: 50% to poison the attacker (5% of its max HP a turn for 3–5 turns, even on the bench).
  • 👻 Haunting Presence: When it comes in, 25% that the enemy is crippled with fear and loses its next attack.
  • 🪨 Unstoppable Force: Can't be crippled.
  • 🎯 Perfectionist: Each use of the same move in a row hits 10% harder than the last.
  • 🃏 Trickster: Its utility moves (Mirage, Corpsify) always go first.
  • 💚 Revitalise: Swapped out to the bench, it heals 25% of its max HP.