Runs and the account
Every hero has one life. You set out in Normal, walk the road to Arthur, and when you die it's over: the hero and everything they carried are gone. A long life goes far, though: beat Arthur and the same hero travels on to Nightmare, then Hell. What stays when a hero dies is your account. Exact numbers are in Account and payouts.
Resuming a session
Your account and active run are saved together. An unfinished battle restarts coherently for both sides (interrupted battles). An open merchant remains open with the same remaining stock and hire candidates: bought limited goods and hired candidates do not reappear, and the next gamble continues its sequence. Leaving the merchant closes that interaction. Persistent forms, buffs and your mercenary's remaining life are also kept between rooms.
Setting out
Choose a class (the six base classes are free; hidden classes open when your account completes their quest, a rare quest that only shows up in some runs: the Shade's is The Raven's Debt) and what to take from the shared stash: as many items as you like. What the hero can use is worn; the rest goes to the bag (charms to the charm pouch). Every new hero starts in Normal, and sets out with the bonuses of every Grail milestone your account reached.
During the run
Walk room by room (the dungeon), fight (turn-based combat), take one reward at a time and grow your skills. The game saves after every action. If it closes in the middle of a battle, that battle starts over from the beginning of the room.
What you carry
- The bag (10×4) holds jewels and gear you aren't wearing. Rewards can go straight to the bag instead of being worn.
- The charm pouch (6×3) holds charms: it's the only place they work from.
- The Materials tab holds runes, gems and Uber keys/organs, auto-stacked by kind: they never take a bag slot. "Send all to bag" empties it into the bag by hand, if you'd rather carry everything there.
- Outside battles, from the hero screen, you can wear what's in the bag, take gear off into it, move charms, throw things away, or send them home to the stash, where the next heroes can take them along, even if this one dies. A material sent home lands in the stash's own Materials tab, not the plain stash list.
Beyond Normal
When Arthur falls (floor 100), the map offers to travel to Nightmare: floor 1 of a harder Avalon, with your level and everything you carry. In Nightmare, beating Arthur again opens Hell. If you'd rather stay, the road goes on into Broken Avalon, where monsters never pass the difficulty's level cap: a place to level and farm that difficulty's loot, like D2's Cow Level.
When you die
- Gold for your account: the deeper you got, the more (it grows with the floor squared), plus every boss you beat and a share of the gold you picked up.
- Your hero joins the fallen. From now on they may roam your dungeons with the gear and skills they died with. Beat them for a piece of that gear.
- Whatever you sent to the stash stays there.
Gold
Gold pays for rerolls after the free one, the merchant and gambling. Premium gems use a separate balance; gem purchases are not integrated yet.
Managing your hero and items
The hero screen separates Gear, Skills, Stats, Bag (including charms) and Materials. Each section remembers its page while you switch tasks; section buttons and Back remain available while browsing. Skills keeps the five-slot bar visible above the grimoire.
Tap an item in your equipment, bag, shared stash or a merchant’s stock to open its detail panel. The item name, available actions and Back stay visible while its properties are paged. Closing the panel returns to the list and preserves its page and filter. The merchant’s Buy action displays its gold price; inspecting stock never purchases it. Discarding a shared-stash item still requires a second confirmation.