Run Structure
The 3-act, 45-floor dungeon — biomes, bosses, node types, guaranteed floors, and what happens between acts and between runs.
Run Structure
A full run spans three acts of fifteen floors each — 45 floors in total. Each act is a different biome with its own monster pool and boss. Difficulty ramps steadily from floor to floor, and sharply between acts.
The three acts
| Act | Floors | Theme | Guardian |
|---|---|---|---|
| Act 1: The Graveyard | 1–15 | Debtors who couldn't pay — fresh graves, old crypts, tombstones etched with dice | The Beholder |
| Act 2: The Dicing Hall | 16–30 | Underground casinos, high stakes, loaded dice on every table | The House |
| Act 3: The Wasteland | 31–45 | Ruins of a rebellion that tried to cheat the debt — broken dice, war machines, failed oaths | The Shadow Kraken |
Each act has its own monster pool: 8 basic, 4 elite, 2 boss designs per act = 42 unique monsters across the run. Act 2 and Act 3 monsters are strictly stronger — no Act 1 monsters reappear in later acts.
Between acts: full heal and access to a bonus shop stocked with rare relics.
If you beat the Shadow Kraken while holding at least 3 Memory Fragments, the Defy the Gods path unlocks a hidden fight with the Riftborn Number God itself. See Bosses.
Map shape
Each act is a Slay-the-Spire-style branching map: 5 columns wide by 15 floors tall, with 4 separate paths that cross over each other. You pick your next node at every floor. The act boss sits on floor 15.
Node types
| Node | Icon | Frequency | What happens |
|---|---|---|---|
| Combat | Sword | ~45% | Fight 1–2 basic monsters. Reward: pick 1 of 3 (relic / consumable / skip bonus) |
| Elite | Skull | ~10% | Fight 1–2 elites. Uncommon reward. Never before F5. |
| Shop | Coin | Guaranteed F4, F9 (+10% elsewhere) | Buy relics, consumables, HP heal, or dice upgrades |
| Rest | Campfire | Guaranteed F8, F13 | Heal 25% HP or upgrade a relic instead |
| Boss | Crown | F15 only | Act boss. On a win you continue to the next act. |
| Trap | Spike | ~8% | Lose 5–10 HP or 5–15 gold. Option to disarm with a dice check. Reward on a disarm. |
| Temple | Pillar | ~5%, not before F6 | Themed Ice / Fire / Wind / Lightning temple. Fight an elemental guardian. Win a themed or generic upgrade. |
| Hidden Room | ? | ~7% | Random event — free relic, curse, gamble, lore, or NPC trade. Max 2 per run. |
| Shrine | Star | ~5% | Free blessing from 14 options. At least one shrine is guaranteed by F7. |
Guaranteed floors
Some floor positions are fixed so every run has a predictable rhythm:
- F0 — tutorial combat
- F4 — shop
- F8 — rest
- F9 — shop
- F13 — rest
- F14 — pre-boss event (elite or shrine)
- F15 — act boss
Map constraints
A few placement rules prevent bad routes:
- No elite before F5
- No elite → elite on adjacent floors
- No rest → rest on adjacent floors
- Temples not before F6
- At least 1 shrine per run (guaranteed by F7)
- Max 2 hidden rooms per run
Meta progression (between runs)
Dying is not a setback. Every run earns skill points (SP) from two sources:
- Base SP — scales with how deep you got. Floors 1–7 earn 0 (early deaths don't reward); F8–10 earn 0.2/floor; F11–14 earn 0.4/floor; F15–19 earn 0.5/floor; F20+ earn 0.6/floor. Each boss kill is +2. Combos are +1 (capped at +3 per run).
- Achievement SP — one-time bonuses for milestones: clearing Act 1 (+5), first victory (+8), completing each archetype (+3 each × 7 archetypes), first Five-of-a-Kind (+3), and similar. Around ~55 SP total across ~15 achievements.
SP is spent in the permanent skill tree — a Path-of-Exile-style web with 4 elemental branches (Ice, Fire, Wind, Lightning) and 4 general branches (HP/Defense, Damage/Chips, Utility/Rerolls, Economy/Gold). The tree has ~146 nodes including ~17 keystones.
Lifetime cap: 100 SP, which fills roughly 55–65 of ~95 allocatable nodes. The cap forces specialization — you cannot fill the whole tree. Pick your path.
Respec is free — click to toggle nodes off, no cost.
See Skill Tree for keystone details.
Related: Combat Flow · Gold & Economy · Bosses