THE WAGERER’S FIELD GUIDE

Know the game.
Beat the house.

Your guide to the reels, your relics and every step down.
Rules checked against the current game · September 21, 2026

Start your first descent ↓

Your first descent

The relic reels, with unobstructed items and wagering controls
  1. Choose a starter. Rustblade adds Attack, Brass Ward adds Guard, and Ember Lens improves critical chance.
  2. Spin for a relic. Choose an unlocked wager and coins per line. Read the displayed price and odds before spinning.
  3. Build your pack. Equip up to five relics. Their bonuses combine; sell an item when you need space.
  4. Choose CALL or READ. Take a stronger opening with a cost, or learn the enemy’s coming moves.
  5. Fight, claim your rewards, descend. Check STATS and the DEPTH MAP whenever you need to inspect your build or route.

Your first run starts with 30 coins. The first pull is a guaranteed triple unless the second House Marker is active. Keep some coins for healing and future spins.

Reels, paylines and stakes

A two-symbol match pays a common relic. A three-symbol match can pay uncommon or better, subject to your unlocked rarities. A triple bomb does not award a relic. More coins per line enrich potential rewards and strengthen bombs; they do not improve the chance of matching.

Wagers before relic modifiers
PaylinesPlayer levelBase spin costBase triple chance
1 · middle row1218%
2 · top and middle10536%
3 · all rows20958%
5 · rows + diagonals301470%
7 · adds two V lines402080%

Choose 1–5 coins per line. The spin price is the base cost above multiplied by that selection, less any spin discount, with a minimum of one coin. Luck, rigging, free lines, nudges and guaranteed spins can alter the result: the game’s displayed odds and price reflect your build.

Bombs and Fortune

Loose bombs arm smaller fuses; a triple arms a larger one. Fuse damage is spread over the opening enemy turns. Guard can absorb it and fuse wards reduce each tick. Bombs are initially dormant for the first three chambers unless a House Marker changes that rule.

Two-matches grant 10% Fortune and triples grant 25%, before relic amplification. Fortune strengthens your battle damage. The winning item family also gives a temporary match gift for the next fight, even if you sell the item.

  • Weapon: opening damage.
  • Armor: opening Guard.
  • Charm: critical chance.
  • Supply: a Recover charge; triples also improve healing.
  • Relic: a Relic Art charge; triples also improve Fortune.

Combat and timing

Battle screen showing the enemy and action controls

CALL boosts your opening action, but provokes foes with extra power for three rounds. READ reveals upcoming moves and reactive tells; certain relics also grant opening Guard.

Attack

Damage one selected enemy. Perfect timing can critically strike.

Relic Art

Spend a charge to hit the enemy group. Benefits from twice your Attack bonus and your equipped relic count.

Guard

Gain a shield against incoming damage. Normally half of unused Guard carries to the next round.

Recover

Spend a charge to restore vitality, up to your maximum.

Attack and Relic Art use the timing meter: green / Perfect delivers full power, yellow / Solid 70%, and red 40%. Guard and Recover do not require timing. Deeper chambers make timing harder; relics can widen or slow the meter.

Defense reduces ordinary hits before Guard absorbs the remainder. Status damage and Shatter have different rules. Do not stall indefinitely: the house normally grows impatient from round six, increasing enemy power each round.

Enemy intentions and status effects

Look at each foe’s intent before choosing an action. Some foes change plans in response to your Guard, healing, purse or their remaining vitality. Bosses and some elites change their hand at half vitality.

Attack / Charge
A direct hit, or preparation for a stronger move.
Guard / Heal
The enemy protects itself or restores vitality.
Burn
Damage to vitality over the remaining enemy turns.
Hex
Your damage is reduced by 25% for affected actions.
Drain
Steals coins; Guard can protect you.
Rig
Sabotages the odds on a coming spin.
Siphon
Removes action charges.
Summon
Adds an ally if the act’s enemy cap allows it; a full field can be rallied instead.
Shatter
Breaks Guard and threatens vitality. Ordinary Defense does not work the same way against it.

Relics, rarity and item level

Your five equipped relics define your build. Flat combat bonuses grow with the chamber where a relic drops. Existing relics keep their original item level: descending does not automatically upgrade old gear.

The multiplier for level-scaled bonuses is 1 + 0.055 × (item level − 1), rounded to whole points after multiplying the base bonus. Rarity has its own authored effects. Chance bonuses, charges, timing modifiers and economy bonuses do not all scale with item level.

A dagger is not always just a dagger.

A level 1 common Iron Dirk adds 1 Attack. A level 70 rare Masterwork Iron Dirk has a base bonus of 5, scaled to 24 Attack. The same Attack bonus contributes twice that amount to Relic Art.

Rarity unlocks and base sale values
RarityPlayer levelSale coins
Common13
Uncommon17
Rare1012
Legendary2020
Mythical3030

House offers can change sale rewards. Player levels 20, 30, 40 and 50 each add ten more relics to the available pool. Compare the actual effect text on new loot with your current build before replacing an item.

150 chambers. Three different kinds of level.

The depth map tracks progress through the vault

Chamber depth

Your position in this run, from 1 to 150. Scales foes, your base combat power and new loot.

Player level

Persistent XP progression, capped at 50. Unlocks wagers, rarity tiers and new relic collections.

Item level

The depth at which a relic was found. Determines its scaled bonuses and stays with that item.

Chambers 1–50 have one foe, 51–100 have two, and 101–150 have three. Identities are randomly selected; strength scales to depth. Every tenth chamber is a boss encounter. The DEPTH MAP shows your route and cleared chambers.

Win battles to earn coins and persistent XP. Descending restores some vitality. Clear chamber 150 to receive a permanent Gold Coin: every later run begins with 1,000 coins. It is never spent or consumed.

House offers and between-fight choices

Between fights, you can spend coins to mend vitality or buy action charges. Prices increase with depth and purchases, so read the displayed cost. Mending heals only up to maximum vitality.

Special offers appear every ten chambers, starting at chamber 4. Fourteen encounter types can trade relics, offer healing, wager your purse, suppress bombs or change your next battle. Read every price before accepting: some ask for vitality, future danger or a temporary restriction instead of coins.

A stronger rarity is not always a better fit. A relic that protects against fuses or supports your other four items may be worth more to your run than an isolated damage upgrade.

Lucky allies and unlucky enemies

Not every meeting on the stairs is a battle. The traveller cast includes 189 lucky allies and 78 unlucky enemies, separate from the combat roster. Each has a story and brings either a temporary blessing or a setback.

A lucky meeting

An ally can improve Attack, Guard, Recover healing or critical chance for the next two won battles. Ten special allies can also be invited to travel with you.

An unlucky introduction

An unlucky enemy applies a temporary penalty to one of those bonuses. These encounters are resolved through their encounter choice; they are not the combat bestiary’s defeated-enemy count.

When do travellers appear?

Meetings can begin at chamber 2. Boss chambers and pending House offers block them, and meetings are spaced at least three chambers apart. Before relic modifiers, each eligible chamber has a 32% meeting chance; a meeting has a 70% chance to be an ally. A character does not repeat within the same descent.

Relics can change meeting chance (capped from 10% to 65%) and the ally share of meetings (20% to 95%). These are separate from the reel’s match odds. Inspect their effects in STATS.

Blessings and setbacks

Effects last for two battle victories. You can have one blessing and one setback at a time; another meeting of the same kind replaces that effect and refreshes its duration. Temporary effects do not stack without limit.

Bring a friend

Up to two recruitable allies can accompany you for the run. When the party is full, choose whom to replace. You may accept an ally’s help without recruiting them; unlucky enemies cannot join.

Companions act automatically once per fight: the first slot helps after your second action, and the second after your fourth, if a foe is still standing. Depending on the ally, support strikes one foe, hits the group, breaks Guard, adds your own Guard or restores vitality. Support strength grows with chamber depth. Hover over the party entry to inspect the skill.

Achievements and lifetime progress

The House Ledger contains 100 achievements. Open ACHIEVEMENTS from the title screen or pause menu, then search by name or filter by category and earned status. Locked icons are sealed and dimmed; earned icons show their full color.

Unique encounter milestones across all descents
Meeting typeDifferent characters met
Lucky allies1 · 5 · 10 · 25 · 50 · 100
Unlucky enemies1 · 5 · 10 · 20 · 35 · 50

A character counts once across your descents, after its encounter choice completes successfully. Merely seeing a preview does not count, and meeting the same character again does not increase the total. Recruitment is optional. Both counters save with the completed encounter.

Other goals reward bosses, Perfect timing, relic combinations, coin totals, House offers and full descents. Combat counters bank when you win; replaying part of an interrupted fight does not repeatedly bank its actions. Earned achievements remain earned across runs.

Older saves retain earned achievements and can recover progress from facts already recorded, but cannot reconstruct earlier meetings or unrecorded combat counters. The website catalog is a reference, not a connection to your personal save. Steam achievement support is being prepared for release.

Browse all 100 achievements and their artwork ↗

House Markers

Clears unlock additional House Markers. Their challenges stack as you increase the selected marker level.

  1. Bombs are armed from the first chamber.
  2. The first pull is no longer a guaranteed win.
  3. The house grows impatient from round four.
  4. Companion enemies arrive at full strength.
  5. All foes begin with extra power; mending and purchased charges cost 50% more.

Controls, stats and saving

Use the on-screen buttons to spin, inspect relics, select a target and choose actions. In battle, 1 / 2 / 3 / 4 select Attack / Relic Art / Guard / Recover. Esc closes an inspection or opens the pause menu; required choices still need an answer.

STATS opens your complete build breakdown. Hover or focus entries for explanations. DEPTH MAP shows campaign progress. Inspecting either pauses play.

Choose CONTINUE on the title screen to resume a saved run. Quitting during battle resumes from the chamber checkpoint, not midway through an action. If RETRY SAVE appears, use it before closing the game.

Your XP, records, unlocked progression and earned Gold Coin persist across descents. Starting a new run resets that run’s chamber, coins and inventory. Need help? Contact support.

Stat and relic-effect glossary

Traveller meeting chance

Changes the chance of a traveller meeting in eligible chambers. The base is 32%; the total is capped between 10% and 65%.

Lucky ally share

Changes the share of traveller meetings that bring a lucky ally. The base is 70%; the total is capped between 20% and 95%. This is not the chance of a meeting happening.

These descriptions come from the game’s STATS help. Power totals already include equipped bonuses; do not add them a second time.

Level

Your persistent level unlocks paylines, higher rarities and more relics. It carries across descents.

Vitality

Your current and maximum health. Reaching zero ends the descent. Maximum health grows with chamber depth and relic bonuses.

Attack Power

Attack damage before timing, Fortune, criticals, enemy guard and conditional bonuses. Equipped attack bonuses are included.

Relic Art Power

Relic Art damage before timing, Fortune and conditional bonuses. Includes twice your attack bonus and one power per equipped relic.

Defense

Flat damage reduction against ordinary enemy hits, applied before guard. Shatter and status damage follow their own rules.

Guard Action

Guard gained when you use Guard. Guard absorbs damage; normally half of what remains carries into the next round.

Recover Action

Health restored by Recover, up to maximum vitality. Each use spends a Recover charge.

Critical Chance

Attack can critically strike on Perfect timing. Certain relics also allow Solid timing to crit at half the Perfect chance.

Between Chambers

Health restored after winning and descending, capped at your maximum vitality.

Coins / Relics

Coins pay for spins, healing and purchases. Your five equipped relics determine the build bonuses below.

3-Match Chance

Normal triple-match chance for the selected wager, including luck bonuses and rigging. Guaranteed spins and nudges can change the final outcome.

Current Guard

Your remaining damage shield in this fight. Blocking consumes guard before vitality on ordinary hits.

Charges Left

Remaining uses of Relic Art and Recover for this fight. Relics, match gifts and purchases can grant extra charges.

Fortune

Damage bonus carried into battle from the winning match, amplified by Fortune relics.

Stance

CALL strengthens the opening action and provokes foes for three rounds. READ reveals the foe's hand and reactive tells.

Hex

Reduces your damage by 25% for the affected actions.

Burn

Damages vitality directly over its remaining enemy turns.

Fuse

Remaining bomb damage, spread across the remaining enemy turns. Guard absorbs the damage and fuse wards reduce each tick.

Attack Bonus

Added to Attack power and doubled for Relic Art power. Already included in the power values above.

Guard Bonus

Added to Guard gained. Half this bonus, rounded down, also becomes flat defense. Relic Art gains this bonus as guard too.

Heal Bonus

Extra health restored each time you use Recover, capped at maximum vitality.

Coin Bonus

Extra coins awarded for each battle won.

Lifesteal

Flat health restored when you deal damage, capped at maximum vitality.

Combo Bonus

Adds to the damage bonus carried by a winning match into battle.

Wild Chance

Increases normal triple-match odds by this many percentage points.

Crit Bonus

Adds percentage points to Attack's critical chance on Perfect timing.

Max Hp

Extra maximum vitality from relics or house offers. Included in your vitality total above.

Opening Guard

Guard granted automatically when a battle begins.

Thorns

Damage returned to an attacker when you block its hit.

Thorns Always

Damage returned when an enemy hits, even without blocking.

Bomb Ward

Health restored for each loose bomb showing on the reels.

First Strike

Extra damage on the opening action of a fight.

Execute

Extra Attack damage against foes at or below 34% vitality.

Kill Refund

Relic Art charges gained when you defeat a foe.

Yellow Crit

Allows Attack to critically strike on Solid timing at half the Perfect chance.

Guard Keep

Preserves your remaining guard between rounds instead of halving it.

Timing Green

Widens the Perfect region of the action timing meter.

Timing Slow

Slows the action timing meter, giving you more time to stop it.

Bonus Lines

Adds a free payline to the selected wager.

Spin Discount

Reduces the price of a spin.

Nudge

Chance to turn a near miss into a triple match.

Bomb Coins

Coins paid for loose bombs showing on the reels.

Free Reroll

Number of relic rerolls available without payment each chamber.

Rarity Push

Treats the reels as more heavily staked when determining relic rarity.

Per Weapon Attack

Attack bonus for each equipped WEAPON. The resolved total is already included in Attack power.

Per Armor Guard

Guard bonus for each equipped ARMOR. The resolved total is already included above.

Per Charm Wild

Triple-match chance bonus for each equipped CHARM. The resolved total is already included above.

Full Pack Fortune

Grants extra Fortune when all five relic slots are filled. The resolved bonus appears in Fortune bonuses.

Call Bonus

Extra opening damage when choosing CALL.

Read Guard

Extra opening guard when choosing READ.

Fuse Ward

Reduces each bomb-fuse damage tick before guard absorbs it.

First Blood Charge

Relic Art charges granted for first blood.

Phase Break

Extra damage against a boss that has changed its hand.

React Punish

Extra damage against a foe using a reactive intent.

Shatter Keep

Amount of guard protected when an enemy shatters it.

Enrage Delay

Extra rounds before the house begins growing impatient.