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The handbook Descend Strategize Earn

You don't play your fighters. You brief them.

Mint fighters, pick a squad, write a brief, send them down. The dungeon plays itself out from one seed, and the deeper your squad gets, the more it carries out and the more it is paid. Every number on this page is read straight from the game's rules file, so when a rule changes, the page changes with it.

In one minute

5 runsa full bar every 6 hours
5 fightersin a squad, up to 10 with slots
3 → 30lives, from common to mythic, and they never refill
60%of every mint goes to the pool you are paid from
no capon earnings. Every floor cleared pays its spoils, and the drops on top
Instantwithdrawals. No tax and no waiting: your earnings go to your wallet whenever you like
3%of every mint an invited friend ever makes, forever
10,000minted epics, legendaries and mythics, ever
You never fight. You choose who goes, how deep and what to focus, then the run plays out from one seed drawn at lock. Nobody can tune a squad to tonight's monsters, because nobody has seen them yet, and anyone can replay your run and check the result.

Your first run

  1. MintOne mint is $2.00 (719 $ABYSS). It rolls a class, an element, stats and a rarity. Five mints make a squad.
  2. AssembleTap fighters into the squad. Put a tank in front and damage behind, and cover a few elements.
  3. BriefPick a stop floor, or ask me at each camp, and who to focus fire on.
  4. Send themThe run resolves on its own. Switch tabs if you like, it keeps going.
  5. Get paidThe report shows the floor, the points, your share and what walked out. It lands in your vault when the window closes, and you can withdraw it straight away, with no tax.
A run in progress: the squad on the left, the wave on the right, the log underneath. Floor 4 of a floor-15 brief.
A run in progress: the squad on the left, the wave on the right, the log underneath. Floor 4 of a floor-15 brief.
The moment a run resolves: what it earned, into the vault.
The moment a run resolves: what it earned, into the vault.
The full report: floor, points, rank in tonight's field, and how the pay was worked out.
The full report: floor, points, rank in tonight's field, and how the pay was worked out.

Fighters & tiers

A fighter is a number. One 32-bit seed draws the sprite and rolls hp, attack, defence, speed, crit, element and rarity. Nothing about the fighter is stored anywhere else, which is why it can be checked on chain from the seed alone.

The inventory: every fighter with its tier, element, role, stats, life pips and condition. Gold pips are a minted bar.
The inventory: every fighter with its tier, element, role, stats, life pips and condition. Gold pips are a minted bar.
common: 69.0%uncommon: 23.5%rare: 6.9%epic: 0.5%legendary: 0.1%mythic: 0.0%
What a mint rolls
  • common69%
  • uncommon24%
  • rare7%
  • epic0.50%
  • legendary0.09%
  • mythic0.01%

Six tiers

Common, uncommon and rare are stock: unlimited, never tradable, the bench you build with. Epic, legendary and mythic are the collection. There will only ever be 10,000 of them. A minted one is an NFT in your own wallet from the moment it is minted, with its lives and level kept on the chain, and it trades on OpenSea like any other. A fighter you have listed for sale stays home: no runs and no training until it is delisted, so a buyer gets the fighter they looked at. Rarer fighters have better stats (×1.00 to ×1.68), a bigger weight in the squad's pay multiplier (×1.00 to ×7.00), more lives and a faster heal.

Lanes and elements

A vanguard holds the front and shields the ranks behind it. Casters, archers and menders stand in the back, and blades and beasts hold the mid. Elements chase each other in a ring (fire → ice → lightning → poison → arcane → shadow → holy → fire). Beating the matchup is worth ×1.25, losing it costs ×0.82.

Show the full tier table
tieroddslivessupplytradablehealstatspaytrains to
common69.00% 6 unlimitedno 24h×1.00×1.00+3
uncommon23.50% 10 unlimitedno 20h×1.04×1.40+5
rare6.90% 14 unlimitedno 16h×1.08×2.00+6
epic0.50% 30 · forged: 18 8,750 everyes, once claimed 12h×1.22×3.00+10
legendary0.09% 40 · forged: 24 1,125 everyes, once claimed 9h×1.42×4.50+10
mythic0.01% 60 · forged: 40 125 everyes, once claimed 6h×1.68×7.00+10

"Heal" is hours from zero to whole. "Stats" multiplies the base roll and "pay" is the tier's weight in the squad multiplier. The "forged" life count only applies to a fighter the forge made.

Lives & health

Every fighter has a fixed number of lives, set by its tier. Going down costs one. Lives never refill. At zero the fighter is gone, and what is left goes to the forge as remains, or to the altar if it was a minted epic or above. A minted fighter keeps its bar for life. Only a fighter the forge made carries the shorter one.
Lives, by tier
common
6
uncommon
10
rare
14
epic
30
18 if the forge made it
legendary
40
24 if the forge made it
mythic
60
40 if the forge made it
Hours from zero to whole
common
24h
uncommon
20h
rare
16h
epic
12h
legendary
9h
mythic
6h

Health heals on the clock. A survivor walks out with the health they had on the last floor and mends in real time, and there is no button or potion that speeds it up. A fighter who went down pays a life for it and is carried out whole, so a knockdown costs the life and nothing else. Send a squad back down hurt and they go down faster, which costs lives, so the game asks before sending anyone under 50%. A camp heals only when the brief pushes on past it. If you want to go deep every day you either spend lives, wait out the hours, or keep a bench big enough to rotate.

Energy

5 runs for the whole account, and the bar comes back full every 6 hours. One fighter or 10 costs the same single run, charged the moment they walk in. When the bar is empty, you wait for the clock.

The descent

Floors run on forever and each is harder than the last. Monsters start at 0.58× your power and gain 3.5% a floor, which puts them level with you around floor 15 and half again your strength by floor 27. A floor is cleared only when every monster is dead, and your score is simply the floor you reached.

every 5th floora warden with 2.2× health and 1.25× damage, and a camp behind it
3 of 10boons dealt at each camp: heal, or trade healing for attack or pay
½ the bankis what a wipe costs. A bank at a camp keeps everything
3 freerelief runs before the bar refills, to pick up where a squad fell (floor 5+)
A camp: the odds for the next five floors, the boons on offer, and the choice to push on or bank.
A camp: the odds for the next five floors, the boons on offer, and the choice to push on or bank.

Set the brief to ask me at each camp and you decide at every camp with the real odds in front of you. The camp is the save point: a stop floor in the brief is a camp floor, and a brief that stops or retreats between camps keeps only what the last camp banked and loses the floors since. A wipe at floor 5 or deeper leaves a foothold for 15 minutes, and a relief squad can drop straight back in through it.

Show the boons, relief fees and drops
boonheal at campmend per floorattackfloor value
Bind wounds100%30%×1.04×0.72
Whet blades60%10%×1.34×0.74
Take the ledger55%0%×1.00×2.30
Keep the vigil80%32%×0.86×1.22
Break the relic35%0%×1.58×1.12
Split the rations86%44%×1.02×0.66
Pay the tithe100%10%×0.96×1.66
Swear the oath94%18%×1.18×0.62
Light the candle76%14%×1.06×1.08
Cut the cards30%0%×1.40×1.60

Relief, past the free runs (the fee splits like a mint)

relief atfee ($ABYSS)
floor 5337
floor 10578
floor 15794
floor 20993
floor 301,363

Drops and spoils, and what each is worth (a weight unit is 4.31 $ABYSS at the reference)

dropweight$ABYSSchance at floor 1per floor
nightmark2501,0790.2%+0.06% a floor, up to 1%
relic20861.0%+0.60% a floor, up to 10%
cache4178.0%+1.50% a floor, up to 28%
scrap1430.0%+2.00% a floor, up to 55%
warden seal6025925% behind a campa warden's floor only
spoils of floor 1313every clearfloor to the power 0.75, times 3
spoils of floor 51043every clearfloor to the power 0.75, times 3
spoils of floor 1016.973every clearfloor to the power 0.75, times 3
spoils of floor 2028.4123every clearfloor to the power 0.75, times 3

The camp is the save point for these too: a wipe, or a stop between camps, leaves on the floor what was picked up since the last camp.

How you are paid

A run is paid for what it carries out. Every floor cleared leaves its spoils, deeper floors more, and every floor may drop scrap, a cache, a relic or a nightmark on top. Each has a weight, a weight unit is worth a fixed slice of a mint (4.31 $ABYSS at the reference, so the price follows the dollar), and your squad's rarity multiplier scales the total. Alone in the dungeon you are paid exactly that. There is no daily cap; the window's pot is only a ceiling on a busy night.

The pool pays in windows. Every 6 hours (28 a week) the runs of that window are settled together. Its pot is the week's guarantee cut into 28 slices, 25,679 $ABYSS at the reference rate, plus 60% of every mint and fee paid during the window, plus whatever the last window left over. Each run in the window is paid its own list price. Only when the window's runs together ask for more than the pot holds is everyone paid the same fraction of their list, and what the pot does not pay carries forward to the next window. Nothing lands at the end of a run: the parcel appears in the vault when the window closes. On the testnet the game clock runs 40× fast, so a window is 9 minutes and a week of the game passes in about 4.2 hours.

What a clean walk's spoils are worth, plain squad
floor 5
144 $ABYSS
floor 10
451 $ABYSS
floor 15
893 $ABYSS
floor 20
1,458 $ABYSS
The wallet: what you hold, what is in the vault, and one button that withdraws it all.
The wallet: what you hold, what is in the vault, and one button that withdraws it all.
0%tax on withdrawals. What lands in your vault is paid out at face value, the moment you ask
floor 3a run has to be worth at least this, in depth points, to be paid at all
first paid mintunlocks the vault on an invited account. The free mint plays, then you buy in
×7.00five mythics. Five commons are ×1.00, five epics ×3.00: the rarity multiplier is the sum of the squad's tier weights against a full squad of commons

Withdraw whenever you like. A run's pay lands in your vault when its window closes. From then on it is yours at face value: there is no tax and no waiting, and one transaction sends everything in the vault to your wallet. The one hold is on an invited account's free start, whose earnings wait for its first paid mint.

What a floor is worth. The spoils of floor n weigh 3 × n0.75: floor 1 is 3, floor 10 is 16.9, floor 20 is 28.4. A clean walk to floor 5 carries 33.3 weight of spoils (144 $ABYSS), to floor 10 104.5 (451), to floor 20 338 (1,458), before the drops and before the multiplier. The drops are the luck on top: a nightmark alone is 1,079 $ABYSS. Depth points still rank the leaderboard and the weekly prizes. They no longer set the pay.

Show the rarity multiplier

Each fighter carries its tier's pay weight, and the squad's multiplier is the sum of those weights against a full squad of commons (5 × 1.0). A bought slot adds to it.

tierweightfive of them
common×1.00×1.00
uncommon×1.40×1.40
rare×2.00×2.00
epic×3.00×3.00
legendary×4.50×4.50
mythic×7.00×7.00
Show squad slot prices

5 slots are free and up to 10 can be bought. The price follows the mint price and splits like one.

slotprice ($ABYSS)
slot 61,798
slot 73,865
slot 88,309
slot 917,864
slot 1038,408

The forge

The forge: two rangers of the same tier on the anvil, the odds of a promotion, and the fee that is spent either way.
The forge: two rangers of the same tier on the anvil, the odds of a promotion, and the fee that is spent either way.
Two fighters of the same tier go in and one comes out. If the forge succeeds it is one of the tier above. If it fails it is one of the same tier. Either way the other fighter is consumed. Everything the forge makes is bound. It fights and counts for pay, but it can never be traded and it carries the shorter life bar.
nevera minted fighter. The forge consumes, and minted fighters can be traded
nevera mythic. Nothing sits above it, so a pair could only come out as one
×0.5on the odds for every corpse in the pair
spentthe fee, win or lose, split like a mint. The roll cannot be previewed
5%for a mythic from two legendaries. The ward costs ×3 there, and the omen adds a quarter of the odds, capped at 6%
Show the forge odds and fees
pairpromoteson successfee ($ABYSS)
common + common30%uncommon · bound · 10 lives36
uncommon + uncommon25%rare · bound · 14 lives108
rare + rare18%epic · bound · 18 lives360
epic + epic10%legendary · bound · 24 lives719
legendary + legendary5%mythic · bound · 40 lives1,438

The bone forge: two remains of the same tier

Four outcomes: both burn, one corpse comes back, one walks out alive at the same tier (2–14 lives), or one walks out a tier up. Remains that can still be revived (a minted epic or above) go to the altar and are never accepted as fuel here.

pairboth burncorpse backwalks outa tier upfee
common + common46%38%13%3%0
uncommon + uncommon50%36%11%3%36
rare + rare55%33%10%2%108
epic + epic60%30%9%2%360
legendary + legendary65%27%7%1%719
mythic + mythic70%26%4%0%1,438

Training

The dojo: a legendary mage on the mat, one common offered up, and the odds it buys.
The dojo: a legendary mage on the mat, one common offered up, and the odds it buys.
A fighter trains one level at a time, up to a ceiling set by its tier (common +3 · uncommon +5 · rare +6 · epic +10 · legendary +10 · mythic +10). Every attempt costs a fee, split like a mint. Up to +4 a failure costs only the fee. From +5 it also costs a level, though never below +4.

Sacrifice. Up to 3 fighters of a lower tier can be given up to improve an attempt. They are destroyed whether it takes or not. The odds are capped at 95%, the panel shows what each sacrifice would actually add, and one that would add nothing is refused. Minted fighters are never ingredients. The roll is taken the moment you press the button. The animation just reports what already happened.

Show the training odds and fees
attemptbase oddsstats at this levela failure costsfee ($ABYSS)
+185%×1.08 only the fee86
+275%×1.16 only the fee112
+364%×1.23 only the fee146
+454%×1.30 only the fee190
+544%×1.50 one level, never below +4246
+635%×1.80 one level, never below +4320
+727%×2.00 one level, never below +4416
+820%×2.30 one level, never below +4541
+914%×3.00 one level, never below +4704
+109%×5.00 one level, never below +4915
sacrificeadds
common+5%
uncommon+9%
rare+15%
epic+24%
legendary+34%

The altar

The altar: a fallen mythic cleric on the stone, the asking price, and the offerings that lower it.
The altar: a fallen mythic cleric on the stone, the asking price, and the offerings that lower it.
A fallen epic, legendary or mythic can be bought back, minted or forged. For a minted one this is the guarantee that a tradable fighter is never lost for good. A forged one pays ×1.5 the minted price. Either comes back with a third of its own life bar, at 25% health. The price climbs ×1.5 with every revive of the same fighter. The fee is spent, split like a mint.

Lesser remains can be offered to lower the price. A body of the same tier is worth 34% of the asking price and each tier below is worth a third of that, up to 60% off in total, and the offerings burn.

3 / 6 / 12 mintsepic / legendary / mythic, minted: $6.00 / $11.99 / $23.99
×1.5for a forged fighter: $9.00 / $17.99 / $35.98
×1.5each time the same fighter comes back
10 / 14 / 20 livesback for a minted fighter, 6 / 8 / 14 for a forged one
Show the altar prices
tierfirst revivesecondthirdlives back
epic · minted2,1573,2364,85310 of 30
epic · forged3,2364,8537,2806 of 18
legendary · minted4,3146,4719,70714 of 40
legendary · forged6,4719,70714,5608 of 24
mythic · minted8,62812,94219,41320 of 60
mythic · forged12,94219,41329,12014 of 40

$ABYSS

reward pool: 60.0%burned: 15.0%treasury: 12.0%the inviter, if you were invited: 3.0%events: 10.0%
Where every mint and every fee goes
  • reward pool60%what players are paid from
  • burned15%leaves the supply for good
  • treasury12%development, partnerships, marketing
  • the inviter, if you were invited3%out of the treasury's slice
  • events10%leaderboards, tournaments, giveaways
In the game: where the minting fee goes.
In the game: where the minting fee goes.
$2.00one mint, 719 $ABYSS at the reference rate
15%of every mint burned, and of every fee, since fees split the same way
50Mreserve bought by the devs at launch, held in a published wallet
1,000 mintsthe weekly prize pool is worth at least this. The reserve pays only the shortfall

The prize pool is guaranteed

The pool is filled by 60% of every mint and every fee. Forge, training, revive, slots and relief all split the way a mint does, so the biggest spenders fund everyone's pay. That is the engine. The devs' reserve of 50,000,000 $ABYSS, bought at launch, has one job: the weekly prize pool is guaranteed to be worth 1,000 mints (719,000 $ABYSS at the reference rate). When the crowd's fees fall short of that, the team sends the difference from the reserve wallet into the pool, one transaction a week that anyone can check on the explorer. When they reach it, the reserve sends nothing. The top-up is never more than the reserve divided by the weeks left in the 8-week season, so it cannot run dry early. Nothing is promised beyond the guarantee, and nobody is paid for holding tokens.

The weekly prize pool, in mints: players' fees, topped up to the guarantee
crowd spends 200 mints
1,000
120 from players' fees, the reserve adds the rest
crowd spends 500 mints
1,000
300 from players' fees, the reserve adds the rest
crowd spends 1,000 mints
1,000
600 from players' fees, the reserve adds the rest
crowd spends 1,667 mints
1,000
1,000 all from players' fees
crowd spends 3,000 mints
1,800
1,800 all from players' fees

The price index

Every price follows the token's 24h average price. Costs follow it both ways. A mint is $2.00 whether the token doubles or halves, and so is every fee. Rewards follow it only upward. When the token rises, the pool pays out fewer tokens for the same dollars and the reserve lasts longer. When it falls, rewards stay at the table values and never rise to compensate, so a crash can't drain the pool.

Show every fee (each splits like a mint: 60% pool · 15% burned · 15% treasury · 10% events)
forge, by tier of the result36 → 1,438 altar, epic / legendary / mythic (×1.5 each revive)2,157 / 4,314 / 8,628 training, per attempt86 at +1 → 915 at the top, ×1.3 a level relief past the 3 free runs337 at floor 5 → 1,363 at floor 30 squad slots 6–101,798 → 38,408 the price index moves at most10% per settlement, 0.25×–20×

Where the trading tax goes

Every trade of $ABYSS pays a creator tax of 2% in ETH, fixed for the life of the token. We don't keep it. Every week it is split four ways, in public. 50% buys $ABYSS on the open market and adds it to the reserve wallet, which spends on the weekly top-up and nothing else. 20% funds the weekly leaderboard prizes, a season chest and community tournaments. 20% runs the game: servers, the daily checkpoint, the infrastructure. 10% goes to marketing and the creators who bring players in. Every buy and every deposit is a transaction you can check on the explorer.

The addresses

Everything the game runs on is here, on Robinhood Chain Testnet. Open any of them on the explorer and you can follow every mint, every fee and every week's transactions yourself. Check the $ABYSS address against this page before you buy: it is the only one.

The contracts

contractaddresswhat it does
$ABYSS token0xacc70C474b062FF1EC922848bFa8Fd775eBdb699The only $ABYSS. Anything else is not the token.
Dungeon0x842C9089655E6f25A55e5c9Cf5A8a6D693fab108Holds the prize pool and pays every run. The pool cannot pay out more than twice the weekly cap, whatever the referee signs.
Fighter0x3C9853D0d7Fa47E675a94c12f95f76C783B2758dThe fighters themselves: one token each, with its tier, lives and condition on chain.
Mint0x8112C456c7E868530C8cb1899B27147B6f214F35Takes the mint fee and splits it on the spot, by shares written into the contract.

The wallets

walletaddresswhat it is
reservepublished at launchHolds the founding $ABYSS and the weekly buyback. Its only outgoing is the top-up into the pool.
eventspublished at launchTakes a tenth of every mint and fee, plus its share of the trading tax. Pays the weekly board.
operationspublished at launchTakes the treasury share and its share of the tax. Pays the servers and the gas.
marketingpublished at launchIts share of the trading tax, for marketing and the creators who bring players in.
creatorpublished at launchThe token's creator wallet. Every trade's creator tax arrives here, and the four shares above go out from it each week.

There is no team allocation. All 1,000M tokens go on sale at launch. The team buys 5% of the supply in the launch window and holds it in the reserve wallet. That wallet's address is published at launch, and its only outgoing transfers are the weekly top-ups into the pool, the contract that pays players.

Invites

Your invite code is in the wallet. Whoever you bring in gets 1 free stock mint, and you get 3% of every mint they ever make, forever, with no cap. It comes out of the treasury's share, so the pool and the burn are untouched.

A code binds at the invitee's first paid mint and can never be your own. The free mint plays like any fighter, but the invited account's earnings stay held until its first paid mint. Referral earnings land in your vault like everything else, ready to withdraw.

The weekly event

Every week the deepest crews share the events balance, which gets 10% of every mint. The board ranks the points you piled up over the whole week, so one lucky run won't carry you. The top 20 are paid: #1 takes 24%, #2 16%, #3 11%, down to 0.8% at #20.

Show the prize ladder
rankshare of the events pool
#124.0%
#216.0%
#311.0%
#48.0%
#56.5%
#65.5%
#74.5%
#83.8%
#93.2%
#102.8%
#11 – #202.4% → 0.8%

Good to know

  • The run keeps going when you switch tabs. It resolves on the clock while the page is hidden, payout included, and the room catches up when you return. A run paused at a camp waits for your decision.
  • The forge, the altar and the dojo are shut while a run is in flight. They change the roster, and the roster is what the run was sealed with.
  • Watch at 1×, 2×, 4×, 8× or 10×. The speed changes nothing about the result, because the seed decided it before the first floor.
  • Escape closes whatever is on top. Shortcuts: i inventory · f forge · a altar · t training · l leaderboard · d dungeon.
  • Every clock in the prototype runs 40× fast so the loop can be played in a sitting. At launch it runs at 1×.

Roadmap: the first season

  1. Weeks 1–2Replay links, drops that are things, minted-only depths.
  2. Weeks 3–4The codex, with the three wardens named, and daily contracts.
  3. Weeks 5–6Lineage, naming, the first cosmetics for minted fighters.
  4. Weeks 7–8Three new warden rules and the boss rush.
  5. Weeks 9–12Elemental biomes, the first mutator, foothold raids.
  6. With the chainGuild descents and soulbound achievements.

None of this adds a second currency. $ABYSS stays the only token in the game.

Nothing here is financial advice. Figures are read from the game's rules at build time and will change before launch.