Rooms
After a floor's last fight comes a room. Most are a merchant; three in every depth are something rarer.
The Wandering FenceSix wares, the Tally paid, etchings reworked.
The Gilt ForgePay gold to temper a piece up a rarity.
Altar of UnmakingUnmake a piece and keep its stats. Banks treasures.
The Warden's stairAn optional fight behind a forked stair.Which room, when
| After floor | Room |
|---|---|
| 1, 2, 4, 5, 7, 8 | Merchant |
| 3, 6, 9 | Chest, shrine and forge, one each, in an order that changes every run |
| 10 | Altar (after floor 30 the run is won) |
Floor numbers are within the depth: floor 13 is the second depth's floor 3. Where the stair forks you choose between the floor's own room and one other.
In every room
- The room's name carries a "?" chip that opens its whole text.
- The gold button at the bottom is the way on. It reads "Onward", or "Face the Tallyman" (or Mother Brine, or Avarax) when the next fight is the boss.
- Your bag, gear and the floor's market stay in reach: rooms are a good moment to merge, sell and re-dress.
- Each room's one use is spent when you use it. Leaving without using it loses nothing but the chance.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.