Rules

This section explains the core rules of the game.

It covers how the gameplay works, what actions players can take, and how different systems interact.

/Game Rules/How to play (You can copy paste this to a Note App)

Section 1 Combat

🎲 1. Roll & Resolve

- You and the encounter each roll a die (or let the AI simulate it).

- The result is added to your Base Combat Score.

- The side with the higher total score wins the round.

🛡️ 2. Armor & Protection Threshold

- Encounter Attack Score (Base + Roll) is compared to your Protection Threshold.

- If the Attack Score is below your threshold, your armor absorbs the hit. You win the round.

- If the Attack Score meets or exceeds your threshold, you take damage or may lose the combat.

🔺 3. Encounter Tile Breakdown

- Red Triangle (Left Side): Displays the Attack Score.

- Green Triangle (Left Side): Shows the Life Count how many times the encounter must be defeated.

- 1 Life → Defeat once.

- 2 Lives → Defeat twice.

- 3+ Lives → Multiple victories required.

💀 4. Combat End Conditions

- Combat ends when either you the player or the encounter has no remaining Health.

- If the player is victories gets a full Life recovery after the encounter ends.

Section 2 Death/Loot/Sigilboxes

💀 Death & Respawn

If you lose all your Health during combat, you are respawned at the nearest checkpoint.

Upon death, one of the following penalties applies:

- Lose 10 gold,

- Or forfeit an item of equal value,

- Or permanently lose 1 Life until restored by the nearest healer.

🎁 6. Loot Table

- After defeating the encounter, the left side displays its Loot Table.

- If you hit one of the appearing dice icon shown in the windows, you gain the item shown.

- If you roll a 6, you may freely choose 2 items from the loot table.

🎲 Bloodsigil Boxes

• Bloodsigil Boxes are random crates containing mysterious rewards.

• To open one, you must roll the exact dice number shown on its card.

• If successful, you unlock the box and proceed to the link beneath the Core Game section to claim your reward.

Section 3 Movement/Instances

🧭 Gameplay Movement

1. Dice-Based Movement:

There are two ways to move through the game:

1. Manual Navigation:

Progress page by page, exploring the world at your own pace.

2. Dice-Based Movement:

Roll a die or let the AI roll for you to determine how many pages to advance.

Your roll becomes your movement path, guiding your journey through the game.

🎬 Cutscenes & Final Encounters

• When you reach a cutscene, you must go through its narrative sequence.

• Cutscenes often mark the arrival of the final boss for the current location or Act.

• They are mandatory for your progress and often mark key story moments.

🕳️ Instances: Caves, Sewers, and Raid Entrances

While traveling, you’ll encounter Caves, Sewer Entrances, and other gateways—each marked with a distinct name above the archway. These are separate locations, distinct from the main path.

🧭 How to Enter an Instance

- Scroll down to the “Locations” section beneath the Core Game.

- Use the sorting tool to find the instance by name.

- Once inside, Movement Set 2 is disabled. Instead, navigate page by page, following Movement Set 1 rules.

🔄 Returning to the Main Path

- After completing the instance, return to your original link where the Base Game is located.

- You’ll resume your journey exactly where you left off, with all progress intact.

Section 4 Co-Op

🧟‍♂️🧛‍♀️💀👻Co-op

You can play cooperatively with up to 4 players. There are two distinct ways to engage encounters together:

1. Sequential strategy

- Players take turns one by one against the encounter.

- Experience is split among the group.

- Only one player rolls for loot, but it can be shared later with the party.

2. Stacked strategy

- All players attack the encounter simultaneously, stacking their damage output.

- Thresholds do not stack, only one player total threshold counts for the whole group.

- All players receive equal experience.

- Only one player rolls for loot, but it can be shared later with the group.

- Failure Penalty

If the party fails the encounter, all players lose 2 health.

Section 5 Trading/Healers

🛒 Traders: Buying & Selling

Players can acquire items from vendors in two ways:

- Standard Purchase:

Use your Money to buy items at their listed price.

- Barter Perk Exchange:

If you possess the Barter perk, you may trade items from your inventory equal in value to the vendor’s item instead of paying with Money.

- The total value of your offered items must match or exceed the vendor’s asking price.

💰 Item Pricing

Each item’s price in Money is directly tied to its score value:

- Weapons:

The price equals the item’s Attack score.

Example: A gun with Attack 5 costs 5 Money.

- Armor:

The price equals the item’s Threshold score.

Example: A vest with Threshold 7 costs 7 Money.

This system ensures transparent pricing and allows for intuitive trade evaluations, especially when using the Barter perk.

🩺 Healers: Restoring Permanent Health

Healers are located throughout the acts of the campaign.

When a player enters a Healer’s space, they immediately receive healing services, restoring any permanent health lost due to battle defeat.

- This healing is free of charge—no Money or currency is required.

- Healing is automatic upon entry, with no action or payment needed.

- Only permanent health loss is restored; temporary damage is unaffected.

Section 6 Leveling/XP/Perks

🧠 Level-Up!

- Upon leveling up, the player gains 1 Perk Point to spend on any available perks.

📈 XP Requirements by Level

- Level 1 → Requires 3 XP

- Level 2 → Requires 9 XP

- Level 3 → Requires 12 XP

- Level 4 → Requires 15 XP

- Level 5 → Requires 18 XP

- And so on...

Each new level requires +10 XP more than the previous one.

🧠 5. XP Rewards

- You earn XP equal to the encounter’s total Attack Score.

- If the encounter has more than 1 Health, XP is multiplied:

- 2 Lives → XP ×2

- 3 Lives → XP ×3

- And so on…

📜 Perk Unlock Rules

- Tiered Perks must be unlocked in order.

Example: You cannot select Flee II until you’ve unlocked Flee I.

- Some perks require a specific Level to unlock.

These are marked with Level Requirements and become available only once the player reaches that level.

Perk list

General Perks

❤️ Health Perks

- P Health I → +1 Max Health (Total: 2)

- P Health II → +1 Max Health (Total: 3)

🍀 P Luck (Requires Level 10)

- Grants the ability to reroll once per encounter by typing R.

🏃‍♂️ P Flee

- P Flee I → Roll a 5 or 2 to successfully flee.

- P Flee II → Roll a 5, 1, or 2 to successfully flee.

- P Flee III → Roll a 5, 1, 2, or 3 to successfully flee.

💰 P Barter

- P Barter I → Trade an item of equal value for the item you want to buy.

- P Barter II → Roll a 6 to receive 1 bonus Med when purchasing.

- P Barter III → Roll a 6 to receive any item for free.

☠️ P Reaper’s Friend

- P Reaper’s Friend I → Death penalty is reduced: no gold loss, but other penalties still apply.

- P Reaper’s Friend II → No gold or item loss after defeat; Health loss still applies.

- P Reaper’s Friend III → No penalties after defeat until you've died 3 times. After that:

- Lose 1 Health

- Must visit a Healer to restore it

- Respawning at the next checkpoint remains mandatory

⚔️ P Combat

- P Combat I → Rolling a 6 grants +3 Attack Score for that round.

- P Combat II → Rolling a 6 or 1 grants +3 Attack Score for that round.

🩸 Class-Based Perks: Blood Ronin

🩸 P Blood Charity

- I → Heal a player by 1 HP (Cost: 1 MP)

- II → Heal a player by 2 HP (Cost: 3 MP)

- III → Heal a player by 3 HP (Cost: 3 MP)

🩸 P Blood Spill

- I → Roll a 6 to reduce the encounter’s Attack Score by 1 (Cost: 1 MP)

- II → Roll a 6 to reduce the encounter’s Attack Score by 2 (Cost: 2 MP)

- III → Roll a 6 to reduce the encounter’s Attack Score by 3 (Cost: 3 MP)

🩸 P BROOOD (Requires Level 20)

- Roll a 6 to deal double damage

- Costs all remaining MP

🧠 Class-Based Perks: Mystic Trooper

🧠 P Mindcontrol

- I → Roll a 6 to make the encounter damage itself for 1 HP (Cost: 1 MP)

- II → Roll a 6 to make the encounter damage itself for 2 HP (Cost: 2 MP)

- III → Roll a 6 to make the encounter damage itself for 3 HP (Cost: 3 MP)

🎭 P Deception

- I → Spend 1 MP to guarantee a successful flee from the encounter

- II → Spend 2 MP to guarantee the theft of 1 item from the encounter

- III → Spend 3 MP to become immune to all attacks for one round and guarantee HP loss to the encounter

🧨 P Madness (Requires Level 20)

- Spend all MP to trigger a Madness Surge

- Roll a die (1–6):

- Regardless of result, the enemy loses 2 HP

- This effect bypasses armor and threshold

🔮 Class-Based Perks: Spellknight

🛡️ P Walking Tank

- I → Spend 1 MP to gain +1 Protection Threshold

- II → Spend 2 MP to gain +2 Protection Threshold

- III → Spend 3 MP to gain +3 Protection Threshold

🔥 P Here Comes the LASER

- I → Spend 1 MP and roll 1–6 to deal 2 HP damage to the encounter

- If the roll fails, lose 2 MP

- II → Spend 1 MP and roll 1, 3, or 6 to deal 3 HP damage

- If the roll fails, lose 3 MP

- III → Spend 3 MP and roll 1, 2, 3, or 6 to deal 4 HP damage

- If the roll fails, you lose all remaining Health

✝️ P Holy Knight (Requires Level 20)

- Spend all MP to grant full-party protection

- All allies gain +5 Protection Threshold for the next round

Section 7 End of The Core Game Tutorial.

🧭 End of the Core Game Tutorial

This marks the end of the tutorial, but don’t worry—

you can always return to it as you journey forward.

• Simply scroll down to the section labeled “Tutorial”,

where you’ll find organized topics covering every aspect of the game you wish to understand.

Good luck. There will be hell and peril before the end…

End Game content Tutorial

General Endgame Stuff

You can now fast travel to any location or act.

🪞 Tutorial: The Glooming Crystal

The Glooming Crystal is a device used to travel between planes of the cosmos.

Each accessible gateway has an icon displayed on it:

•🧍Solo — Recommended for single players

• 👥 Group — Designed with party coordination in mind

These icons don’t restrict access, but they do suggest the recommended conditions.

🏛️ Gallery Functionality: The Curator’s Domain

Upon touching the Looming Crystal, players are transported to a realm resembling ancient Rome its architecture grand, its skies choked with ash. Outside, the world is bleak and broken. Inside, a mutilated figure presides: The Curator, a tortured archivist bound to the gallery’s fate.

Players must collect artifacts and items from their world and beyond, display them within the gallery. Each item strengthens your reputation with the Curator, unlocking unique content and deepening your access to the gallery’s secrets.

The Vortex: The Endless Dungeon.

I touch the glooming crystal.

It shimmered, then everything shifted.

I was teleported to a place the terminals keep referring to as The Vortex.

The Vortex is almost an endless dungeon filled with powerful monsters.

It was made with a group in mind, a place meant to challenge more than just one player.

Greenwake Hollow, Friendly Neighborhood Vampire: Bounties

In the abandoned church of Greenwake Hollow, you meet Clavdus, a bitter and brooding vampire surrounded by dust and silence. His words are sharp, his tone unforgiving: “There’s furfucks and filthy bloods running about. Vermin. You want some powerful stuff? Hunt them down.”

• Each successful bounty grants 1 Hunter Bounty Token

• Tokens can be spent on Clavdus’s tab for rare gear, perks, or favors..