The glowing orb is your starting engine. Click it to generate Mana โ or hold Space to channel it hands-free. Mana fuels your spells, and spells generate everything else.
Early on your click speed matters. Later, scholars and passive regeneration take over and manual tapping becomes optional.
Core Resources
ManaSpent by spells. Regenerates slowly; scholars can cast to spend it automatically.
GoldThe main currency. Buys research and upgrades. Has a cap โ spend it before it overflows.
InsightRequired to start research. Regenerates over time and from scholar studying.
EssenceOne pool per element. Accumulates passively. Used in attunement, rituals, and some research.
The Loop
Cast spells โ earn resources โ spend insight on research โ unlock new systems โ grow faster. Research is the primary driver of progression. Every unlocked node opens a door to something new: more spell slots, scholars, the Frontier, the Abyss.
Your first goal is to unlock Scholars and get a few working โ they multiply your income without you lifting a finger.
๐ก Primary Element โ you choose one element at the start of each run. That element's spells cost 50% less mana and gain XP faster. Pick what suits your playstyle; you keep your choice until you attune.
Spells
Each element has its own spell set. Spells generate different resources โ some yield gold, others essence or insight, often in combination. Unlock new spells through research. Your primary element's spells always cost half as much mana.
In combat (Frontier / Abyss) spells deal damage equal to their spell power, which scales with mastery rank and AP bonuses.
Mastery
Every cast builds XP toward the next mastery rank for that element. Higher ranks multiply that element's output and increase your effective power. Your primary element ranks up faster.
Mastery progress persists across attunements as a permanent bonus โ each run you start slightly stronger than the last.
Scholars
Scholars are hired in the Study panel. Each one can do one of two things:
StudyGenerates Insight passively. More scholars studying = research slots never starve.
CastSpends mana to cast your equipped spells automatically. Frees you from clicking entirely.
Scholar speed is improved by AP nodes. A full roster of scholars on Cast is one of the largest income multipliers in the game.
Rituals
Unlocked via research. You channel essence into a ritual circle over time, and each completed phase awards Arcane Power (AP). Rituals are slow but provide a reliable AP income between dungeon boss kills.
Omens
Random events that fire periodically during a run. Each omen is a boon, a curse, or a choice. Up to 3 can be active at once; active omens appear in the strip at the top of the screen. Some omens synergise with specific builds โ a curse that reduces gold but boosts essence output can be valuable if you're ritual-focused.
Combat
Combat is automatic โ your spells fire on cooldown, dealing damage equal to their spell power. You have an HP pool that regenerates between fights. If HP hits zero inside a dungeon, you're ejected and keep only a fraction of your run's loot.
Spell power scales with mastery rank, AP nodes, and gear stats. The higher your spell power, the faster you clear waves and the deeper content you can reach.
Dungeons
Each dungeon is a series of waves ending in a boss. Clearing a boss for the first time is permanent โ it unlocks the next dungeon. Repeat clears give normal loot only.
Dungeons scale in difficulty. If a dungeon is walling you, check your gear, run a few Frontier research upgrades, or come back after an attunement.
Gear & Loot
Monsters drop gold and Monster Cores. Bosses also drop gear โ weapons, armor, helmets, gloves, boots, rings, and amulets.
CommonMax level 10. Drops everywhere.
UncommonMax level 20. Mid-tier dungeons.
RareMax level 30. Later dungeons.
EpicMax level 40. Boss drops only.
LegendaryMax level 50. Rare boss drops.
Relic (T1)Five Tier 1 relics. The Unnamed (D4) drops one random T1 relic on first kill per attunement โ never a duplicate.
Relic (T2)Three Tier 2 relics. Each Void boss (D5) has a small chance to drop their own T2 relic โ once per lifetime, never a duplicate.
Upgrading Gear
Spend Gold + Flux to level up items. Flux is earned by scrapping gear you don't need. Each upgrade level increases the item's stats.
Every 10th level (10, 20, 30โฆ) requires a duplicate item at the same level as a material โ the dupe is consumed. In return, that step gives a ร2.5 bonus on top of the normal stat gain, making milestone levels a significant power spike.
Consecrate (costs Flux + Cores) permanently flags a max-level item so it survives attunement, just like a relic. Use it on your best non-relic pieces before resetting.
Frontier Research
A separate research tree from the Grimoire. Tiers T1โT5 use gold and Monster Cores. Tiers T6โT9 additionally require Abyss progress and Abyssal Essence. Each tier improves combat stats: HP, regen, spell power, crit, and more.
๐ฉธ Unlock: purchase the "Descent into the Abyss" AP node. This requires meaningful AP investment and signals you're ready for the game's hardest content.
The Five Depths
D1 โ The ShallowsEntry point. Manageable enemies, no boss.
D2 โ The HollowBoss at wave 10: The Lurker. Spawns Void Tendrils at 50% HP.
D3 โ The DarkBoss: The Bleeding Warden. Enrages repeatedly, accelerating each time.
D4 โ The MawBoss: The Unnamed. A 3-phase fight with shifting mechanics.
D5 โ The VoidEndless. Bosses cycle every 10 waves indefinitely. No exit condition.
Each depth is significantly tougher than the last. Don't push deeper until you're comfortable clearing the current depth without taking heavy losses.
Elite Enemies
Elites can spawn at any depth. They're visually distinct and carry a modifier that changes how they fight:
ShieldedAbsorbs a burst of damage before taking HP loss.
FrenziedFaster movement and higher damage output.
HexedApplies a curse on hit, reducing your stats temporarily.
VoidbornSummons adds that must also be killed.
Elites drop more gold, Monster Cores, and most importantly โ Abyssal Essence.
Run Loot Buffer
All loot earned in the Abyss โ gold, cores, items, Abyssal Essence โ sits in a pending buffer. Nothing is awarded until you surface or finish a combat phase cleanly.
If you die: items and all Abyssal Essence are lost. You recover only 25% of buffered gold and cores. Playing cautiously and knowing when to retreat is the key skill of the Abyss.
Rewards
Abyssal EssenceRequired for T7โT9 Frontier research. Drops from elites and bosses.
Void EchoesPermanent drops from boss kills (up to 4). Unlock special Sanctum research branches.
Abyss GearCan roll Corrupted (+20% stats, 1.5ร upgrade cost), Abyssal (+40%, 2ร), or Void-Touched (+65%, 3.5ร) modifiers.
RelicsTier 1: The Unnamed (D4) drops one random T1 relic on first kill per attunement. Tier 2: each Void boss (D5) has a small chance to drop their own T2 relic โ once per lifetime, never a duplicate.
Arcane Power (AP)
AP is your meta-currency. You earn it in two ways: passively as a function of total essence accumulated over the run, and as a one-time bonus from each dungeon boss's first kill (up to +5 AP lifetime). AP is spent in the AP tree and never resets.
The AP Tree
A web of permanent nodes. The central Arcane Foundation node unlocks the whole tree. Branches spread outward covering:
ManaRegen rate and max pool increases.
ResearchSpeed bonuses and extra research slots.
ScholarsScholar speed multipliers and run-start bonuses.
Gold & EssenceYield multipliers and cap increases.
CombatHP, regen, spell power, and crit improvements.
Cross-branch nodes require unlocking nodes from two different branches and offer compound benefits. The deepest nodes (3 AP cost) are the most powerful in the game.
Attunement
Attunement is a voluntary run reset. You give up everything earned in the current run in exchange for a permanent power bonus based on how far you got.
What survives: AP nodes, relics, consecrated gear, Void Echoes, mastery bonuses, and boss unlock status.
What resets: gold, scholars, research progress, spells, essence, and non-permanent gear.
The best time to attune is when research is stalling, your spell power isn't keeping up with the content you want to clear, and you have meaningful mastery banked. Each attunement starts you slightly ahead of where the last one began.
Feats
Feats are milestones tracked in the Chronicle โ Feats tab. They cover everything from spells cast and gold earned to dungeon clears and playtime. Some feats reward AP on completion. Check the Feats tab occasionally โ you may have unlocked more than you realise.
๐ก Long game tip: AP never resets. Even a "bad" run where you die in the Abyss or stall on research is still banking mastery XP and pushing your lifetime essence total up โ which means more AP next time. There are no wasted runs.
๐พ Save Slots
๐ง Preferences
โ ๏ธ Danger Zone
โจ
Attune to the รther?
0Arcane Power
+0% permanent generation
Resets: research ยท spells ยท mana ยท gold ยท insight ยท essence ยท This Run stats
Keeps: Arcane Power ยท All Runs stats
The more essence you sacrifice, the more power you keep.
โ
Choose Your Primary Element
Bind your magic to one element. Its spells cost half mana and master faster โ but the bond holds until you attune or begin anew. Choose well.
โฌก
Node Name
1Arcane Power
Effect
โ ๏ธ
Are you sure?
โก
Boon
Omen
๐ญ
An Omen Appears
๐ฏ Fire Omen
๐ Dev Tools
โ๏ธ Resources
Infinite resources
Bypass all cost checks
Fill all to cap
Max out mana, insight, gold, and essence
Add insight
+500 insight instantly
Add gold
+500 gold instantly
Add essence
+500 of each element instantly
๐ฌ Research
Instant research
Research completes in one tick
Complete active
Instantly finish all in-progress research
Complete ALL
Finish every node and tier across all chapters
๐ Scholars
Hire +5 scholars
Add 5 scholars for free
Hire +25 scholars
Add 25 scholars for free
โก Speed
Game speed
Multiplies the live tick rate
๐ Progression
Max element mastery
Set all element XP to level cap (50)
Add arcane power
+10 / +100 AP instantly
Unlock all AP nodes
Purchase every node in the AP tree (grants missing AP)
Unlock attunement
Complete the attunement research chain, enabling both locked tabs