Three ways to descend.
Warrior cleaves at close range and drafts two abilities during the run. Ranger fires fast arrows; every third arrow pierces an extra enemy. Arcanist fires slower orbs that splash nearby enemies. Both ranged classes trade health and close-range damage for reach. Click or J attacks. Warrior uses Q and R for its two abilities; ranged classes use Q. Arcanist fields land 100 units ahead, stopping at cover; their faint preview shows the landing area. Ranged hits earn focus, misses do not. Early Warrior rewards supply a second ability and branching upgrades. Ranged classes can choose a Q variant after their first battle. Hover your class name and Q icon for details.
Read. Move. Commit.
Escape pauses the game for the whole party; either player can resume. WASD or arrows move. Mouse aims. Hold click or J to swing. Every third swing hits harder. Space dodges. F or right-click opens a short parry window facing your aim. Parry on the white flash: counter melee attacks or send arrows back to their source. Gain 30 focus and double your next attack.
Spend your focus.
Focus regenerates during combat and connecting basics earn more. Q and R share the same pool, but have independent cooldowns. The blue number on each icon is its cost. Hover an icon to see the ability and its chosen branch. Blood Sigil adds marks while equipped: even one mark can be detonated. Hold E beside a downed ally to revive.
Loot with intent.
Hover or approach an offering, then press E or Take. Relics have no inventory limit. Repeatable copies add together; unique connectors can only be collected once. Warrior equips two abilities: a third needs an explicit replacement. Each ability can take one of three upgrade branches, remembered if you replace it and find it again. Hover collected relics to read them; click to discard one copy with confirmation. Left-side stats show your current values and bonuses.
Take a route.
When both players finish looting, doors open. Approach the same door and each press E. Step away to cancel. The right-hand map shows the linked route and named guardian. Demi-bosses offer build choices and bonus gold. M shows all three acts. Entering a new floor restores health and focus, and introduces the next guardian’s realm. Shops spend shared gold. Camps offer recovery or temporary power; shrines offer an explicit blood price.
Break the formation.
Flank shields or break them with skills. Kill healers and summoners before their pack. Lure bombers into enemies. Bomber explosions can damage enemies too. Enemy spell telegraphs show their exact footprint. Melee attack cones show their exact reach and lock direction before impact. Pylons block 80% of damage to the pack and make the Architect immune. Breaking the last pylon exposes enemies for bonus damage.
A different run.
Eight Warrior abilities, 24 upgrade branches, 25 shared relics and 15 Warrior relics. Early choices open different routes through the reward pool. Look for ways to turn health, barrier, bleed or focus into something your abilities can use. Shops have shared gold and at most two refreshes per visit. Three acts draw from six guardian realms. Discoveries and run records stay in this browser's journal.