World
Everything you'll find on the way down — collectibles that shape your run, locks that slow your descent, and the prize that ends it.
Lore
Scroll Piece
Eight Riddlescroll pieces are scattered across both layers — five in the Dungeon, three in the Cavern. Each one adds lore and reveals another line of the prophecy poem. Two pieces per run are hidden; Lorelight surfaces them from afar, but walking close enough will reveal any of them.
Amulet
Four of eight amulets surface per run — one winner drawn from each elemental pair. Picking one up unlocks its spell for the rest of the descent and adds lore. The fire/ice pair always seeds in the Dungeon; the remaining pairs split between both layers.
Keys & Chest
Iron Key
Opens iron portcullises that bar the south passages. Keys stack — carry several to push deeper without backtracking.
Gold Key
Opens gold-locked doors on the east and west walls. Often guards a shortcut or a room with better loot.
Silver Key
Unlocks chests. Silver keys only appear as floor items — never inside chests themselves. Voidbind can bypass any lock without spending a key.
Chest
Each chest holds one item — a key or a health potion. Opening requires a silver key, or a Voidbind shot to bypass the lock. If the contents aren't collected before you leave, they'll still be waiting on your return.
Consumables
Health Potion
Restores 20% of max health on pickup. Found in chests and dropped by defeated enemies — stronger monsters drop one more often.
Gates of Infinity
The portal to victory in the deep cavern. Accessible upon felling the Ice Dragon in battle, bypassing it via the stealth route, or answering its lore riddles peacefully. Step into the rift — and the run is won.
Equipment & Weapons
Firebrand
A legendary flaming blade awarded by the dragons upon solving their lore riddles. Dual-wielded in the wizard's offhand, it periodically locks onto nearby enemies and launches an auto-homing fireball.