Codex · 3 bosses, 9 monsters, 14 skills and 10 unique items

The codex

Everything in DANKLOOT that can kill you or that you can carry, with the numbers the game itself uses: a script reads the game’s code and writes these pages, so they cannot drift from what you play.

Play

The Warrior: 120 life, 4.2 tiles a second, a basic swing of 12–18 every 0.43 s.

Bosses

Every fifth floor is a boss floor with no clock: it ends when he falls. Each boss draws his attacks on the ground before they land; each has a guide: how to beat The Bellwright, how to beat The Sluicewarden and how to beat The Smeltreeve.

Monsters

Three kinds per depth band. A deeper floor multiplies every kind’s HP, bite and speed, and the deeper kinds take a growing share of each wave. Any of them can come as an elite: 3× HP, 5× XP, a guaranteed magic item and 1 power from floor 1, 2 powers from floor 6 and 3 powers from floor 11.

The Bell Crypts floors 1–5

The Drowned Ossuary floors 6–10

The Cinder Works floors 11–15 and on

Elite powers

What each elite power does
PowerEffect
Swiftwalks 40% faster
Ironhidetakes 35% less damage from every hit
Leechingeach bite heals it 15% of its max HP
Moltenleaves burning patches (0.45 tiles, 2.5 s, drawn 0.3 s before they burn) that hurt 3 base every 0.5 s
Broodbursts into 3 skitters when it dies
Volatiledies into a 1.5-tile ring that blasts 0.8 s later for 12 base damage

Skills

The Warrior carries up to 6 of these at once, each with 5 ranks, and every one evolves when it reaches rank 5 while you hold its passive.

Every skill and its evolution
SkillWhat it doesEvolves into
FaultlineSplits the ground in a straight line toward the thickest crowd.Twin Fault + Broad Shoulders
Anvil DropLeaps into the densest pack and lands like a falling anvil.Falling Forge + Heavy Hand
Hatchet TossHurls a hatchet at the nearest elite, or the nearest foe.Hatchet Storm + Quick Hands
Rousing HowlA roar that shoves foes back and sharpens your blade for a while.Warhorn Bellow + Whetstone
Iron GyreBlades whirl around you, cutting everything close.Iron Cyclone + Broad Shoulders
Ramming DashCharges at the nearest elite or foe, bowling over all in the way.Battering Rush + Light Step
RattlechainLashes a chain at the nearest elite or foe; it leaps on to the foes beside it.Gallows Chain + Quick Hands
Crowfoot ScatterScatters caltrops on the thickest pack; foes in them slow and bleed.Ironbriar Field + Light Step
Wide SwatheA wide, short swing at the pack in front of you that widens with every rank.Reaping Ring + Whetstone
ShatterguardAn iron ward soaks the blows meant for you, then bursts outward.Bulwark Shell + Blood Tithe
Hauling HookHurls a hook into the thickest pack and drags it to your feet.Undertow Hook + Heavy Hand
Cinder WakeYour footsteps catch fire: foes that follow your path burn.Wildfire Trail + Light Step
Riposte StanceBrace your blade: blows land softer, and you strike back at them.Iron Rebuke + Blood Tithe
Snaring NetThrows a weighted net over the thickest pack and pins it in place.Dragnet + Broad Shoulders

Passives

The 6 passives
PassivePer rankKey to
Broad Shoulders+12% skill area per rank, up to rank 5Twin Fault, Iron Cyclone and Dragnet
Quick Hands−8% skill cooldowns per rank, up to rank 5Hatchet Storm and Gallows Chain
Whetstone+10% all damage per rank, up to rank 5Warhorn Bellow and Reaping Ring
Light Step+6% move speed per rank, up to rank 5Battering Rush, Ironbriar Field and Wildfire Trail
Blood Tithe+1% max HP healed per kill per rank, up to rank 5Bulwark Shell and Iron Rebuke
Heavy Hand+30% knockback per rank, up to rank 5Falling Forge and Undertow Hook

Unique items

Named items with fixed stat rolls and one power that changes a skill or the rules. They drop from floor 3 down, never one you already own.

Item sets

How these pages are made

Each number is read from the same code the game runs, by a script that rewrites the codex whenever the game changes. Two figures are computed rather than read: a kind’s “share of waves” integrates the game’s wave roll and leaves out the per-kind caps (a roll past the cap becomes a husk), and “basic swings” divides HP by the swing’s 12–18 damage before any gear, skill or passive. Floors past 15 are the engine’s extrapolation. Only what the game has today is listed.