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.
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
Slagdragger119 HP, bite 11 on floor 11
Fusebelly89 HP, bite 0 on floor 11
Stoker155 HP, bite 13 on floor 11
Elite powers
| Power | Effect |
|---|---|
| Swift | walks 40% faster |
| Ironhide | takes 35% less damage from every hit |
| Leeching | each bite heals it 15% of its max HP |
| Molten | leaves burning patches (0.45 tiles, 2.5 s, drawn 0.3 s before they burn) that hurt 3 base every 0.5 s |
| Brood | bursts into 3 skitters when it dies |
| Volatile | dies 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.
| Skill | What it does | Evolves into |
|---|---|---|
| Faultline | Splits the ground in a straight line toward the thickest crowd. | Twin Fault + Broad Shoulders |
| Anvil Drop | Leaps into the densest pack and lands like a falling anvil. | Falling Forge + Heavy Hand |
| Hatchet Toss | Hurls a hatchet at the nearest elite, or the nearest foe. | Hatchet Storm + Quick Hands |
| Rousing Howl | A roar that shoves foes back and sharpens your blade for a while. | Warhorn Bellow + Whetstone |
| Iron Gyre | Blades whirl around you, cutting everything close. | Iron Cyclone + Broad Shoulders |
| Ramming Dash | Charges at the nearest elite or foe, bowling over all in the way. | Battering Rush + Light Step |
| Rattlechain | Lashes a chain at the nearest elite or foe; it leaps on to the foes beside it. | Gallows Chain + Quick Hands |
| Crowfoot Scatter | Scatters caltrops on the thickest pack; foes in them slow and bleed. | Ironbriar Field + Light Step |
| Wide Swathe | A wide, short swing at the pack in front of you that widens with every rank. | Reaping Ring + Whetstone |
| Shatterguard | An iron ward soaks the blows meant for you, then bursts outward. | Bulwark Shell + Blood Tithe |
| Hauling Hook | Hurls a hook into the thickest pack and drags it to your feet. | Undertow Hook + Heavy Hand |
| Cinder Wake | Your footsteps catch fire: foes that follow your path burn. | Wildfire Trail + Light Step |
| Riposte Stance | Brace your blade: blows land softer, and you strike back at them. | Iron Rebuke + Blood Tithe |
| Snaring Net | Throws a weighted net over the thickest pack and pins it in place. | Dragnet + Broad Shoulders |
Passives
| Passive | Per rank | Key to |
|---|---|---|
| Broad Shoulders | +12% skill area per rank, up to rank 5 | Twin Fault, Iron Cyclone and Dragnet |
| Quick Hands | −8% skill cooldowns per rank, up to rank 5 | Hatchet Storm and Gallows Chain |
| Whetstone | +10% all damage per rank, up to rank 5 | Warhorn Bellow and Reaping Ring |
| Light Step | +6% move speed per rank, up to rank 5 | Battering Rush, Ironbriar Field and Wildfire Trail |
| Blood Tithe | +1% max HP healed per kill per rank, up to rank 5 | Bulwark Shell and Iron Rebuke |
| Heavy Hand | +30% knockback per rank, up to rank 5 | Falling 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.
The Threefold Riftweapon · Faultline splits into three narrower lines in a fan.
Homecomingweapon · Hatchet Toss flies back to you and cuts again on the way home.
Bellmouth Helmhelm · Rousing Howl drags monsters in from farther out instead of shoving them away.
Wheelwright's Visorhelm · Your swing cuts all the way round you, not just in front.
Millrace Hauberkchest · Iron Gyre does not wind down while you keep moving (up to half as long again).
Coat of the Second Breathchest · Once per floor, a killing blow leaves you on 1 life and untouchable for 1.5 s.
Threshold Wrapsboots · Nothing can hurt you for 4 s after you step through a portal onto a floor.
Quakestep Sabatonsboots · Ramming Dash ends in a shockwave that hits everything around you.
The Farrier's Mercyring · Every monster Anvil Drop kills heals you 1% of your max life.
Lodestone Ringring · Items on the floor fly to you from anywhere in the room.
Item sets
- The Lamplighter's Round (4 pieces: Lamplighter's Hood, helm, Lamplighter's Tongs, gloves, Lamplighter's Wick Belt, belt and Lamplighter's Last Flame, amulet). 2 worn: -5% cooldowns; 3 worn: +10% skill area; 4 worn: +30 life, and Wide Swathe: “Wide Swathe cuts behind you as well as in front.”
- The Gravewarden's Vigil (3 pieces: Gravewarden's Spade, weapon, Gravewarden's Coffin Lid, off-hand and Gravewarden's Shroud, chest). 2 worn: +10% damage; 3 worn: +40 life, and Shatterguard: “When Shatterguard breaks, it sows a field of caltrops round you.”
- The Tinker's Long Road (3 pieces: Tinker's Road Boots, boots, Tinker's Copper Coil, ring and Tinker's Brass Coil, ring). 2 worn: +5% move speed; 3 worn: +12% damage, and Rattlechain: “Rattlechain lashes out twice: a second chain finds a foe the first missed.”
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.








