Shown to other players on the weekly board. Leave it blank to stay anonymous.
paid to your wallet
| # | crew | flr | pts | tokens |
|---|
Push deeper, and choose what the camp gives you:
A legendary answered
The same split, as a poster:
| # | crew | runs | points | $RUSH |
|---|
Every run's pay is its own parcel on its own clock. A parcel reaches full value 7 days after it was earned; claim it sooner and the rest is taxed — 80% on the day you earn it, 70% the next, then 60, 50, 40, 30 and 20% on the seventh; nothing after seven full days. Claim the vested parcels whenever you like and leave the young ones to mature. Nothing is burned — the tax rolls into the pot, so waiting is paid for by everyone who did not.
Every token in and out, newest first. Nothing is netted — a mint that burned 600 and a payout of 23 are two lines, not one.
Two fighters go in. If it takes, both are destroyed and you get one fighter back. If it refuses, they are handed back scarred and you lose the fee.
| common + common | 30% | → uncommon · bound · fee 72 |
| uncommon + uncommon | 25% | → rare · bound · fee 216 |
| rare + rare | 18% | → epic · bound · fee 720 |
| epic + epic | 10% | → legendary · bound · fee 1,439 |
| legendary + legendary | 5% | → mythic · bound · fee 2,878 |
Mismatched tiers cannot climb at all. A mythic paired with a common gives you a common, which is what stops the top of the ladder being copied with junk.
A forged fighter fights, carries the payout multiplier, and is yours. It can never be traded, at any tier, and it never touches the minted collection. Only a mint makes a tradable fighter. Otherwise the forge is a printing press: at the top it would manufacture collection NFTs, and at the bottom it would turn junk into sellable stock.
The fee is spent on every attempt, win or lose — split like a mint, 60% to the pool, 15% burned, 15% treasury, 10% events — and a refusal also costs one of the pair. That loss compounds, so the forge is a sink, not a cheap road to the top. What it is for is a bench full of surplus commons you will never field, and a route to power that does not wait on a lucky roll. Nothing it makes can be sold.
The child seed is hash(a, b) plus a draw nobody knows when you pick the pair. Without that draw a full bench would be 496 previewable pairs, and a player would simply scan them and forge the winners. The odds are published; the roll is not.
Pick up to five fighters, set two orders, send them down. One seed decides the whole descent, drawn at lock — so nobody can tune a squad to tonight's monsters, and anyone can replay your run and check the result.
One 32-bit seed draws the sprite and rolls hp, attack, defence, speed, crit, element and rarity. Nothing is stored anywhere else.
Every fighter has a fixed number of lives, set by its tier: common 3 · uncommon 5 · rare 7 · epic 15 · legendary 20 · mythic 30. Going down costs one. Lives never refill. At zero they are gone: remains for the forge, or the altar if they were an epic or above — minted or forged. The stone knows its own: a forged fighter pays 1.5× the minted price and comes back with a third of its own, shorter bar.
A minted fighter keeps that bar for life — a minted epic is 15 lives on the day it is minted and 15 on its last. The only fighters with a shorter bar are the ones the forge makes: a forged epic, legendary or mythic is bound (it can never be traded) and carries 9 / 12 / 20 instead of 15 / 20 / 30. Nothing ever moves a fighter from one bar to the other. The gold pips are the minted bar.
A survivor walks out with the health they had on the last floor; a fighter who went down walks out at zero. Both mend in real time and nothing else mends them — rarity sets the pace, a common 24 hours from zero to whole and a mythic 6. Send them back down hurt and they go down faster, which costs lives. Depth is paid for in lives, in hours, or with a bench deep enough to rotate.
5 runs for the whole account, and the bar comes back full every six hours. One fighter or 10 costs the same single run. There is nothing to end and nothing to wait for but the clock.
Your invite code is in the wallet. Whoever you bring in gets a free stock mint, and you get 3% of every mint they ever make — forever, no cap, paid out of the treasury's share so the pool and the burn are untouched. A code binds at the first paid mint and cannot be yours.
Floors run on forever and each is harder than the last. Monsters start at 0.58× your power and gain 3.5% a floor. They reach parity around floor 15 and half again your strength by floor 26. How deep you get is the whole score.
Every fifth floor holds a warden, with 2.2× the health and 1.25× the damage of anything else, and behind it a camp. A camp deals 3 of 10 offers — the safe one heals 100% and mends 30% between floors, the rest trade healing for attack or for pay. Set the brief to ask me at each camp and you get the real odds for each before choosing to push on or bank. A wipe costs you half the bank.
fire → ice → lightning → poison → arcane → shadow → holy → fire
Beating the matchup is ×1.25, losing is ×0.82. Reaching past a living enemy tank costs 12%. The element shows in the sprite, so you can read a squad's coverage off the portraits.
Everyone in the dungeon splits one pool. Depth points decide your share, weighted by your squad's multiplier, and that multiplier is an average, so one common in a squad of epics drags it down. A run twice as deep earns about 1.7 times as much. What nobody earns stays in the pool for tomorrow.
The pool is filled by 60% of every mint and every fee: forge, training, revive, slots and relief all split the way a mint does (60% pool, 15% burned, 15% treasury, 10% events), so the biggest spenders fund everyone's pay. That is the engine. The devs' reserve of 50,000,000, bought at launch, has one job: the weekly prize pool is guaranteed to be worth 1,000 mints (1,439,000 at the reference rate). When the crowd's fees fall short of that, the team sends the difference from the reserve wallet into the pool, one transaction a week that anyone can check. When they reach it, the reserve sends nothing. The top-up is never more than the reserve divided by the weeks left in the 8-week season, so it cannot run dry early. What is not earned in a week carries.
There is no daily cap: every run's budget is split among everyone in the dungeon, by depth — fewer players, bigger shares. A run has to be worth at least clearing floor 3 to enter the split. Earnings vest over 7 days, each run's pay on its own clock; claim a parcel early and the tax steps down by the day — 80 → 70 → 60 → 50 → 40 → 30 → 20% — nothing after 7 full days, all of it back into the pot. The vested parcels can be claimed free while the young ones mature. An invited account's free mint plays, but its earnings are held until the first paid mint.
| tier | odds | lives | supply · heal · pay |
|---|---|---|---|
| common | 69.00% | 3 lives | unlimited · heals in 24h · pay ×1.00 |
| uncommon | 23.50% | 5 lives | unlimited · heals in 20h · pay ×1.40 |
| rare | 6.90% | 7 lives | unlimited · heals in 16h · pay ×2.00 |
| epic | 0.50% | 15 lives · forged: 9 | 8,750 ever · heals in 12h · pay ×3.00 |
| legendary | 0.09% | 20 lives · forged: 12 | 1,125 ever · heals in 9h · pay ×4.50 |
| mythic | 0.01% | 30 lives · forged: 20 | 125 ever · heals in 6h · pay ×7.00 |
"Forged" is the bar for a fighter the forge made, and for nobody else. Common, uncommon and rare are stock — unlimited, never tradable. Epic and above are playable the moment they roll but are not tradable until you claim them onto the chain, and only claimed fighters count against the 10,000 cap. Everything the forge makes is bound, whatever its tier.