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Anatomy of a run

A run is 12 numbered fights in 2 stretches, ending on the act boss. Each one draws a squad from the handful the game ships for it. Between them the map offers a crossroads — 4 of them stage the same event every time, the rest draw one at random from a pool. All 46 events have a page of their own, and every number below is read from the game's files.

  1. Stretch 1 of 2
  2. Fight 1

    200 effective HP
    Always the same squad · 1 monster
  3. Fight 2

    1,987 – 2,490 effective HP
    One of 2 squads, drawn at random · 2 monsters
  4. Fight 3

    3,664 – 4,564 effective HP
    One of 2 squads, drawn at random · 3 monsters
  5. Hand the enemy a relic — one of 60 in return
  6. Fight 4

    5,960 – 7,615 effective HP
    One of 6 squads, drawn at random · 2 to 4 monsters
  7. Fight 5

    8,731 – 12,542 effective HP
  8. Fight 6

    Mini-boss15,492 – 21,843 effective HP
    One of 2 squads, drawn at random · 1 monster
  9. Stretch 2 of 2
  10. Hand the enemy a relic — one of 58 in return
  11. Fight 12

    Act boss100,000 – 187,420 effective HP
    One of 3 squads, drawn at random · 1 monster

What the numbers mean

A fight is not a fixed battle: the game ships several squads for it and draws one per run — three at the act boss, eleven at fight 8. Each squad is stored 3 times over, once per difficulty tier, with rising stats. The range on a fight spans all 3, which is why it widens as the run goes on.

Whether a fight draws or not is the act's own call, node by node: fight 1 always stages the same squad, and every fight after it draws one. What the files do not say is with what odds — no stage carries a weight and there is no pool of stages, so the picking lives in the game's code. «Drawn at random» is the game's own word for it, and nothing here claims the squads are equally likely.

Those tiers are numbered 1, 2, 3 in the files and nothing there links them to the difficulties a run is started at, so they are left as numbers rather than given names they may not have.

A combat crossroads replaces an ordinary one at most 1 time per run, with a 33% chance.

Effective HP is the game's own figure for a stage, and it is not the squad's combined health — one fight-2 squad is stored at 1,987 where its monsters' bars add up to 1,650. What else it folds in is not written anywhere in the files, so it is published under the game's name for it rather than translated into one we would be guessing at.

A name in green is a monster the run meets for the first time at that fight. Each monster's page lists every variant the game tunes for it, floor by floor, with its stats.