Player Stats
The five core stats that define your character's capabilities.
Stat Definitions

HP
Hit Points. Your health pool. When HP reaches 0, you are defeated and the run ends. HP does not regenerate between fights unless restored by a point of interest or item effect.
ATK
Attack. Determines the damage you deal per strike in combat. Each strike deals damage equal to your ATK value, applied first against the enemy's ARM, then against their HP.
ARM
Armor. Absorbs incoming damage before it reaches your HP. ARM is depleted by incoming attacks during combat but resets to its full value after each fight ends.
SPD
Speed. Determines turn order in combat. The combatant with higher SPD acts first each turn. A +5 SPD advantage grants an extra strike per turn.
DIG
Dig. Reduces the move cost of tunneling through wall tiles. Higher DIG means faster traversal through walls, opening up more map exploration within your move budget.
Starting Values
At the beginning of every run, before any items are equipped, your character starts with the following base stats:
| Stat | Starting Value |
|---|---|
| ATK | 0 |
| ARM | 0 |
| SPD | 0 |
| DIG | 1 |
Starting HP by Campaign Level
Your starting HP is flat across the whole campaign — difficulty comes from tougher enemies and bosses at later levels, not from a smaller HP pool.
| Campaign Level | Starting HP |
|---|---|
| 1 – 40 | 25 |
| PvP Modes | 20 |
Starting Gold by Campaign Level
Gold is the in-run currency used to purchase items from shops and interact with certain points of interest. Your starting gold decreases as you progress through the campaign.
| Campaign Level | Starting Gold |
|---|---|
| 1 – 5 | 10g |
| 6 – 10 | 8g |
| 11 – 15 | 5g |
| 16 – 20 | 3g |
| 21 – 30 | 2g |
| 31 – 40 | 0g |
Gear Slots
Your gear slot count starts at 4 and grows by 2 every time you clear a week's boss, up to a maximum of 12. See the Items page for the full progression table.
GOLD
Gold (GOLD) is the primary in-run currency. It is not a token — just an in-game currency used to buy items from shops, pay for forge upgrades, and interact with certain POIs. Gold does not carry over between runs — each run starts with a fresh gold balance determined by your campaign level.