Codex

Classes, regions and monsters, bosses, synergies and gear in one place. Numbers reflect the current version and may change with balance updates.

Classes

Sign in with Google to create a character and choose a class. Each class attacks and uses its special differently. Guests have no class bonus and use a bow.

ClassBonusAttackSpecial
WarriorMax HP +50A knight in plate armor who dashes up to the monster and slashes.Blade Storm: sends waves of blade wind at the targets.
MageSpecial charge +40%A robed wizard who fires mana bolts from a staff.Meteor: drops a burning meteor on each target.
RogueCombo damage +0.2A master archer who draws the bowstring while you type and looses the arrow when the word is done.Arrow Rain: showers the targets with three volleys.

The Rogue bonus applies to damage only, never to the score multiplier, so no class has a scoring advantage.

Monster ranks

RankHealthPer stageLook
NormalBaseNo limitPlain word box
Rare2.2x normal0 to 2Blue border and health bar
Unique3.5x normal0 to 1Purple border and health bar

Monster health scales with the length of the first word and with the stage, so monsters of the same rank take about the same number of hits whatever their word. Health grows 5% per stage.

Regions, monsters and bosses

Each boss you defeat sends you to the next region, and after the eighth region you return to the first. Bosses gain 22% health every time one is defeated.

RegionMonstersBoss and attacks
1. Dungeon Prisonslime, bat, skeleton, orcGoblin King: throws rocks; its strong attack is a leaping slam that sends a shockwave.
2. Moonlit Forestmushroom, moss slime, wolf, ogreAncient Treant: raises roots under your feet; its strong attack sends a line of roots toward you.
3. Ice Cavernice slime, frost wolf, ice ghost, ice golemFrost Witch: fires ice spears; its strong attack rains icicles from above.
4. Lava Fieldslava slime, fire bat, ash skeleton, lava golemRed Dragon: spits fireballs; its strong attack is a long fire breath.
5. Demon Castleghost, bat, skeleton knight, dark orcSkeleton Lord: throws sword waves; its strong attack is a charge with two slashes.
6. Poison Swamptoxic slime, toxic mushroom, marsh bat, marsh orcSlime King: spits poison; its strong attack swells up and bursts a huge poison blob.
7. Sun Desertsand slime, jackal, mummy, sand golemDesert Pharaoh: hurls sun orbs; its strong attack calls a sunbeam down after a warning mark.
8. Edge of the Abyssvoid slime, void bat, void ghost, void golemAbyss Dragon: fires dark orbs; its strong attack darkens the screen and charges a beam.

Weak boss attacks come every five seconds while you type, and strong attacks come when the sentence timer runs out. Each boss looks different when attacking, but the damage is the same.

Synergy families

Every upgrade from the same family adds one to its synergy, up to 10. Awakening effects play at 3, 6 and 10. The icons at the top left fill with color and glow as the synergy grows.

FamilyEffectAt synergy 10Upgrades
FireDefeated monsters explode and damage those nearby.15% of the killing blow, 65px radiusSharp Blade, Consonant Hunter, Long Incantation, Arcane Blast
FrostFreezes all monsters for a moment every 12 combo.0.9 secondsMud of Time, Sealed Gate, Hourglass
StormLightning strikes every 8 words, even if your combo breaks.14x attack, 2 targetsQuick Dagger, Chain Lightning, Ward Charm
ManaRefunds part of the gauge when you use a special and raises special damage.20 gauge refund, +10% damageMana Spring, Mana Siphon, Wide Special
GuardReduces damage taken and knocks monsters back when you are hit.-10% damage, 14px knockbackIron Heart, Stone Skin, Shadow Step, Combo Keeper, Regen Ring, Vampire Fang

Legendary-only powers

Dropped gear

Gear that lasts for one run. Type its name to pick it up, and your hero's look changes.

SlotTiers (low to high)Per tier
Armorleather, chainmail, steelplate, goldplateDefense +8
Helmcap, ironhelm, steelhelm, goldhelmSpecial charge +5%
Weapon (Rogue)huntbow, ironbow, steelbow, goldbowAttack +8%
Weapon (Warrior)huntblade, ironblade, steelblade, goldblade
Weapon (Mage)novicestaff, ironstaff, steelstaff, goldstaff

Higher tiers start appearing at stages 2, 6, 12 and 20. Normal monsters drop an item 5% of the time and rare or unique monsters 20%; some drops are potions (+20 HP). Bosses always drop gear.

Shop (signed-in characters)

Permanent gear bought with the gold you earn after runs. It raises stats without changing your look. Weapon names follow your class.

TypeItemEffectPrice
WeaponHunter BowAttack +10%100
Spirit BowAttack +20%400
Rapid BowAttack +10%, combo +0.1900
Dragonslayer BowAttack +35%, combo +0.152,500
ArmorTough VestDefense +10120
Chain ShirtDefense +20450
Mithril MailDefense +351,200
Dragon ScaleDefense +503,000
TrinketMana RingSpecial charge +10%150
Lucky CharmGold +15%300
Sage AmuletSpecial charge +25%900
Royal SealGold +30%, special charge +10%2,500

Every level up gives one stat point. Power gives +4% attack, Vitality +10 max HP and Focus +4% special charge. The level cap is 50.

Deals

After a boss falls you are offered two deals. You can also walk away.

DealCostReward
Pact of GreedEnemy HP +40% for 2 stagesOne rare+ upgrade
Pact of MadnessEnemy speed +25% for 2 stagesAttack +15%
Pact of BloodMax HP -20One rare+ upgrade
Reckless PactDefense -15Attack +12%
Pact of WoundsLose 40% of current HPFull special gauge
Pact of RespiteEnemy HP and speed +20% for 2 stagesFully restore HP
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