← HomeTower
Opening tower…

Spells

Reconfigure champion

Enemy

Make room in the party

can join if a companion leaves. Your starting champions stay.

Choose your next climb

A new seed changes the rooms, enemies and rewards.

Oh Tipiseakin8 HP · 6 Flux
Fire 2Water 3
  • Water Jet1 Flux · reach 5 · Radius 2 · centre critCentre 4 · inner 3 · rim 1 damage · Wet · hits allies
    Centre crit4 damageInner ring3 damageRim1 damage
    Burst

    Inner-ring values: Deal 3 damage to everyone hit, including allies. Apply Wet for 2 rounds to everyone hit. Area: 19-hex burst. Rim: statuses last 1 round. Terrain covers the area.

  • Undertow2 Flux · reach 5 · Single3 damage · pull 1 · Wet · hits allies
    Single

    Deal 3 damage to everyone hit, including allies. Apply Wet for 2 rounds to everyone hit. Pull up to 1 hex toward the caster; Guard resists 1 strength of the combined push or pull; Anchored stops it completely. Ice can carry a single push farther. Area: One precise hex. A forced step blocked by a ruin or barrier causes 1 environmental damage and Concussed, once per exchange. Guard resists force; Anchored prevents it. Units and map edges cause no impact.

  • Ember1 Flux · reach 5 · Radius 2 · centre critCentre 3 · inner 2 · rim 1 damage · Burn · hits allies
    Centre crit3 damageInner ring2 damageRim1 damage
    Burst

    Inner-ring values: Deal 2 damage to everyone hit, including allies. Apply Burn for 1 round to everyone hit. Wet prevents Burn. Area: 19-hex burst. Rim: statuses last 1 round. Terrain covers the area.

  • Cleansing Tide2 Flux · reach 5 · Radius 2 · centre critCentre 4 · inner 3 · rim 1 healing · cleanse · Wet
    Centre critheal 4Inner ringheal 3Rimheal 1
    Burst

    Inner-ring values: Heal allies for 3. Cleanse allies before healing. Give allies Wet for 2 rounds. Area: 19-hex burst. Rim: statuses last 1 round. Terrain covers the area.

Current Anchor3 Flux · reach 5 · Radius 2 · centre critCentre 4 · inner 3 · rim 1 healing · Wet · AnchoredSignature
Centre critheal 4Inner ringheal 3Rimheal 1
Burst

Inner-ring values: Heal allies for 3. Give allies Wet for 2 rounds, Anchored for 1 round. New Ward and Anchored protect from next round. Area: 19-hex burst. Rim: statuses last 1 round. Terrain covers the area.

CinderLesser striker4 HP · 4 Flux
Fire 2
  • Cinder Pounce2 Flux · reach 3 · Radius 2 · centre critCentre 2 · inner 1 · rim 1 damage · Haste · hits allies
    Centre crit2 damageInner ring1 damageRim1 damage
    Burst

    Inner-ring values: Deal 1 damage to everyone hit, including allies. Add 2 damage if already Burning before this exchange. Give yourself Haste for 1 round. Area: 19-hex burst. Terrain covers the area.

  • Backdraft2 Flux · reach 5 · Radius 2 · centre critCentre 3 · inner 2 · rim 1 damage · hits allies
    Centre crit3 damageInner ring2 damageRim1 damage
    Burst

    Inner-ring values: Deal 2 damage to everyone hit, including allies. Add 2 damage if already Burning before this exchange. Area: 19-hex burst. Terrain covers the area.

KindlingBond+1 Flux · needs another Water creatureAllies within 2 hexes of both · after effects

With a different living Water companion, surviving allies within 2 hexes of both creatures recover 1 Flux after ordinary effects. Matching benefits do not stack; defeated companions grant nothing.

Choose any two different characters.

Character 1

Rules & saves

  1. Choose a route. Reports reveal a sighting, elemental traces or a terrain quirk. Unreported details stay unknown until entry. Each champion can scout one random extra detail per floor. Some enemy spells remain concealed until entry. Rewards and health costs are always shown.
  2. Health. Health carries between rooms. After a victory, every ally recovers 1 health; recovery rewards restore more.
  3. Rewards and loadouts. Draft spells, improve affinity and recruit up to three characters. Each fighter carries one charm and one scroll; choosing a replacement discards the old supply. Charms grant an opening condition each fight. Scrolls cast once for 0 Flux at printed strength, regardless of affinity, and use the normal cast action. Champion spells can be changed between battles.
  4. Resolve order. Fighters move first; spells then launch together and can collide. Defeat the enemy team.
  5. Seed and saves. Room and reward choices stay fixed when you reload. Tower progress is separate from the story.

Tower saves

Progress stays in this browser. Export a backup to continue on another device.

All saves & seats