Opening tower…
Rules & saves
- 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.
- Health. Health carries between rooms. After a victory, every ally recovers 1 health; recovery rewards restore more.
- 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.
- Resolve order. Fighters move first; spells then launch together and can collide. Defeat the enemy team.
- 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.