Dungeon of the ENDLESS™

Dungeon of the ENDLESS™

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A comprehensive and up to date guide to Dungeon of the Endless (WORK IN PROGRESS)
By Too Metal
This informative guide was created to help new players, and perhaps, even veterans may glean something worthwhile. It was created to be a comprehensive source to understand the game. Although broken down into sub categories, it is designed to be a complete guide to as many aspects of the game as possible. This enables the reader to jump to the category required if they need to, rather than read the entire thing. Please rate if you found any of the information here useful ^^b. Thank you in advance. (NOTE – WORK IN PROGRESS)
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Learning the basics
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Dungeon of the Endless is a Rogue-Like Dungeon-Defense type of game, in which the team must explore an ever-expending dungeon in a turn-based premise, all while facing waves of monsters intent on destroying the team and the crystal they are desperately trying to defend.
Playable in single player and multiplayer the goal of the game is to get from floor 1 of the dungeon all the way to floor 12, (Drill pod not withstanding as it is an endless challenge to see how far you can get). Along the way the team will have to navigate a randomly procedural dungeon: encountering all manners of enemies, NPCs, events and loot as they progress.

The game is broken into two types of play: there is turn based and real-time. Turn based is when no doors (or further doors) have been opened and you are free to explore the parts of the dungeon already discovered prior; there are no threats to the heroes or the crystal, you are also able to build modules, major and minor with very little build time. Minor Modules range from offensive turrets designed to damage enemies, to supportive constructs that may debuff the enemy in someway or buff your heroes, all of these will be covered later in the guide. If you try to build during a wave of enemies the build time for all modules are severely increased so make sure you have a good defense already built. Remember even though the movement of your characters and such are real-time the game itself is not.
The real-time part of play starts when a hero opens a door, each time you open a door there is a chance that enemies spawn in that room you have just opened as well as any other unpowered room that is unoccupied (more on that later). Enemies will spawn and they will hunt down either heroes and NPCs, modules or the crystal; depending on the enemy type. This is when you need to be aware of the status of your heroes and modules because this is the time where they will be taking damage. Before considering opening a door, you need to ask yourself are there sufficient defenses set up, can research be processed upon an artifact, are the heroes being used to their most efficient way possible i.e.—are they operating, in a defensive choke point, are they standing in an unlit room to prevent monster spawns and can they react quickly enough to provide aid to other parts of the dungeon.

The flow of gameplay is as follows, the team opens a door, on the other side could be one of many things: the room may contain a merchant, a recruitable hero, it could have a greater module slot and/or other attributing smaller module slots, it may have a chest, it could contain science industry or food, an artifact or a stele, but sometimes it might just be a blank room. In some cases opening the room may trigger an EMP upon one of your rooms, effectively disabling everything but the status of being lit or unlit. It could, however, contain gas which cuts all movement and attack speed in half, this goes for heroes and enemies. If possible, they build generators upon greater module slots to increase their resource income, be it food, science or industry (these will be covered a bit further in the guide). Every time a door is opened the team receives a tick of these resources, the amount is modified upon numerous means, be it the amount of generators placed, the wit of operating heroes or if a stele is in effect. Eventually after exploring the dungeon floor the team will come across the exit room. When ready to leave for the next floor all heroes and the crystal in the main room need to be taken to that room. It's not that easy though. As soon as the crystal is picked up and carried by the appointed runner, enemies will constantly spawn in from unpowered rooms intent on murdering the runner and ending your game. To make matters worse the crystal carrier suffers a considerable hit to their movement speed. If the team manages to transport the crystal to the end they can then progress to the next floor (make sure all heroes are in the exit room when you do or else they will be lost). Some of the definitions might have confused you, but do not worry I will go over these points in greater detail further into the guide.

The different roles that heroes have

Explorers
As you progress further into the dungeon you will rely on specialized characters with stats designed to benefit them when exploring far from your kill rooms and choke points. The danger of exploring deep into the darkness derives when the mobs spawn in unoccupied unlit rooms, slower characters will die very quickly to these mobs especially as mobs will slow the character further if they attack them. Therefore, it is far safer to use high-speed characters to explore and then retreat when mobs spawn. These characters should be outfitted with a mixture of speed and defensive gear to help them survive the retreat.

Kill zone/Choke Point Defenders (Tanks)
Dust will eventually become a scarce commodity and there will be large areas of the dungeon with unlit rooms and every door opened will risk spawning unmanageable numbers of enemies. To deal with these situations, you will need to set up fortified choke points where defenses can be set up and heroes can be clustered. Defensive, slow, and preferably ranged characters are the key characters in this strategy, having stats that suit them for sitting on a point as they tank and deal out damage. Having a character with the repair skill in this role is very useful, as certain enemies later on will target your modules.

Operators
Heroes with the "operate" skill stand in a room with a major module to provide a bonus to that module each time a door is opened. The higher their wit stat the better the bonus (more on that later). You can increase the bonus further by equipping these heroes with wit enhancing items. Only one hero may man a node at once so do not mass operators in one room, the one with the highest wit will automatically begin operating. It takes one turn for the operate skill to work, above the heroes head there will be a small stationary grey cog to show they are starting the operate skill, the following turn it will become a larger rotating green cog to show that the operate skill is now working, if that hero leaves that room the bonus will be lost and it will take one turn to start it again. Note that you can attack enemies if they are in the room: as long as the hero does not leave that room, the operate bonus will be retained.

Crystal Runners
When the exit is found and the floor explored as much as you wish it to be, the crystal has to be carried to the exit in order to access the next floor. As soon as it is picked up, endless waves of enemies will spawn in and actively hunt the carrier down. If the carrier dies it is game over. Since the crystal substantially slows the character holding it, this is a job for faster heroes, the faster the better because you have to carry it from the starting room all the way to the exit. Make sure every hero is at the exit before clicking the next floor icon that pops up, if all heroes are not in the exit room the icon will be an amber color, wait until all heroes are present and it will turn to green, please ensure you only click when it is green as any hero left outside will be lost on the next floor.
Heroes
Heroes are the playable characters. You start your game with a variable number up to four depending on the type of pod you choose to play with or if you are in multiplayer. You can find and recruit heroes as you explore the dungeon. They enable you to fight, shop at merchants, research, open doors, occupy unlit rooms to prevent enemies spawning and repair or operate modules and thus are very important. If they all die you will lose, another way of losing is if the crystal takes so much damage that all the dust accumulated is 0, so do your best to keep them alive. Each hero starts with and can learn particular Skills with each having a different set of passive and active abilities. Heroes can be melee or ranged, have different potential gear loadouts, have skills that cater for a tank, dps or operator style of play.

Actions
These actions are automated by heroes, their AI will decide what they do depending on the situation:
  • Repair Modules
  • Operate Major Modules
  • Fight
  • Open chests
  • Find Dust

These actions are ordered by the player:
  • Open a door (right click it)
  • Interact with a non controlled hero, merchant or artifact
  • Pick up / Drop off the Crystal
  • Move from room to room

Factions

Heroes can belong to one of three factions: Crew, Prisoners and Natives.

Crew have medium recruitment costs and high leveling costs. Unlike prisoners their defense will increase after level 10.

Prisoners have high recruitment costs and medium leveling costs. After level 10, their defense no longer increases when leveling up.

Natives have the lowest recruitment and leveling costs. They also benefit from increased defense and DPS across all level ranges (+20-25% on average compared to all non natives).
However, Ayairi Whairydd is an exception. Although being a native her food cost is slightly higher than other natives and even a bit more than prisoner. Her food cost falls between Prisoner and Crew. She also has 0 defense throughout her level gains and cannot equip any items.

Finding and Recruiting heroes
Heroes can be found as the dungeon is explored further. The player can then hire them in exchange for food. Up to 4 heroes can be recruited at one time. If a hero dies, you can recruit another to fill in. If you already have 4, but want a hero you have found, you may decide to dismiss them in the hero UI panel (U as default).

Remember hiring cost depends on the hero's level and his faction.

Leveling and Healing
Every hero comes with different skills and stats. Skills are automatically unlocked at specific levels and can be passive bonuses or active abilities. Unlike most games xp is not a factor in order to level up, instead the player has to spend Food. The cost increases as the hero gains levels, up to a maximum of level 15.
All your heroes will automatically heal up to full health after every turn (unless playing with the Infirmary pod). However, if they wish to, the players can choose to use food during mid-fight to heal a percentage of the hero's health, either by clicking the Hero's 'Heal' button located directly next to their portrait (Highlighted green cross when the hero has taken damage, a red cross if not enough food is available to heal) or, alternatively, by pressing the hotkey 'H'.

Stats
  • HP – self explanatory, this is your hp pool, if this reaches 0 the hero will die
  • HP regen – depending on items or skills, this provides you a steady health regen per second
  • Defense – the higher this is, the less damage you take from enemy attacks
  • Speed – the higher this is, the faster your movement speed is
  • DPS – this is your attack power and attack speed combined
  • Attack Power – how hard you hit, modified by monster defense, buffs and debuffs
  • Attack Cooldown – how long it takes for the hero to attack
  • Wit – this changes the bonus for operating major modules and how fast you can repair
Role overview – Operator
Hero
Operate at (total food needed)
Repair at (total food needed)
L1 wit
L15 wit
Professor Josh 'Ntello
Level 3 — (61 Food)
N/A
13
17
Opbot DV8
Level 3 — (61 Food)
Level 1 — (0 Food)
10
14
Warden Mormish
Level 4 — (123 Food)
Level 7 — (359 Food)
11
15
Rakya Pulmoni
Level 3 — (61 Food)
Level 1
9
13
Kreyang
Level 4 — (75 Food)
N/A
8
12
Hikensha
Level 4 — (75 Food)
Level 8 — (341 Food)
5
9
Max O'Kane
Level 4 — (108 Food)
Level 7 — (329 Food)
8
8
Nurse Deena Ratchet
Level 4 — (123 Food)
N/A
6
7
Golgy Phurtiver
Level 4 — (108 Food)
Level 5 — (168 Food)
5
7
Elise Ness
Level 4 — (123 Food)
N/A
4
6
Role overview – Tank
Understanding how Defense works
The higher defense the hero has, the less damage the hero takes from enemy attacks.
The method of which this damage mitigation is applied is through the following formula:
HP Loss = DMG * (1 - (DEF / (DEF + 100)))
Where DMG is the base damage applied from the enemy and DEF is the defense stat.

In practice this means that (1 - (DEF / (DEF + 100))) would represent a percentage of damage taken from damage applied by an enemy. At, for example, 25 DEF; the hero would only take 80% of the damage given.

The following is a table showing the percentage damage taken at various defense stats:
DEF
% of dmg taken
0
100%
25
80%
50
66.6%
100
50%
150
40%
200
33.3%
300
25%
400
20%
500
16.6%
700
12.5%
900
10%
1900
5%

As you can see the defense-to-damage absorbed diminishes in a logarithmic manner and thus, the advantage of more defense gradually diminishes, the higher your defense already is.

Practical example:
A 4th level, basic Keeper boss does around 200 damage per hit.

At 25 defense, that would mean you would only take 160 of that to your health.
HP Loss = 200 * (1 - (25 / (25 + 100))) HP Loss = 200 * (1 - 0.2) HP Loss = 200 * 0.8 HP Loss = 160
This means each of your defense points is worth (200 - 160) / 25 = 1.6 HP saved/DEF for this encounter.

At 50 defense, you would take 133 to your health.
(200 - 133) / 50 = 1.34 HP saved/DEF

At 100 defense, you would take 100 to your health.
(200 - 100) / 100 = 1 HP saved/DEF

At 300 defense, you would take 50 to your health.
(200 - 50) / 300 = 0.5 HP saved/DEF

That means the more defense you have, the less damage you take, but also, the less each single defense points helps you.

Heroes who have the potential to be good/decent Tanks
Hero
EHP at L1-15
HP at L1-15
Def at L1-15
Skills that will help you to tank
(Actives in bold, passive in normal)
Gork "Butcher" Koroser
702 — 4316
590 — 2956
19 — 46
War Cry
Lady Joleri Tulak
1000 — 3160
800 — 1892
25 — 67
War Rider, Hold the Line, Energivore
Mizi Kurtiz
708 — 3150
600 — 1800
18 — 75
Skroig
550 — 2699
470 — 1730
17 — 56
Red Plume
Elise Ness
655 — 2555
500 — 1396
31 — 83
Engage Turtle Mode, Dust Cells
Troe Pekenyo
798 — 1820
700 — 1400
14 — 30
Missed Again, Knee Deep in Blood
Nurse Deena Ratchet
464 — 2395
400 — 1506
16 — 59
Paramedic, Placebo
Chef Nanor
690 — 2414
580 — 1588
19 — 52
Extenders
Kreyang
631 — 2369
530 — 1538
19 — 54
Hikensha
625 — 2352
500 — 1508
25 — 56

EHP represents the total amount of damage required to kill a hero. It takes into account, both HP and Defense. Thus, two heroes with the same EHP will die at the same speed if they take the same damage, even if their HP is different.
Any healing % based will have the same effect on both heroes. The importance of defense appears when you have some healing that is not % based (passives, minor modules...).
If you have this kind of healing ability, then, for the same EHP, it's better for you to have the higher possible defense because with a higher defense you'll lose less life per hit and then your passive will help you more with staying alive.
The Hero Roster – Max & Sara
Below is a detailed list including each hero, their stats at level 1 and 15, skills and an analysis of their strengths.

Max O'Kane
Strategy
Max starts pretty weak. Below good dps and with less than average hp, however he does start with endless expert. The extra science income from this passive is very beneficial especially early on. He compensates his lackluster combat ability with great skills making him a staple for any team. DPS wise and operator wise he can fill either role, just don't expect him to do either well. He is a jack of all trades, but a very very good jack, his main strengths are giving more science and dust per room, for that he is invaluable and very overlooked.
Stat
Value (L1)
Value (L15)
Hit Points
400
1478
Defense
11
31
Speed
34
40
DPS
23
64
Attack Power
21
58
Attack Cooldown
0.9
0.9
Wit
8
8
Attack Range
4 (Distance)
4 (Distance)
Weapon Type
Pistol
Pistol

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Verbal Abuse
A very powerful active that bolsters the offence and defence considerably due to both offensive and defensive stat boosts, dispatching enemies much faster and keeping heros alive.
Level 2
Level 12
Run away
Entirely situational in its usefulness. Allowing Max to move fast when needed. This could include bolstering the defense in another part of the dungeon, or outrunning a large wave after opening a door and retreating to a safe room.
( NOTE—this may seem like a good idea to use when carrying the crystal but abilities cannot be used by the carrier, deeming this skill useless for that role)
Level 9

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room.
Level 1
Endless Expert
Adds extra Science resource per turn.
Level 1
Level 13
Operate
Can operate major modules.
Level 4
Pilfer
When Max opens a door and discovers dust in that room this skill will add up to 3 more dust acquired depending on its rank.
Level 5
Level 10
Level 15
Repair
With this skill Max will repair modules in the room if damaged as long as there are no enemies in that room. During combat the speed is a lot slower, out of combat the repair is substantially faster( after the wave ends).
Level 7

Sara Numas
Strategy
Incredibly fast but incredibly fragile, be careful using her . Being the fastest character in the game you would make the distinction that she would be an excellent hero to explore, open doors and carry the crystal you would be correct on one of those assumptions. The problem is that she has such low health, and a low starting defense, combine this that she is melee and is likely to get hit a lot ensues her inevitible death that much faster. the only benefit she can bring to a team is her terrifyingly fast speed, use her to carry the crystal to the exits in record time, she can also learn repair so she can also become a very good mobile repairer although with lack lustre wit don't expect amazing results mid wave.

Stat
Value (L1)
Value (L15)
Hit Points
350
1246
Defense
13
44
Speed
46
60
DPS
25
71
Attack Power
20
57
Attack Cooldown
0.8
0.8
Wit
5
5
Attack Range
1.5 (Melee)
1.5 (Melee)
Weapon Type
Sword
Sword

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Run away
Again situational in its usefulness. Allowing Sara to move fast when needed. Same tactics applicable with Max.
( NOTE—this may seem like a good idea to use when carrying the crystal but abilities cannot be used by the carrier, deeming this skill useless for that role)
Level 1
Level 9
Level 15
Engage Turtle Mode
Virtually changes how you can use Sara, makes you much slower but capable of withstanding much more punishment. This skill is useful to pop for large groups of enemies, and when Sara is under attack. However it is not a taunt so its usefulness decreases.
Level 6
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Got Your Back
Adds extra defense when in a room with other crew faction characters.
Level 1
Repair
Gives Sara the ability to repair modules.
Level 3
Neurostun Lite
Affects enemies movement speed, decreasing it if in the same room as the hero.
Level 4
Level 11
Pickpocket
Dust loot probability from slain enemies +12%.
Level 7
Heroes – Gork & Deena
Gork "Butcher" Koroser
Strategy
Gork is the only true tank in the roster without relying on items and has Huge dps potential, plain and simple, but he is also the slowest hero in the game. He has both the offensive and defensive power to guard strategic locations all by himself so putting him in a choke point room is the best use for him. He is very useful to put into a safe room to defend from oncoming waves, as it isn't really viable to use him to open doors and retreat quickly.

Stat
Value (L1)
Value (L15)
Hit Points
590
2956
Defense
19
46
Speed
18
22*
DPS
41
79
Attack Power
41
79
Attack Cooldown
1.0
1.0
Wit
2
3
Attack Range
4 (Distance)
4 (Distance)
Weapon Type
Machine Gun
Machine Gun
Speed of 21 instead of 22 in the game's files.

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Psycho Killer
For when more DPS is needed. The speed boost allows Gork, one of the slower heroes to quickly get to a battle in time. It is very useful early game.
Level 1
Level 9
Level 15
War Cry
Incredibly useful ability for buffing Gorks defense as well as aggroing enemies ensuring weaker heroes survive. Combined with Gork's good innate defense stats and high DPS make him a deadly tank it is great for those moments for when a hero is near death and needs to leave a room without being attacked.
Level 5
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room.
Level 1
Soylent Green
For every 5 enemies this hero kills you are rewarded with 1 food.
Level 3
Bloody Showman
Raises attack power when engaging enemies.
Level 7
Level 11

Nurse Deena Ratchet
Strategy
Potentially the most balanced character in the game, able to do most roles respectably in every situation,She has decent overall stats with none that particularly let her down, nor any that make her anything special. She has quite high speed so could potentially be used as an explorer to open doors and then retreat to a safer area. Her skills specialize around healing and buffing the defence and offence of the group

Stat
Value (L1)
Value (L15)
Hit Points
400
1506
Defense
16
59
Speed
32
37
DPS
29
70
Attack Power
26
63
Attack Cooldown
0.9
0.9
Wit
6
7
Attack Range
5 (Distance)
5 (Distance)
Weapon Type
Pistol
Pistol
Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Paramedic
Gives a significant boost to Health Regen for all heroes, this ability works across the whole floor but it doubles the regen if in the same room as the user.
Level 2
Level 10
Level 15
Verbal Abuse
A very powerful active that bolsters the offence and defense considerably due to both offensive and defensive stat boosts, dispatching enemies much faster and keeping heroes alive.
Level 7

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Got your back
Adds extra defense when near group members they trust when in a room with other guard faction characters.
Level 1
Scamper
Prevents the enemies from slowing the character when attacked.
Level 1
Operate
Can operate major modules.
Level 4
Placebo
Although limited to powered rooms only, it does gives a welcome boost to everyone's hp regen. (Note—ability does not stack on itself if also acquired via items)
Level 5
Level 12
Iron Fist
Provides extra attack power to all heroes in the room, including self.
Level 8
Level 13
Heroes – Opbot & Hikensha
Opbot DV8
Strategy
Opbot is possibly the best utility character, sporting the repair ability from the start as well as possessing higher Wit stats than most. However he does not do so well in combat, designed to be purely played as a more supportive role. As a hero with very high wit, DV8 fits perfectly as an operater on major modules. and has skills that passively buff minor modules.

Stat
Value (L1)
Value (L15)
Hit Points
440
1448
Defense
13
34
Speed
34
40
DPS
20
45
Attack Power
20
45
Attack Cooldown
1.0
1.0
Wit
10
14
Attack Range
1.5 (Melee)
1.5 (Melee)
Weapon Type
Spear
Spear

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Surgical Striker
A powerful combat skill that can significantly boost DPS due to the reduction in Attack Cooldown and slight buff to attack power.
Level 2
Level 10
Paramedic
Gives a significant boost to Health Regen for all heros, this ability works across the whole floor but it doubles the regen if in the same room as the user.
Level 6

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room
Level 1
Repair
Gives Opbot the ability to repair modules.
Level 1
Operate
Can operate major modules.
Level 3
Recycling
For every 5 enemies killed in a room with this hero( it doesnt have to be the heroes kills) 1 industry will be rewarded
Level 5
Level 12
Level 15
Master Hacker
Provides a buff to repair speed and gives minor modules in the room a defence boost.
Level 8
Level 13

Hikensha
Strategy
A combat-operator hybrid character with a strong attack and respectable utility skill coupled with reasonable Wit score. These traits combined make her an ideal choice for defending a choke point whilst operating and repairing after engagements. Like Max she can also learn endless expert increasing the amount of science gained upon opening a door. A jack of all trades really, but a very, very good one . The skill Nyctophilia makes her a decent explorer by giving her a decent speed buff in the dark so she is able to retreat easier, although she is better off holding down a choke point as stated prior. All in all a very good character for any team

Stat
Value (L1)
Value (L15)
Hit Points
500
1508
Defense
25
56
Speed
29
31
DPS
36
72
Attack Power
32
65
Attack Cooldown
0.9
0.9
Wit
5
9
Attack Range
1.5 (Melee)
1.5 (Melee)
Weapon Type
Sword
Sword

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
War Face
This skill improves the user attack power moderately. However if it used while in an unpowered room it also has the effect of lowering the attack power of the current enemy targeted
Level 2
Level 12
Sacrifice
More than doubles the attack power of the hero but gives them a damage over time debuff( Note- you can die from this skill) it provides ample attack power to dispatch enemies quickly but ensure you have the defence and the food to heal up
Level 7
Level 15

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Nyctophilia
Improves movement speed when moving in unpowered rooms also gives a small buff to the loot drop chance of dust from all monsters in the unpowered room with her, this skill makes Hikensha a valid door opener/explorer
Level 1
Level 10
Operate
Can operate major modules.
Level 4
Endless Expert
Adds extra Science resource per turn
Level 5
Level 13
Repair
Gives the ability to repair modules.
Level 8





Heroes – Troe & Golgy
Troe Pekenyo
Strategy
Troe's strengths are his quick movement speed and good dps, he also possesses pretty solid defence stats and his hp is far above average. His second active is a very good crowd control ability that slows and damages every enemy in the room as him, it is a very strong ability and makes him incredibly useful for splitting up incoming enemies. These combined traits make him especially good at scouting far into the darkness, carrying the crystal, or any other job that requires defence,offence and speed. As stated previously this makes him an ideal choice for opening doors and fighting waves of enemies, and a very good choice for moving the crystal. His low wit is not really a factor as he does not learn any skills that rely on wit( operate or repair)

Stat
Value (L1)
Value (L15)
Hit Points
700
1400
Defense
14
30
Speed
32
32
DPS
36
64
Attack Power
29
51
Attack Cooldown
0.8
0.8
Wit
2
2
Attack Range
1.2 (Melee)
1.2 (Melee)
Weapon Type
Sword
Sword

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Psycho Killer
For when more DPS is needed, the speed boost it gives is useful to quickly dash to where Troe is needed. It is very useful early game.
Level 1
Level 11
Kneecapped
Good for slowing the advance of enemies, Troe can rush out and slow down an incoming room of enemies effectively splitting the amount in a kill room at one time, a small D.O.T is welcomed as well.
Level 7

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room
Level 1
Scamper
Prevents the enemies from slowing the character when attacked
Level 3
Missed Again
Very good skill that slows the attack rate of the current targeted enemy. Useful with hard hitting enemies
Level 5
Level 13
Knee Deep in Blood
Temporarily increases defence for each enemy killed by this hero, significantly increases survivability, will slowly revert to unbuffed defence stat if not killing enemies( soft cap increases with level)
Level 9
Level 15

Golgy Phurtiver
Strategy
Golgy does not use any weapons, her weapon equipment slot is replaced by a second device slot instead providing her with the potential to fulfill any role. She is very fast, not only when it comes to movement speed, but also when it comes to her attack rate. As a result her DPS is very good even though she is unable to equip weapons. She is quite fragile though, but possessing great skills that counter this to a degree, one slowing down all enemies in the room by a considerable amount, the other effectively making her invisible to enemies( she can still be damaged via aoe attacks though) however her main strength derives from her two device slots that give her great versatility via the plethora of items available to equip. She learns operate and repair so ,with items that improve wit, can be a very good operator , an amazing dps , an exceptional crystal runner or in a pinch she can be a choke point "tank" to some degree, although in this role she requires substantial armor and defensive items to go with it. A very flexible and adaptive character.

Stat
Value (L1)
Value (L15)
Hit Points
350
1246
Defense
18
40
Speed
43
45
DPS
44
130
Attack Power
35
104
Attack Cooldown
0.8
0.8
Wit
5
7
Attack Range
1.1 (Melee)
1.1 (Melee)
Weapon Type
N/A
N/A

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Webslinger
An incredible ability that slows ,almost to a crawl, all enemies in that room with her, it is very effective to use this similar to Troes Kneecapped skill and by that i mean running out of the kill room and splitting mobs up, coupled with her second ability this makes it very safe to do so. It is also handy of course to slow down those mobs that have breached your defences.(Note- you can move from room to room and as long as its duration is still up it will effect the new rooms you move to)
Level 2
Level 10
Crawler
While under the effect of this skill Golgy is effectively invisible to enemies, allowing her to attack or run past them with impunity. for veterans of the game it is basically the item " Aftershave" but as an active with a limited duration
Level 7
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room
Level 1
Pickpocket
Dust loot probability from slain enemies+12%
Level 1
Level 12
Level 15
Operate
Can operate major modules.
Level 4
Repair
Gives the ability to repair modules.
Level 5
Nyctophilia
Improves movement speed when moving in unpowered rooms also gives a small buff to the loot drop chance of dust from all monsters in the unpowered room with her, this skill makes Golgy a viable door opener/explorer
Level 8
Heroes – Skroig & Rakya
Skroig
Strategy
Skroig is a very quick melee hero in both attack rate and movement speed. Unfortunately he cannot wear armor which does make him very very fragile. Also unlike other heroes, Skroig only has two item slots; a weapon, and a device. However he does have considerable dps and his abilties give good support to the rest of the team, the first improving the attack power of all heroes in the room as him , while the other is one of the best defensive abilities in the game , upon activation confusing every enemy in the room at once and throughout its duration this makes the enemies attack one another instead of heroes or modules (NOTE- be careful of Chimera Kamikaze's when using this ability,it will cause everyone of them in the room to explode. When a Kamikaze blows, it will deal massive damage to heroes, significant damage to modules and npcs, and only slight damage to other monsters in the room). The best use for skroig should be in a supportive way, working with another hero to open doors and occupy unlit rooms when his skills are on cooldown , and when they are back up to move to a kill room to employ his very beneficial abilities if needed. He also makes a pretty decent crystal runner.

Stat
Value (L1)
Value (L15)
Hit Points
470
1730
Defense
17
56
Speed
36
36
DPS
44
79
Attack Power
35
63
Attack Cooldown
0.8
0.8
Wit
5
6
Attack Range
1.4 (Melee)
1.4 (Melee)
Weapon Type
Spear
Spear

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Last Supper
A very useful skill that improves the attack power of every hero in the room
Level 1
Level 13
Red Plume
The best defensive skill in the game, when used every enemy in the room will attack each other (just be careful of those Necrophage Kamikaze's)
Level 5
Level 9
Level 15

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Soylent Green
For every 5 enemies this hero kills you are rewarded with 1 food
Level 3
Level 11
Knee Deep in Blood
Temporarily increases defence for each enemy killed by this hero, significantly increases survivability, will slowly revert to unbuffed defence stat if not killing enemies( soft cap increases with level)
Level 7

Rakya Pulmoni
Strategy
Rakya is a great hero for buffing minor modules as most of her abilities are useful in enhancing them in some way. Via reducing their attack cooldowns, keeping them maintained with repairs, and upgrading their attack/defence when she's in a room. She is best played as an operator at the front lines as she has pretty good attack for an operator, almost being a hybrid dps, she is the only operator that uses a machine gun giving her the potential to be a deadly dps. Her first ability makes offensive turrets do insane damage; coupled with a passive that increases their attack rate, it is a shame that her second ability pales in comparison being more detrimental than helpful as it hurts every body in the room, enemies taking only marginally more damage than heroes.(online this can be a nightmare when other players do not expect the sudden dot ravaging their hp)
Stat
Value (L1)
Value (L15)
Hit Points
400
1282
Defense
14
27
Speed
27*
30
DPS
24
73
Attack Power
26
80
Attack Cooldown
1.1
1.1
Wit
9
13
Attack Range
4.5 (Distance)
4.5 (Distance)
Weapon Type
Machine Gun
Machine Gun
Speed of 26 instead of 27 in the game's files.

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Overclocked
A very useful ability giving a major boost to offensive modules attack power for the duration
Level 2
Level 10
Level 15
Health Warning
Damages everybody in the room with her when this is used,including herself,with enemies only taking marginally more damage . In my opinion the worst ability in the game try not to use this as it is mostly detrimental than helpful
Level 7
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room
Level 1
Repair
Gives the ability to repair modules
Level 1
Operate
Can operate major modules.
Level 3
Master Hacker
Provides a buff to repair speed and gives minor modules in the room a defence boost.
Level 5
The Optimizator
Every offensive module attacks faster when she is in the room
Level 8
Level 12
Heroes – Ken & Joleri
Ken Massoqui
Strategy
Ken is one of the best heroes to use for exploring into the darkness and opening doors. His active and passive skills and stats give him an incredible ability to carry out this role. With both abilities active his damage can become so significant that he will be able to clear whole waves on his own and even one shot alert boss enemies(just keep his Hp topped up, as he isnt invincible; especially if his second skill is active which sends his dps soaring but suffers a self inflicted damage over time). He is quick, strong and moderately tanky. A lone wolf hero getting access to various buffs to his speed and dps when alone in a room. This high speed and DPS allows him to fill any role beside operator although having the repair skill is a bonus as it does allow him to defend a kill room without any help from others. He also makes a fairly decent crystal runner. In short, Ken is king of the DPS heroes

Stat
Value (L1)
Value (L15)
Hit Points
555
1115
Defense
13
39
Speed
37
37
DPS
39
77
Attack Power
39
77
Attack Cooldown
1.0
1.0
Wit
3
3
Attack Range
3 (Distance)
3 (Distance)
Weapon Type
Machine Gun
Machine Gun

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Sado-Selfish
A very powerful active with a pretty short cooldown that increases attack power considerably but divides the bonus between the heroes in the room. For optimum efficiency this is best used when Ken is alone, this skill used in conjuction with his second makes his dps climb to insane values.
Level 1
Level 11
Sacrifice
More than doubles the attack power of the hero but gives them a damage over time debuff( Note- you can die from this skill) it provides ample attack power to dispatch enemies quickly but ensure you have the defence and the food to heal up
Level 7
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Got your back
Adds extra defense when near group members they trust when in a room with other guard faction characters
Level 1
Danger Junkie
Improves the speed and attack power when the hero is alone in the room
Level 3
Level 15
Repair
Gives the ability to repair modules
Level 5
Knee Deep in Blood
Temporarily increases defence for each enemy killed by this hero, significantly increases survivability, will slowly revert to unbuffed defence stat if not killing enemies( soft cap increases with level)
Level 9

Lady Joleri Tulak
Strategy
Joleri is one of the more mobile heroes available; but what sets her apart from the rest are that she comes with decent dps and good defense to boot, further improved upon by both of her active skills. This makes her a very solid explorer and door opener, she also makes a very good hero to protect a choke point, with her high hp and defence. Her second ability can give a team some much needed survivibilty when the going gets tough; increasing all defence by a very large amount for the duration. However, one of her passive skills does reduce the Dust drop % chance from enemies and her second active ability severely reduces the Dust drop % chance from enemies whilst it's active. (This being said it is difficult to calculate how often Dust will drop from enemies and the vast majority of the Dust obtained in a playthrough will be from discovering encounters or by operating upon a shop module with a merchant, more on that later.)

Stat
Value (L1)
Value (L15)
Hit Points
800
1892
Defense
25
67
Speed
34
39
DPS
28
68
Attack Power
28
68
Attack Cooldown
1.0
1.0
Wit
7
8
Attack Range
1.5 (Melee)
1.5 (Melee)
Weapon Type
Spear
Spear

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
War Rider
Increases your defence as well as your speed. This skill can make Joleri that much more tankier when defending a kill room, to rapidly bypass through many rooms of enemies and take minimal damage or just to get somewhere in the dungeon that bit faster
Level 4
Level 12
Hold the Line
Greatly increases the team's survivability against enemies in the same room as the user. However it should be used sporadically as the reduced dust gain is detrimental, especially as this skill applies that reduction to all enemies in the room, instead of just a single enemy like Dust Thirst.
Level 6
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Scamper
prevents the enemies from slowing the character when attacked
Level 1
Dust Thirst
Temporarily increases attack power for every killed enemy by this hero, up to a soft cap that increases with the rank. The bonus will diminish over time reverting to its natural unbuffed state eventually if no enemies are being killed. However this passive reduces the chance that the enemy targeted by joleri will drop dust.
Level 2
Level 10
Level 15
Energivore
If Joleri is in an unpowered room with enemies she gains a considerable HP regen buff
Level 8
Heroes – Mormish & Elise
Warden Mormish
Strategy
Warden Mormish is a support hero. He is fairly tanky and has a great wit stat but his movement speed and combat ability are both less than average, However his high wit stat makes up for his limited mobility and dps deficiency making him one of the best operators in the game. His skills bring great utility to the team; War Profiteer greatly increases the chance that enemies, in the same room as Warden, will drop dust. (His own attack speed is greatly reduced when this is active further reinforcing his need for team work in his supportive role). Warden's secondary active ability provides a great buff to the attack power of all heroes on the floor(as long as he is in a room devoid of enemies). This means he can be played in a couple of ways. In either case he will be operating very efficiently and safely thanks to the repair skill meaning he can be used at the front line; killing enemies with turret or dps hero support, hoarding dust from the incoming slew of enemies with War Profiteer. On the other hand Warden can be placed far way from any enemy and be a great team buffer with his Armchair General skill.

Stat
Value (L1)
Value (L15)
Hit Points
615
1175
Defense
17
49
Speed
22*
22*
DPS
18
39
Attack Power
27
58
Attack Cooldown
1.5
1.5
Wit
11
15
Attack Range
4 (Distance)
4 (Distance)
Weapon Type
Pistol
Pistol
Speed of 21 instead of 22 in the game's files.

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
War Profiteer
Greatly increases the probability that Dust will drop from slain enemies in the room but severely reduces the Wardens attack rate.
Level 2
Level 10
Armchair General
If used when in a room free of enemies this active greatly increases the attack power of all heroes on the floor
Level 5
Level 12
Level 15

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Got Your Back
Adds extra defense when near group members they trust when in a room with other guard faction characters
Level 1
Need for (More) Speed
If Warden is in a room with other heroes he gets a movement speed boost(I guess he gets his hovering chair a push)
Level 1
Level 13
Operate
Can operate major modules.
Level 4
Repair
Gives the ability to repair modules
Level 7
Team Spirit!
If Warden is with the company of another hero he gains a bonus to his defence and his attack power
Level 8

Elise Ness
Strategy
Elise Has great defence and a high HP pool, her first active skill compliments these two factors perfectly. Also possessing a reasonable DPS you would expect her to be a slow and defensive character. However her movement speed is actually not bad at all considering how tanky she can be. Lacking in wit but able to operate as well make her ideally suited to defend rooms while gaining a little extra bonus resources. A major difference setting her apart from the roster is her inability to wear any armor( although she does have incredible defence regardless), instead she has two equipment/utility slots which give her a degree of flexibility among item choice. Additionally she benefits from a slight HP regen and defence bonus if in powered rooms but this does not come without a downside as her food cost to heal is higher.

Stat
Value (L1)
Value (L15)
Hit Points
500
1396
Defense
31
83
Speed
25
25
DPS
41
73
Attack Power
49
88
Attack Cooldown
1.2
1.2
Wit
4
6
Attack Range
4 (Distance)
4 (Distance)
Weapon Type
Machine Gun
Machine Gun

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Engage Turtle Mode
makes you much slower but capable of withstanding much more punishment giving a substanital increase to defence. This skill is useful to pop for large groups of enemies, however it is not a taunt so its usefullness decreases
Level 3
Level 12
Shrapnellizer
This skill does seriously big damage to every enemy in the room in a very short space of time, it is literally an instant burst. However anything else in that room including all modules/npcs and heroes will also be damaged, albeit to a lesser extent. Use care when using this skill
Level 6
Level 10
Level 15

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Got Your Back
Adds extra defense when near group members they trust when in a room with other guard faction characters
Level 1
Dust Cells
Provides Elise with a minor HP regen and a defence boost when in powered rooms, however it does increase the food cost of healing
Level 1
Level 13
Operate
Can operate major modules.
Level 4
Iron Fist
Provides extra attack power to all heroes in the room, including self.
Level 8
Heroes – Nanor & Josh
Chef Nanor
Strategy
Nanor is a balanced hero stat wise, moderately tanky with reasonable hp and defence, with good movement speed. His DPS is not that bad although does pale compared to other heroes, nonetheless he shines as a support/utility hero. He makes up for his short comings by learning many useful passive skills that will assist your food economy, from making heal costs lower with extenders to adding food to your resources when killing enemies via soylent green. His first active skill is a considerable attack power increase to all heroes in the room with him and his second is the best AOE skill in the game. Upon activation every enemy on the floor will start taking a substantial damge over time debuff. while the debuff is in effect they also have a higher chance to drop dust, in addition to this every kill made with this skill is added to soylent green, meaning that he can also generate food from using this ability.

Stat
Value (L1)
Value (L15)
Hit Points
580
1588
Defense
19
52
Speed
29
29
DPS
25
50
Attack Power
38
75
Attack Cooldown
1.5
1.5
Wit
5
5
Attack Range
1.5 (Melee)
1.5 (Melee)
Weapon Type
Sword
Sword

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Last Supper
A very useful skill that improves the attack power of every hero in the room
Level 1
Level 9
Level 15
Cooking with Gas
Hands down the best AOE skill in the game, every enemy on the floor has a DOT throughout its duration. In addition to this every affected enemy will have a substantial % chance increase to drop Dust
Level 5
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Got Your Back
Adds extra defense when near group members they trust when in a room with other guard faction characters
Level 1
Extenders
Lowers the food cost to heal for every hero
Level 3
Level 11
Soylent Green
For every 5 enemies this hero kills you are rewarded with 1 food
Level 7

Professor Josh 'Ntello
Strategy
Josh is the best operator in the game, blessed with the highest Wit stat alongside Wit upgrading passive abilities. Be that as it may his combat effectiveness is severely hampered although it is not so bad if he with other heroes to trigger Team Spirit!. However he is not completely defenceless. His first active can overclock minor offensive modules for extra attack power from them and, like Warden, Armchair General can buff the attack power for other teammates. Not only is he the best operator in the game he also makes other operators even better with Knowledge is Good, improving their wit stat. The only drawback is that he doesn't learn repair, unless of course he is equipped with the appropriate item.
----Josh 'Ntello is unlocked by owning the Dungeon of the Endless "Founder Pack" ----

Stat
Value (L1)
Value (L15)
Hit Points
400
1198
Defense
11
31
Speed
28
30
DPS
17
33
Attack Power
20
40
Attack Cooldown
1.2
1.2
Wit
13
17
Attack Range
4 (Distance)
4 (Distance)
Weapon Type
Pistol
Pistol

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Overclocked
A very useful ability giving a major boost to offensive modules attack power for the duration
Level 2
Level 10
Armchair General
If used when in a room free of enemies this active greatly increases the attack power of all heroes on the floor
Level 6
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Pack of dogs
Adds extra attack power to self when other prisoners are in the same room
Level 1
Team Spirit!
If Josh is with the company of another hero he gains a bonus to his defence and his attack power
Level 1
Level 8
Operate
Can operate major modules
Level 3
Knowledge Is Good
All heroes on Floor get +2 wit including Josh (+4 at level 3)
Level 5
Level 12
Level 15
Heroes – Mizi & Kreyang
Mizi Kurtiz
Strategy
Mizi Is purposefully designed to be utlised as a lone wolf. Her passives "Bad Company" and "Danger Junkie" reinforce this. If other heroes are with her they all incur a penalty to their defence stat, on the other hand if Mizi is alone she benefits from a noteworthy increase to her attack power, "Danger junkie" furthers her attack power and also her movement speed, again if alone. Ideally she should be deployed in a defensive room on her own as her movement speed is not the greatest even with "Danger Junkie". she is able to handle waves of monsters by herself with relative ease with her two actives. one increasing her DPS significantly, the second indirectly increasing DPS by inflicting a DOT on everyone else in the room but her(including other heroes!). This ability is very good when paired with items, turrets or other hero skills that slow down enemy movement speed. Mizi cannot equip a weapon and only possesses 2 item slots meaning she is very reliant on levelling up to keep her DPS relevant. her attack rate may be slow but she hits like a truck. Also her attack rate and movement speed get a significant boost at level 15 if you can get her there.

Stat
Value (L1)
Value (L15)
Hit Points
600
1800
Defense
18
75
Speed
27
32
DPS
40
115
Attack Power
60
150
Attack Cooldown
1.5
1.3
Wit
1
1
Attack Range
4 (Distance)
5 (Distance)
Weapon Type
N/A
N/A

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Battle Madness
Improves attack power, attack rate and attack range however you are unable to move during its duration. This turns Mizi into a very effective DPS, scaling very well with the attack power buff provided from "Bad Company" if she is alone in the room
Level 3
Level 9
Level 15
Hellfire
Everyone in the room bar Mizi are inflicted with a high power DOT(other heroes will take less damage than enemies)
Level 7
Level 13

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Bad Company
If alone this increases attack power, if heroes are with her though every heroes defence stat is decreased
Level 1
Danger Junkie
Improves the speed and attack power when the hero is alone in the room,another passive that scales well with "Bad Company"
Level 5
Level 11

Kreyang
Strategy
Kreyang has slightly above average stats across the board however her movement speed borders on the slow side. She has slightly above average Hp and defence which in combination do make her particuarly tanky to a degree. she also has decent DPS potential. Her wit stat is just above average and she also learns operate and endless expert, providing a welcome science resource boost for every turn. Her active abilities are some of the strongest in the game for survival. Her first skill " Winter Just Came" in my opinion is bordering on the over powered aspect. Once triggered every enemy on the whole floor will slow down to a crawl, coupled with neruo stun turrets(more on those later) you can effectively "freeze" enemies in rooms for quite some time. This can be used offensively by keeping enemies within a high concentration of offensive modules or defensively for saving a hero almost out of HP and needing to flee. Her second ability " Hold the Line" massively increases every heroes defence in the same room by a considerable amount. however it does have the drawback that every enemy in that room has a lower % chance to drop dust. Kreyang should be put in an Operator role near the closest defensive kill room to many unpowered rooms her defensive active will help when the waves reach the room and her first ability will slow the advance as the enemies filter through your defensive turrets along the way.
----Kreyang is unlocked by owning the Endless Legend "Founder Pack"----

Stat
Value (L1)
Value (L15)
Hit Points
530
1538
Defense
19
54
Speed
28
28
DPS
25
58
Attack Power
30
70
Attack Cooldown
1.2
1.2
Wit
8
12
Attack Range
1.5 (Melee)
1.5 (Melee)
Weapon Type
Spear
Spear

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Winter Just Came
An incredible ability, it slows down every enemy on the entire floor and is especially useful to give your heroes more time to react to spawn locations or providing more time for your turrets to inflict damage.
Level 3
Level 12
Hold the Line
Greatly increases the team's survivability against enemies in the same room as the user. However it should be used sporadically as the reduced dust gain is detrimental, especially as this skill applies that reduction to all enemies in the room
Level 8

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Defender of the Past
When an artifact is currently researching( more on that later) Kreyang benefits from a boost to her attack power and movement speed this is true for multiple artifacts at once.
Level 1
Level 10
Level 15
Operate
Can operate major modules.
Level 4
Endless Expert
Adds extra Science resource per turn
Level 6
Level 13
Heroes – Secret Hero (Shhhhhh!)
Ayairi Whairydd
Strategy
Behold the reclusive Ayairi Whairydd, the worst kept secret hero in the game. There is a slight chance to have Ayairi on your starting team instead of one of the normal heroes if you select random on the hero selection screen. Her utility as a support is unmatched; neither is her ability to collect dust. Starting with pilfer very very early to maximize on dust finding potential from discovering rooms and later on acquiring pick pocket and Nyctophilia to gain a higher chance for dust to drop from her kills. she is also very good to use in defensive rooms with turrets because of her overclocked active and repair skill. She is also able to learn soylent green and recycling so putting her in a room of enemies will guarantee some nice resources (Note: soylent green only procs when Ayairi kills an enemy herself, but recycling will apply to all enemies in the room for all hero kills). However, and its a huge however. Ayairi cannot equip any items whatsoever, to make matters worse although she has a good sized HP value, her defence will remain 0 throughout her levels and there is no way to increase this value making her very fragile. Her dps is not bad and her movement speed is average, again you will not be able to change any of her default stats which makes her redundant compared to other heroes that you can customize to fit your roles. She does have scamper though, and along with pilfer this makes her a natural explorer. its a shame her speed is a little bit slow so you have to be very careful with placing her too deep within unpowered areas although Nyctophilia lessens this problem to a degree giving her more movement speed in the dark. Still it never gets old seeing her open doors with a handy pick axe.

Stat
Value (L1)
Value (L15)
Hit Points
725
1663
Defense
0
0
Speed
30
30
DPS
40
110
Attack Power
28
77
Attack Cooldown
0.7
0.7
Wit
6
6
Attack Range
1.5 (Melee
1.5 (Melee
Weapon Type
N/A
N/A

Active skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Overclocked
A very useful ability giving a major boost to offensive modules attack power for the duration.
Level 3
Level 11
Paramedic
Gives a significant boost to Health Regen for all heroes, this ability works across the whole floor but it doubles the regen if in the same room as the user.
Level 7
Level 14

Passive skills
Skill
Description
Rank 1 Obtained
Rank 2 Obtained
Rank 3 Obtained
Scamper
Prevents the enemies from slowing the character when attacked.
Level 1
Pilfer
When Ayairi opens a door and discovers dust in that room this skill will add up to 3 more dust acquired depending on its rank.
Level 2
Level 10
Nyctophilia
Improves movement speed when moving in unpowered rooms also gives a small buff to the loot drop chance of dust from all monsters in the unpowered room with her, this skill makes Ayairi a valid door opener/explorer.
Level 4
Level 12
Repair
Gives the ability to repair modules.
Level 5
Recycling
For every 5 enemies killed in a room with this hero( it doesnt have to be the heroes kills) 1 industry will be rewarded.
Level 6
Level 13
Pickpocket
Dust loot probability from slain enemies +12% / +18%.
Level 8
Level 15
Soylent Green
For every 5 enemies this hero kills you are rewarded with 1 food.
Level 9
Items
There are two ways to acquire items for your heroes. They can either be found in chests through encounters upon opening a door or you can purchase them from merchants. They are equipped by your heroes in the hero panel (hotkey U, or clicking on the hero portrait) and they each fall into 3 different categories: weapons, armour and devices. Most heroes can equip one of each type apart from an exceptional few (Golgy cannot equip a weapon, Skroig cannot equip armor and only has two slots, Elise cannot equip armor and finally Mizi who also cannot equip a weapon and only has two item slots)

All items can be found and bought in different rarities that will affect the stats these are as follows from worst to best: grey, green, blue, purple.

Any items that are not equipped are held in the inventory or the backpack. Seperate to the inventory, the back pack can hold up to 4 items and these will stay with your hero. Anything not equipped at the end of the level or put into the backpack will be lost upon starting the next floor.
Ranged Weapons – Machine Guns
Machine Guns
Ricewind-This Machine Gun moderately improves attack power and attack rate but like most Machine Guns comes with an inherent movement speed decrease
Rarity
AP
CD
SPD
Grey
18
-0.1
-2
Green
21
-0.1
-2
Blue
24
-0.1
-2
Purple
27
-0.1
-2
FUzzi-This Machine Gun moderately improves attack power and attack rate, it also has a minor range increase; like most Machine Guns it comes with an inherent movement speed decrease
Rarity
AP
CD
Range
SPD
Grey
20
-0.2
+1
-3
Green
23
-0.2
+1
-3
Blue
26
-0.2
+1
-3
Purple
30
-0.2
+1
-2
Gatling Gun-This Machine Gun greatly improves attack power and improves upon attack rate; like most Machine Guns it comes with an inherent movement speed decrease
Rarity
AP
CD
SPD
Grey
24
-0.2
-2
Green
28
-0.2
-2
Blue
32
-0.2
-2
Purple
37
-0.2
-2
Widow/er Maker-This Machine Gun significantly improves attack power and improves upon attack rate and attack range slightly; however it's inherent movement speed penalty is the largest.
Rarity
AP
CD
Range
SPD
Grey
48
-0.1
+2
-6
Green
55
-0.1
+2
-6
Blue
63
-0.1
+2
-5
Purple
73
-0.1
+2
-4
99GIG Eviscerator-Arguably the best Machine Gun significantly improves attack power and improves upon attack rate and attack range it also provides some defence; it's inherent movement speed penalty is also manageably low.
Rarity
AP
CD
Range
SPD
DEF
Grey
30
-0.2
+2
-2
+3
Green
34
-0.2
+2
-2
+3
Blue
40
-0.2
+2
-2
+4
Purple
46
-0.2
+2
-2
+4
Ranged Weapons – Pistols
Weapons are equipped in the far left slot on the character screen and come in four different types (pistols, Machine guns, spears and swords) by equipping them the Attack Power stat of your hero will increase making the hero do a lot more damage, in some cases the weapon will also affect the attack rate providing even more DPS or even provide bonuses to other stats such as speed or wit. Below is a list of the avilable weapons, seperated by type. (Golgy and Mizi are unable to equip weapons)

Pistols
Blastapler- this pistol significantly increases attack power but nothing else, sometimes though its raw damage is enough.
Rarity
AP
Grey
30
Green
34
Blue
40
Purple
46
Nail Gun- this pistol increases attack power as well as increasing your attack rate but at the expense of attack range.
Rarity
AP
CD
Range
Grey
11
-0.2
-3
Green
13
-0.2
-3
Blue
15
-0.2
-3
Purple
17
-0.2
-3
Peashooter- this pistol increases attack power as well as increasing your attack rate the purple version giving a slight buff to attack range.
Rarity
AP
CD
Range
Grey
12
-0.1
-
Green
14
-0.1
-
Blue
16
-0.1
-
Purple
18
-0.1
+1
Quick Draw- this pistol increases attack power as well as increasing your attack rate considerably the minus to attack range is negligible
Rarity
AP
CD
Range
Grey
14
-0.3
-1
Green
16
-0.3
-1
Blue
19
-0.3
-1
Purple
21
-0.3
-1
Six-Gun- this basic pistol slightly increases attack power as well as increasing your attack rate marginally the purple quality gives a slight range increase
Rarity
AP
CD
Range
Grey
9
-0.2
Green
10
-0.2
Blue
12
-0.2
Purple
14
-0.2
+1
Sonic Gun-Arguably the best pistol to be found a nice increase to attack power as well as increasing your attack rate and a range increase it also has the benefit of giving you a movement speed increase
Rarity
AP
CD
Range
SPD
Grey
25
-0.2
+2
+3
Green
29
-0.2
+2
+3
Blue
33
-0.2
+2
+3
Purple
38
-0.2
+2
+4

Melee Weapons – Spears
Spears
Bandleader's Baton- This spear may seem like it gives poor dps as its attack power is low but it enables your hero to attack extremely quickly. Once equipped it provides the hero with the passive skill " Iron FIst", this ability boosts the attack power to all heroes in the room, including self. It also gives a bonus to movement speed
Rarity
AP
CD
SPD
Skill
Grey
11
-0.3
+1
Iron Fist
Green
13
-0.3
+2
Iron Fist
Blue
15
-0.3
+3
Iron Fist
Purple
17
-0.3
+4
Iron Fist
Crutchy- This spear gives decent attack power and a considerable movement speed boost it is especially useful for crystal runners.
Rarity
AP
SPD
Grey
19
+4
Green
22
+4
Blue
25
+5
Purple
29
+5
Toothpick- This spear gives some attack power and thats it, still its better than equipping nothing at all and it also very cheap to buy which can help if you have low resources
Rarity
AP
Grey
12
Green
14
Blue
16
Purple
18
Pool Cue- This spear provides nice attack power. as an added bonus it gives a slight increase to range which is actually very helpful for melee characters
Rarity
AP
Range
Grey
24
+1
Green
28
+1
Blue
32
+1
Purple
37
+1
Tightrope- On paper this spear looks like it would give incredible DPS thanks to its very good attack power and slight increase to attack range. However it actually slows your attack rate which means its not as good as it looks. it also negatively affects your movement speed marginally.
Rarity
AP
CD
Range
SPD
Grey
47
+0.1
+0.5
-1
Green
54
+0.1
+0.5
-1
Blue
62
+0.1
+0.5
-1
Purple
71
+0.1
+0.5
-1
Fire pick-Arguably the best spear to use, although the Bandleader's Baton is a very very close contender and is the better choice for a crystal runner. Providing ample attack power and some attack rate it also gives a slight bonus to attack range. If you are lucky enough to find a purple version you can enjoy a nice boost to your movement speed to boot.
Rarity
AP
CD
Range
SPD
Grey
28
-0.1
+0.5
-
Green
32
-0.1
+0.5
-
Blue
37
-0.1
+0.5
-
Purple
43
-0.1
+0.5
+2
Melee Weapons – Swords
Swords
Rapier- This sword is good to equip on a hero whose role is crystal runner or explorer. It gives a nice bonus to movement speed. Its boost to attack power is negligible but it does improve the attack rate, not a common trait among swords.
Rarity
AP
CD
SPD
Grey
12
-0.1
+2
Green
14
-0.1
+2
Blue
16
-0.1
+2
Purple
18
-0.1
+3
Letter Opener- This sword is good to equip on a hero whose role is crystal runner or explorer. It does offer the fastest movement speed bonus but it has very poor DPS compared to other choices.
Rarity
AP
SPD
Grey
10
+3
Green
12
+3
Blue
13
+3
Purple
15
+4
Saber- I feel this sword is useless. Even though it has considerable attack power and increases attack range, it even gives a minor increase to defence. Its problem lies in that it makes your hero attack considerably slower. It comes with an ability called " Duelist" unique to this weapon only. "Duelist" reduces the attack rate of an enemy attacking you, It sounds good but only if there is one enemy attacking you. What i dont understand is that it slows down your attack at the same rate as the enemy. It could be used as a supportive role but it would still not make up for the slower attack speed your own hero will possess.
Rarity
AP
CD
Range
DEF
Skill
Grey
32
+0.2
+0.5
+2
Duelist
Green
37
+0.2
+0.5
+2
Duelist
Blue
42
+0.2
+0.5
+2
Duelist
Purple
49
+0.2
+0.5
+3
Duelist
Soletaker- Another useless sword suffering from the same fate as the Saber. Reasonable Attack power and a nice bonus to range is hampered by a crippling slow attack rate. Avoid
Rarity
AP
CD
Range
Grey
30
+0.2
+1
Green
34
+0.2
+1
Blue
40
+0.2
+1
Purple
46
+0.2
+1
Lite Saber- This sword is pretty nice to equip on a hero used at choke points as it gives a considerable bonus to your defence stat, the attack rating it has is very very good also, ensuring fast kills.
Rarity
AP
DEF
Range
Grey
38
6
+0.5
Green
44
7
+0.5
Blue
50
8
+0.5
Purple
58
9
+0.5
Occam's Gouge- This sword Is great for characters with repair or operate(Hikensha comes to mind, in fact it was like this sword was made for her) It gives a very nice attack rating boost and slight attack range however it also provides the user with a nice boost to wit.
Rarity
AP
Wit
Range
Grey
45
2
+0.5
Green
52
2
+0.5
Blue
60
3
+0.5
Purple
68
3
+0.5
Augmented Blade-Arguably the best sword to obtain. This sword gives very good attack rating along with some range and throws in a touch of survivability. The hp regen, defence bonus and extra HP are very nice additions keeping your hero alive that bit longer. It also doesnt lack in the damage department.
Rarity
AP
Range
DEF
HP
HP/sec
Grey
44
+0.5
2
80
4
Green
51
+0.5
2
80
4
Blue
58
+0.5
2
80
4
Purple
67
+0.5
3
100
4
Armour
Armour is equipped to the middle slot in the Hero user interface panel. Some heroes cannot wear armor and they have been mentioned previously in the guide(The ones that are unable are Skroig and Elise). Armor does what you expect, it raises your defense stat and sometimes HP & HP Regen, but can also increase or decrease movement speed. There are a select few that provide you with passive abilities and/or enhance your other stats. Below is a list detailing each.

Ahhrrrmani Suit- Improving your Hp to an extent and providing some nice defence. it is a great piece of armor to equip on operators at the closest kill room/choke point. Other armors may have better defensive stats but this armor comes equipped with the ability "Me First!" This skill basically overrides all target data for every enemy. this means every enemy type will focus the hero with "Me First!" . It's most important effect is that it will force enemies who would normally ignore the heroes (to attack major modules, the merchant or go straight for the crystal) to attack the hero instead.
Rarity
DEF
HP
Skill
Grey
20
+50
Me First!
Green
23
+60
Me First!
Blue
26
+70
Me First!
Purple
30
+80
Me First!
Bullittproof Vest- Giving a very nice boost to HP with a moderate defence bonus this armor gives very nice survivability. It does reduce movement speed somewhat though
Rarity
DEF
HP
SPD
Grey
14
+200
-6
Green
16
+215
-6
Blue
20
+230
-4
Purple
24
+250
-4
Guard Uniform- This armour offers a little bit of defence while improving your HP moderately, it has a very negligible impact on movement speed
Rarity
DEF
HP
SPD
Grey
6
+100
-1
Green
7
+110
-1
Blue
9
+120
-1
Purple
10
+140
-1
Orange Jumpsuit- This armour offers pretty nice defence considering the boost it gives to your movement speed, it is invaluable for explorers and crystal runners.
Rarity
DEF
SPD
Grey
18
+4
Green
21
+5
Blue
24
+6
Purple
27
+7
Other T-Shirt- Simply gives you defence without negatively affecting any other stat, For this reason it is a pretty nice piece of armour
Rarity
DEF
Grey
20
Green
23
Blue
26
Purple
30
Power Suit- A nice defence bonus but slows movement speed by a noticeable amount. It's still very good armour for heroes that are defending a choke point and do not necessarily need to move much.
Rarity
DEF
SPD
Grey
30
-3
Green
34
-3
Blue
40
-3
Purple
46
-2
Prison Uniform- Very minor boost to defence and thats all she wrote. It's better than wearing nothing at all but you should strive to replace this armor as soon as you can.
Rarity
DEF
Grey
3
Green
4
Blue
5
Purple
6
Restrainer- You need to ask yourself if you favor more survivability, which this Armour does provide fairly well, with nice HP and ok defence, the HP regen although minor can possibly be a life saver. Or if you value DPS beause if you wear this armour your attack rate will be slower.
Rarity
DEF
HP
HP/sec
CD
Grey
9
+80
1
+0.1
Green
10
+90
1
+0.1
Blue
12
+100
1
+0.1
Purple
14
+110
1
+0.1
Riot Gear- This is the big daddy of defence. Benefiting the wearer with some very nice HP and great defence. The first rarity variations will make you move like a snail but the higher rarities have negligible decrease to movement speed. All varieties will make you attack slower though and the decrease to wit means this is not suitable for operators.
Rarity
DEF
HP
CD
SPD
Wit
Grey
30
+200
+0.1
-9
-1
Green
33
+215
+0.1
-9
-1
Blue
36
+230
+0.1
-1
-1
Purple
40
+250
+0.1
-1
-1
Space Suit-Although this armour severely affects the wearers speed it is ideal to give to operators. For multiple reasons, this armour compliments the role for an operator rather well. As operators rarely move the speed decrease does not affect them that much. The bonus to wit is nice for obvious justification and the defence and survivability it grants helps when the operator needs to combat enemies.
Rarity
DEF
HP
HP/sec
SPD
Wit
Grey
11
+150
+2
-8
+2
Green
13
+160
+2
-8
+2
Blue
15
+170
+3
-8
+2
Purple
17
+180
+3
-8
+2
Armour (continued)
The Kings Armour- Nice armor for keeping you alive against multiple weak hitting enemies as it provides a nice HP bonus with very nice HP Regen. The defence it provides is not that good though and harder hitting enemies will tear through your defences
Rarity
DEF
HP
HP/sec
Grey
7
+175
4
Green
8
+190
5
Blue
9
+205
6
Purple
11
+220
7
T-Shirt-This armour has no special features; it gives ok defence and some HP but lowers speed a little too. Its ok early game but you really should find something better
Rarity
DEF
HP
SPD
Grey
9
+60
-2
Green
10
+70
-2
Blue
12
+80
-2
Purple
14
+90
-2
Tutu-This armour is good for explorers and crystal runners, Boosting movement speed very nicely to make those roles easier.
Rarity
DEF
SPD
Grey
9
+4
Green
10
+4
Blue
12
+5
Purple
14
+5
Used Chitin- Another armor that causes your hero to attack slower although this time it doesn't even have the defence to make up for that, avoid!
Rarity
DEF
SPD
CD
Grey
9
-1
+0.1
Green
10
-1
+0.1
Blue
12
-1
+0.1
Purple
14
-1
+0.1
Zone Device- I like this armour for explorers/door openers. It gives nice defence and a welcome HP Regen but that is not all. The wearer is granted the passive ability "Neurostun Lite" what this ability does is it affects enemies movement speed, decreasing it if in the same room as the hero. Making it very easy to kite away from enemy waves when exploring deeply into under powered rooms.
Rarity
DEF
HP/sec
Skill
Grey
25
+2
Neurostun Lite
Green
29
+3
Neurostun Lite
Blue
33
+4
Neurostun Lite
Purple
38
+4
Neurostun Lite
Devices
Devices offer the hero boosts to all kinds of stats. They are equipped in the right section of the hero UI panel and can increase (or decrease) any stat depending on the device, they often come with a passive ability as well.

A list of all the available equippable devices are below.

Drugs are items that can go into the device slot but are only found when the player starts a game with the Infirmary Pod.

A... thing- Really great device for those heroes with potential DPS What this item does is it increases your attack rate, making you attack much faster, it also has a minor speed bonus which makes it viable for explorers where a hybrid of speed and dps is needed.
Rarity
CD
SPD
Grey
-0.1
+2
Green
-0.1
+3
Blue
-0.1
+4
Purple
-0.1
+5
Aftershave- This item effectively makes your hero invisible to enemies via the skill "Skulker". What this means is your hero will never aggro; meaning they can attack with out fear of reprisal. It does decrease wit by a vast amount so it is not ideal to put on operators. However it is ideal for explorers because they can attack and never be targeted. Be careful because some enemies have AOE attacks and if they are targeting a module/nps or another hero you will still take damage as you are in the effective radius. It does decrease your attack rate so your DPS does suffer a bit but this item is invaluable when you need to kill keeper types without wasting food for heals or fear of losing a hero,(these are the big "Alert" enemies that will persist in rooms and level up if not dealt with, they are stationary but they increase the defence and HP of all enemies on the floor- more detail will be provided on them further in the guide)
Rarity
CD
Wit
Skill
Grey
+0.2
-5
Skulker
Green
+0.2
-4
Skulker
Blue
+0.2
-3
Skulker
Purple
+0.1
-1
Skulker
Battlefield Injector- A good item to give to operators because of the increase to wit it provides. the minor speed boost is nice to have also. In a pinch it can be used for crystal runners because of this.
Rarity
SPD
Wit
Grey
+2
+2
Green
+3
+3
Blue
+3
+4
Purple
+4
+5
Dehydrated Water- Improves max HP and bestows the passive "Extenders". A wonderful passive that decreases the cost of food used to heal for all heroes. This ability can stack if other heroes possess the same ability.
Rarity
HP
Skill
Grey
+30
Extenders
Green
+38
Extenders
Blue
+48
Extenders
Purple
+59
Extenders
Energy Bar-An oddity of an item. It provides a nice speed increase but for some reason it also gives the user "Operate". You can see why this is contradictive as operate has to ensure the hero is immobile in one room. None the less, the speed increase is viable for crystal runners but there are better items for that role.
Rarity
SPD
Skill
Grey
+3
Operate
Green
+4
Operate
Blue
+5
Operate
Purple
+6
Operate
Football Whistle- Reasonable defence stats and a useful Passive "Iron Fist" make this a good team item. "Iron Fist" gives a bonus to attack power to all other heros in the room, including self. Beneficial to give to a support hero in early game as it does not scale too well later.
Rarity
DEF
Skill
Grey
+8
Iron Fist
Green
+10
Iron Fist
Blue
+12
Iron Fist
Purple
+16
Iron Fist
Frag Grenade-Increasing defence and Attack power. Ideal for heroes absorbing damage at choke points while still being able to deal damage back.
Rarity
AP
DEF
Grey
+4
+5
Green
+5
+6
Blue
+6
+8
Purple
+8
+10
Grim Fairy Tales- Offering a very good boost to Wit when you equip this item making it an ideal choice for operators. Also bestowing the skill "Master Hacker"; if your hero has the ability to repair this passive improves the bonus wit added to the rate of repair, so you can make repairs faster. It also gives a defence increase to all minor modules in the room with the hero.
Rarity
Wit
Skill
Grey
+3
Master Hacker
Green
+4
Master Hacker
Blue
+5
Master Hacker
Purple
+6
Master Hacker
Happy Pills-Increases Attack power and Wit. Not ideal for either role (DPS/ Operator) but it's a useful placeholder until you find a better item that is more specialised as it only provides marginal increases.
Rarity
AP
Wit
Grey
+4
+2
Green
+5
+2
Blue
+6
+3
Purple
+8
+4
Hipster Scarf- Really good item! this device has the very special ability "Me First!" covered a few times in the guide already, this skill actually makes your hero perform as a tank, effectively causing the hero to become an aggro magnet. Overriding all enemy default target acquisition so it can keep your rather fragile modules safe from those nasty module destroying enemies (except from AOE). It also gives a nice defence boost, essential for dealing with the increased aggro.
Rarity
DEF
Skill
Grey
+13
Me First!
Green
+15
Me First!
Blue
+17
Me First!
Purple
+20
Me First!
Devices (continued)
Iron Shield-Gives the wearer some defence. Better than equipping nothing. Like with all of these subpar items the only consideration is they are very cheap.
Rarity
DEF
Grey
+6
Green
+8
Blue
+10
Purple
+13
Kitchen Gloves-Gives the wearer attack power. I find attack power better than defence because if an enemy is destroyed quicker you take less damage. Like with all of these subpar items the only consideration is they are very cheap.
Rarity
AP
Grey
+8
Green
+10
Blue
+12
Purple
+14
Lucky Rabbit's Foot- Gives your hero (operator role for best results) a nice bit of Hp and an increase to Wit enabling them to stay longer when defending rooms and hopefully prevent leaving and losing the operator bonus, thus waiting for another turn for it to be in effect.
Rarity
HP
Wit
Grey
+75
+2
Green
+94
+2
Blue
+117
+3
Purple
+146
+4
Milspec Bracelets-Very similar in effect to "Frag Grenade" but i prefer "Frag Grenade" more because it has slightly better defence
Rarity
AP
DEF
Grey
+4
+3
Green
+5
+4
Blue
+6
+5
Purple
+8
+6
Prison Soap-Slight increase to both, HP and Defence. Should be replaced as quickly as possible as it is not very effective.
Rarity
HP
DEF
Grey
+80
+2
Green
+90
+2
Blue
+100
+3
Purple
+110
+4
Radio- This item offers a trade. Asking you "do you want to be less survivable by losing a good chunk of HP; but in return get a very nice increase to attack power". In normal circumstance i would go against using this item as HP is very very important especially how hard enemies hit and how many there are hitting you. However if you are lucky enough to have another Hero with "Me First!" then this item is very very good on your best DPS hero, although just be careful of those AOE's, especially more so with less HP
Rarity
HP
AP
Grey
-100
+12
Green
-110
+14
Blue
-120
+16
Purple
-130
+18
Even More Devices
Scope- Frankly i dont see the point of this item having the skill "operate". It is designed to give to heroes that do not learn the skill naturally, but of course those heroes who cannot learn operate usually have low wit stats but high combat abilty: meaning it is counter intuitive to use these heroes in an operate role. It does increase wit pretty well so there is no harm in using it on characters who allready do have operate just to improve thier wit stat.
Rarity
Wit
Skill
Grey
+2
Operate
Green
+3
Operate
Blue
+4
Operate
Purple
+5
Operate
Spare Mag- Increases Attack Power whilst reducing Wit by a small amount. It's not a bad item to give to DPS heroes as they generally do not need wit. Refrain from equipping on heroes that have "Repair" or "Operate" though as Wit governs the effectiveness of those two skills. To be honest its Attack Power boost is very negligible and so is easily replaced by better items.
Rarity
AP
Wit
Grey
+5
-1
Green
+6
-1
Blue
+7
-1
Purple
+8
-1
Surviving Kit- This device is amazing to give to heroes who have the skill "Operate". Increasing defence slightly with some Hp regen it may provide your operator that little extra time to kill an enemy, rather than leave the room s/he was operating within. It increases wit very nicely complementing operator able heroes. It also bestows the skill "Repair" for those rare individuals who know how to operate but are unable to learn, naturally, repair( Elise and Josh come to mind).
Def
Wit
HP/sec
Skill
+5
+2
+2
Repair
[/th]
+6
+2
+2
Repair
[/th]
+7
+3
+2
Repair
[/th]
+8
+4
+3
Repair
[/th]
The First Aid Kit- Does exactly what you would think a first aid kit would do. Providing the wearer with a substantial constant HP Regen/sec. It also teaches the hero "Placebo" furthing increasing the Regen to not only themselves but also heroes in the same room (as long as its powered).
HP/sec
Skill
+6
Placebo
+7
Placebo
+8
Placebo
+9
Placebo
Third Eye- This item is good to give to heroes with already good speed and defence to make them viable explorers. This is because the skill "Pilfer" that this item bestows allows you to gain extra dust if you discover a room of dust upon opening. The extra attack power is a nice boon although i think the wit increase is wasted on this item as this skill involved the hero to be moving and opening doors and therefore cannot benefit from operating. Though it does increase repair speed if your explorer has that skill.
AP
Wit
Skill
+4
+1
Pilfer
+5
+1
Pilfer
+6
+2
Pilfer
+8
+2
Pilfer
Tools Belt- Gives a large wit increase and the skill "Repair". Another device that will work wonderfully on those rare heroes that naturally learn "Operate" but not repair.
Wit
Skill
+3
Repair
+4
Repair
+5
Repair
+6
Repair
Devices (infirmary pod)
Drugs
These Devices are exclusive to the Infirmary drop pod mode. They enable you to specialize your heroes roles. Affecting Attack Power, Defence, Speed and Wit you can make your operators/crystal runners/tanks and DPS especially good at their role but be careful for where the Drug will benefit one stat it will lower its antithetical partner. These values are as follows.
Name
Rarity
AP
DEF
SPD
Wit
Whaklarox
Grey
+25
-10
Whaklarox
Green
+30
-12
Whaklarox
Blue
+36
-14
Whaklarox
Purple
+43
-17
Grindisil
Grey
+25
-5
Grindisil
Green
+30
-6
Grindisil
Blue
+36
-7
Grindisil
Purple
+43
-9
Gruntalox
Grey
+30
-5
Gruntalox
Green
+36
-6
Gruntalox
Blue
+43
-7
Gruntalox
Purple
+52
-9
Bunkerosate
Grey
-10
+30
Bunkerosate
Green
-12
+36
Bunkerosate
Blue
-14
+43
Bunkerosate
Purple
-17
+52
Kwykovir
Grey
-10
+8
Kwykovir
Green
-12
+10
Kwykovir
Blue
-14
+12
Kwykovir
Purple
-17
+14
Flashoxa
Grey
-10
+8
Flashoxa
Green
-12
+10
Flashoxa
Blue
-14
+12
Flashoxa
Purple
-17
+14
Brainlazine
Grey
-10
+4
Brainlazine
Green
-12
+5
Brainlazine
Blue
-14
+6
Brainlazine
Purple
-17
+7
Cleverlex
Grey
-5
+4
Cleverlex
Green
-6
+5
Cleverlex
Blue
-7
+6
Cleverlex
Purple
-9
+7
Encounters
As you explore the installation deeper and deeper you will come across three varied types of events. These are Opened Door Events, Hero Triggered Events and Story Events.

Opened Door Events
Opened Door events occur when your explorer opens a door. Along with finding resource caches, other heroes, a merchant or being attacked by monsters you can also trigger events that change how the game plays mechanically. These are as follows:
Non Hero interaction
Activated upon opening a door; the game will play these out with no more additional input by the player:
  • None- Sometimes a room will be completely blank.
  • Mobs- Usually when you open a new room it will contain enemies. It will also potentially spawn more waves from player uninhabited unpowered rooms.
  • Self/Auto Powered room- If you are lucky and you find a room like this, it will remain permanently powered without using your dust supplies to do so.
  • EMP - There is a chance upon opening the door that an EMP wave emanates out and targets one of your powered rooms (it can effect up to three rooms). It will disable all modules in that room. After a few turns (2-4 turns, depending on the level you are in the dungeon) the effect will wear off and your modules will reactivate.
  • Toxic Cloud - A cloud of debilitating poison gas fills the room. The gas slows the movement speed and attack rate for all who enter the room. The movement speed is cut down by 50% and the time it takes to attack is doubled. The fact that this affects enemies as well as heroes means you can fill this room with minor modules for a very effective defensive point. This effect lasts for 5 turns before dissipating and rendering the room normal again.
  • Stele - These are colored crystals that can be found in newly discovered rooms that change the "rules" of the game for how long the crystal lasts. They are variable in effect and can help or hinder. Taking up a greater module slot while it is in effect, once used it will allow you to build upon its slot. Stele have a Pseudo health bar and each time another door is opened the bar will go down steadily, once it is depleted it will disappear. If you click upon the stele with left click (you do not need to have a hero in the room to interact with it) it will tell you its effects and how long it will last. The colored mist that swirls around the Stele is a visual indicator of the type of effect: Green for Beneficial, Purple for Mixed, Red for Negative. The known effects are as follows.
Stele Name
Stele Effect
Duration
Movement speed bonus
(Heroes in floor) Speed +100%.
8 turns.
Auto-repair
(Minor Modules in floor) Health Regen +20.
5 turns.
Abundance
(Floor) Food +50% by turn.
(Floor) Industry +50% by turn.
(Floor) Science +50% by turn.
3 turns.
All operators
(Heroes in floor) Can operate major modules.
(Heroes in floor) Wit +4.
3 turns.
Health regen
(Heroes in floor) Health Regen +15 in room without monsters.
5 turns.
Ignored
(Heroes in floor) Not noticed by monsters (except with a Crystal).
2 turns.
Expensive heal
(Heroes in floor) Heal cost: ×2.
3 turns.
No operator
(Heroes in floor) Can not operate.
3 turns.
Weak Crystal
(Heroes in floor) Defense +100.
(Floor) Defense of the Crystal ×0.6.
4 turns.
Slow but powerful
(Heroes in floor) Attack Power +80%.
(Heroes in floor) Speed -30%.
4 turns.
Butchery
(Heroes in floor) Food +0.5 by killed monsters.
(Floor) Food ×0 by turn.
3 turns.
Friendly fire
(Heroes in floor) Zone Damage on heroes in room: +15.
(Heroes in floor) Zone Damage on NPC in room: +7.
(Heroes in floor) Zone Damage Radius: +100.
(Monsters in floor) Attack Power -25%.
(Monsters in floor) Defense -50%.
3 turns.
Pro-modules
(Minor Modules in floor) Attack Power ×1.8.
(Heroes in floor) Attack Power ×0.5.
7 turns.
Keep your distance
(Heroes in floor) Defense ×0.
(Heroes in floor) Speed +30%.
(Heroes in floor) Heroes in room without monsters give an Attack Power bonus to offensive modules (based on Wit).
5 turns.

Hero Triggered Events
Other times when you open a door you will have more direct control of its contents. items may be in the room that can be activated at your leisure. These can have various effects once they are triggered by the player. most being single use items and once they are activated they disappear. Merchants, other heroes yet to be recruited and artifacts to research from do not disappear after use but they can be killed/destroyed by enemies:
  • Chest - No cost to trigger. Contains a weapon, armor or device of variable rarity
  • Banquet table - No cost to trigger. Adds Food (reward=5-10)
  • Science machine - No cost to trigger. Adds Science (reward=5-10)
  • Industry machine - No cost to trigger. Adds Industry (reward=5-10)
  • Dust Factory -Costs 30 industry to trigger. Can add several points of dust or none if it explodes (min dust=16, max dust=28), also destroying all module spots in the room. Explosion probability=15% If it doesnt explode you can use the major module it occupied for your own use.
  • Cryo Capsule - Costs 20 industry to trigger. Can add food (food reward:15-25), create a toxic cloud which has the same properties as the non hero triggered event or contain a recruitable hero.
  • Merchant-The merchant is a character that can be found in the dungeon at complete random. The merchant sells items in exchange for Food, Industry, Science or Dust as currency. Each merchant dealing in only one resource at a time. Merchants can be attacked and killed by enemies so if you need any items and need to save up try and light the room and surrounding ones and add defences or occupy the unpowered rooms nearby to prevent the enemy spawn. A merchant will be teleported to a shop if the player has built one This can keep the Merchant safe but it also allows an operator to use "Operate" on the Merchant occupied shop and gain dust per turn depending on their wit statistic. Only one merchant will be teleported to each shop. The Merchant also allows you to sell unwanted items. You can use this to acquire more of a certain resource, especially useful if there are two or more Merchants on the current floor and you have an excessive amount of one resource but little of another (although remember the selling price is a lot lower than it is to buy)
  • Recruitable Hero- You will eventually come across other heroes that for a certain amount of food (depending on their faction and hero level) you can purchase them for your team. Up to a maximum of four heroes can be recruited at one time. If you already have four heroes and wish to hire the new one you have found you can allways dismiss heroes from their hero UI Panel.
  • Exit- This is what you are looking for on each floor in order to advance to the next. Bringing your team and the crystal from the starting room to the Exit will give you the option to leave that floor.
85 Comments
necri Jan 10 @ 10:13pm 
Awesome guide!
Archer Oct 21, 2023 @ 2:12pm 
Up to date and work in progress.

Last touched in 2014. :cfacepalm:
Fart Stream Enjoyer Jul 11, 2023 @ 5:14pm 
still a fantastic guide for a fanstastic and unique game
chipp8 Feb 9, 2023 @ 5:24pm 
Please add Rosetta Q to the guide!
Gufo Apr 20, 2021 @ 11:39am 
what about the tf2 characters?
Bǎi Làn Blues Apr 29, 2020 @ 9:42am 
Does the overclocked ability stack if you have 2 people with overclock?
Sublustris Oct 30, 2019 @ 12:06pm 
It's pretty funny to name guide "comprehensive up to date", then left in unpdated for 5 years. And people fall for that.
Hotklou May 3, 2019 @ 9:30am 
I think that your missing some DLC content (haven't read through the whole thing yet though), and as others said, Esseb Tarosh.
Hotklou May 3, 2019 @ 9:29am 
The "Tightrope" spear would work great as a hit-and-run weapon with it's high attack bonus. That way the lower attack speed won't affect you much anyways. But I don't think hit-and-run is very effective though.
Arcty5 Dec 28, 2017 @ 12:42pm 
This is the thread that I've been looking for for a while now. So helpful! :ori: