FRONTLINE

Firebrand Sword

Molten Fist

Lion Guard

A fighter, a wizard, a rogue, and a cleric descend a seeded dungeon. They start with empty bags. Kill monsters for gold and gear, pick the piles up off the floor, then climb back to the surface before the vault's reinforcements close the way out.
THE RUN
Call to Adventure is a deterministic four-hero expedition. The map is six stacked 128×128 slabs: Surface, Old Halls, Caves, Flooded Deep, Lava Hall, and the Vault. Ramps link the floors. One BASIC script drives each hero.
The party starts on the surface with no items and fights down. When the vault is empty they turn around. On the climb, monsters respawn on floors above them every 15 seconds. Every kill drops gold. Deeper floors, and golems, can also drop a usable item. Gold goes into that hero's purse, not a shared pot. Gear fills one of two item slots. A hero banks gold only after reaching the surface. If everyone dies, the run is lost. If time runs out, the match ends wherever they stand.
Each class has four abilities (keys 1–4) and two item slots (Q, E). Click a pile or item on the floor to pick it up. Click an item slot or press Q or E to use it. Right-click a slot or hold Shift and press Q or E to drop it. Clicking an enemy paints it with a red outline. Damage rolls base + 0..spread, then a class power percent. Healing is negative damage and skips that percent.
THE PARTY
Speed is in tiles per second. Power is the percent applied to strike damage. Items is the two-slot bag. Light is vision radius in tiles.
















THE DUNGEON
Surface has no spawns. Deeper floors mix nastier species and add 10% hit points per level. Monsters swing Firebrand Sword at their own power percent, so they lose a straight damage race against the party.
60 HP base. Speed 2.20. Sight 6. Power 55%.
90 HP base. Speed 3.00. Sight 9. Power 70%.
130 HP base. Speed 2.00. Sight 10. Power 80%.
260 HP base. Speed 1.40. Sight 5. Power 110%. Often drops a usable item.
THE HAUL
Items are not attached to heroes. The four abilities on each bar are the class kit. Q and E start empty. Every drop lands on the monster's tile. A hero holds gear only after they pick it up, and they can drop it again. Every drop has a gold value. Treasure is gold only and goes straight into that hero's purse. The old per-hero extras (four from each class bar) are now shared drops. Any hero can use any of them. A fighter gets little from a mana potion, and a wizard still swings a flail if they pick one up.
Every kill leaves a gold pile. Deeper floors, and golems, can also drop one extra item from the table below. Click the pile or the item to pick it up. Right-click a slot, or hold Shift and press Q or E, to drop gear back on the floor. Each hero keeps their own gold. It only counts as banked after that hero walks it onto the surface.
Always dropped. Purse only. Value is 12 plus 8 per floor.
Purse only. Common extra drop on the upper floors.
Purse only. Starts showing up in the flooded deep.
Purse only. Lava, vault, and golem extra drop.
Purse only. Vault prize. Golems can roll it too.
Consumable. Cleric extra. Heals 80.
Cooldown. Cleric extra. Heals 90 on use.
Cooldown. Cleric extra. Heals 40 and restores 30 mana.
Cooldown. Cleric extra. 24–32 damage at 6 tiles.
Cooldown. Fighter extra. 18–26 damage at 2 tiles.
Cooldown. Fighter extra. Self guard for 2.7s.
Cooldown. Fighter extra. 130% move speed for 3s.
Cooldown. Fighter extra. 28–36 damage at 1 tile.
Cooldown. Wizard extra. Self guard. No mana needed as an item.
Cooldown. Wizard extra. 30–40 damage at 6 tiles.
Consumable. Wizard extra. Restores 50 mana. Useless to Brom.
Cooldown. Wizard extra. 36–48 damage at 8 tiles.
Cooldown. Rogue extra. 16–21 damage at 1 tile.
Cooldown. Rogue extra. 14–20 damage at 7 tiles.
Cooldown. Rogue extra. 20–26 damage at 1 tile.
Cooldown. Rogue extra. Self guard.
Cooldown. Shared extra. Guards nearby allies for 2s.