The Lost Dungeon
A secret expedition hidden behind the 404 gremlins.
Create Your Adventurer
Class
Resume a Run
Top Delvers
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Archive Level
LV1
HP
MP
ATK
DEF
Spell
Gold
Weapon—
Armor—
Shield—
Neck—
Move: arrows / WASD | H: Heal Up | I: Items | Z: Spells | Battle: F Fight P Potion R Run
Field Guide
Classes
ClassHPMPATKDEFStarting Ability
Fighter226 SP63Stamina (SP) — regenerates in battle; unlocks Cleave, War Cry
Mage141032Fire
Scholar18643Spark
Rogue16452Backstab
Spells & Abilities
NameClassUnlockCostEffect
CleaveFighterLevel 32 SP50% chance to strike twice; otherwise a normal hit.
War CryFighterLevel 53 SPRaises your ATK by +3 for 3 turns. SP restores fully between floors and regens +1 per incoming hit.
FireMageStart3 MPMagical strike, base power 7. Ignores some DEF.
Ice ShardMageLevel 34 MPStronger magical strike, base power 9.
LightningMageLevel 56 MPHeavy magical strike, base power 14.
SparkScholarStart2 MPLight magical strike, base power 5.
RestoreScholarLevel 33 MPHeals 10 HP. Usable in battle and on the map.
WeakenScholarLevel 52 MPReduces the enemy's ATK by 2 for the entire fight.
BackstabRogueStart2 MPFirst use in a battle deals +4 bonus damage on top of base power 6.
Smoke BombRogueLevel 32 MP80% chance to escape. If it fizzles the enemy still gets a hit.
Potions
ItemEffectNotes
Minor PotionRestores 6 HPCommon drop from enemies and loot tiles on early floors.
Healing PotionRestores 12 HPStandard loot on mid floors; 5 in your starting pack.
Greater PotionRestores 22 HPRare floor loot; guaranteed drop from boss kills.
Archive MapReveals exit pathOne hidden per floor (blue dot). Highlights the BFS shortest path to the exit through your current field of view.
Equipment
Equipment drops on floor 3 and deeper. Gear is class-locked — only items suited to your class will drop or be sold. Click your weapon or armor slot in the status panel to equip from inventory. Swapping puts the old piece back. Spell Power adds directly to all spell and ability damage.
ItemSlotBonusBest For
Iron SwordWeapon+2 ATKFighter
Steel SwordWeapon+4 ATKFighter (deep floors)
Leather ArmorArmor+1 DEFFighter / Rogue
Chain MailArmor+2 DEFFighter
Tower ShieldArmor+3 DEFFighter (deep floors)
Arcane StaffWeapon+1 ATK, +3 Spell PowerMage / Scholar
Tome of PowerWeapon+5 Spell PowerMage / Scholar (deep floors)
Magic RobeArmor+1 DEF, +2 Spell PowerMage / Scholar
Twin DaggersWeapon+3 ATKRogue
Shadow LeatherArmor+2 DEFRogue
Status Effects
EffectSourceDescription
PoisonedShow Notes Specter (30% on hit), Corrupted IndexLose HP at the start of each of your turns for 3 turns. Damage = 1 + floor÷5 (e.g. floor 10 = 3/turn). Persists between floors.
StunnedArchive Warden (30% on hit)Your next action is lost — you cannot attack, cast, or run that turn. Applied after the hit that stuns you.
War CryFighter abilityYour ATK is raised by +3. Fades after 3 of your turns.
Smoke BombRogue abilityYour next Run attempt cannot fail. Consumed on use.
Monsters
All stats scale with floor depth. HP +1 per floor; ATK +1 per floor (max +8). Harder monsters appear starting at the listed floor and become more common as you go deeper.
NameAppearsBase HPBase ATKBase DEFSpecial
404 GremlinFloor 11041—
Footnote SlimeFloor 1830—
Show Notes SpecterFloor 3124230% poison on hit
The AlgorithmFloor 31652—
Archive SentinelFloor 52054High DEF — physical attackers beware
Index CrawlerFloor 51471Very high ATK, low DEF — kill it fast
Data WraithFloor 8286330% poison on hit; high HP
Archive OverseerFloor 8247430% stun on hit; very tough
The Keeper
Who is it?An ancient guardian that wakes when you linger too long on a floor. It spawns behind you (left side of the map) and pursues relentlessly at double speed.
How long do you have?The pressure clock starts at 100 moves on floor 1 and tightens by 4 per floor (floor 10 = 64 moves, floor 15 = 44 moves, min 40). Watch the status panel for warnings.
Warnings"The archives grow restless" at 60% of threshold, then "Keeper awakens in X moves" at 85%. When it spawns the text turns red and pulses.
Fighting itThe Keeper can stun (30% on hit). It gives XP and gold like any monster. Defeating it resets the clock, giving you a reprieve.
If you don't fightLeave through the exit — the Keeper resets on every new floor regardless.
Bosses
A boss appears on every 5th floor (5, 10, 15…). Only one enemy is placed — the boss. Defeating a boss always drops a Greater Potion.
NameBase HPBase ATKBase DEFAbility
Archive Warden4073Stuns you on hit, causing you to lose your next action.
Corrupted Index5584Poisons you on hit (same as Specter, but more dangerous).
Map Legend
Gold squareYou (the player).
Green archExit portal to the next floor.
Red / Purple / Cyan squareEnemy. Chase you when in line of sight, patrol when you're out of range.
Gold square (with ring)Boss — appears on every 5th floor.
Amber diamondMerchant. Walk onto it to open the shop.
Green dotPotion loot.
Gold dotEquipment loot (gear cache).
Blue dotArchive Map — reveals the shortest path to the exit when picked up.
Green floor tintHighlighted path to the exit (visible after picking up the Archive Map).
Gear & Merchants
Gear cachesOn floor 3 and deeper, 1–2 guaranteed equipment pieces are hidden in open rooms (gold dot on the map). Floor 6+ weights toward better gear.
MerchantsA wandering merchant (amber diamond on map) appears on roughly 1 in 4 floors, always inside a room. They sell 2 potions and 1 piece of gear. Prices rise with floor depth. "Merchant on this floor" appears in your status panel when one is present.
GoldEarned from defeating enemies. Shown in your status panel. No other use yet besides the merchant.
Leveling & Progression
Level upDefeat enemies to earn XP. When you reach the XP threshold your level increases.
HP on level-upMax HP increases by +3 and your HP is fully restored to the new maximum.
ATK / DEFEven levels grant +1 ATK. Odd levels grant +1 DEF.
MP (Mage / Scholar / Rogue)+2 max MP per level.
Spell unlocksNew spells become available at levels 3, 5, and 7. Check the spell slot buttons — they appear automatically.
MP regen+1 MP when you advance to the next floor, and +1 MP per enemy kill.
Combat
Damage formula(Attacker ATK) − (Defender DEF) + random 0–2, minimum 1.
SpellsUse the numbered spell buttons. Spell damage is (power + Spell Power) − (enemy DEF) + random 0–2, minimum 2. Spell Power grows with level (+1 per 2 levels) and from gear. Higher cost = higher power.
Run50% chance of escape. Smoke Bomb makes it guaranteed. A failed run still lets the enemy attack.
Items in battleUse potions from the Item menu during your turn. Using a potion counts as your turn — the enemy will counter-attack.