Below is a dungeon in progress, frozen mid-fight with sample combatants. Every part of the screen is numbered, and each number is explained at the bottom of this page. The bars, icons, and badges all behave exactly as they do in a real run, so hover them to see the tooltips.

Your party enters the dungeon...the battle is about to begin!
IceBlueFire

Elixirs

+ Strength 12
+ Vitality 8
Spd 22 Atk 21-30
Spell: Ready!
Buffs
6 stacks of regen. 3 stacks of Surge
Debuffs
2 stacks of poison
Tester1
Spd 16 Atk 11-20
Spell: Ready!
Buffs
9 stacks of Holy Shield
Debuffs
5 stacks of freeze.
Tester2
Spd 14 Atk 11-20
Spell: 3
Buffs
8 stacks of Holy Shield 4 stacks of regen.
Debuffs
6 stacks of burn.
Tester3
Spd 8 Atk 31-40
Spell: 4
Buffs
16 stacks of Surge
Debuffs
Frozen solid - skipping this turn
DPS Pet Pet
Spd 10 Atk 6-15
Buffs
4 stacks of Holy Shield 12 stacks of Encase
Debuffs
18 stacks of poison
Omni Turret
Spd 10 Atk 5-10
Buffs
8 stacks of Encase
Debuffs
26 stacks of burn.
Omni Turret

Elixirs

+ Fortitude 15
Spd 10 Atk 5-10
Spell: 2
Buffs
5 stacks of Holy Shield
Debuffs
4 stacks of poison 35 stacks of burn. 8 stacks of freeze.
Goblin Mechanic
Spd 12 Atk 5-10
Buffs
9 stacks of regen.
Debuffs
2 stacks of poison 14 stacks of burn.
Goblin Mechanic
Spd 12 Atk 5-10
Buffs
None
Debuffs
9 stacks of burn.

This is gonna hurt...

Floor: 14

Wave: #2

Turn: #3

IceBlueFire attacks!

IceBlueFire attacked Omni Turret for 25 damage!

IceBlueFire's Burning Blade burned Omni Turret! (+17 stacks, 26 total)

IceBlueFire's Chimera Blade poisoned Omni Turret! (+4 stacks, 4 total)

IceBlueFire's Chimera Blade burned Omni Turret! (+9 stacks, 35 total)

IceBlueFire's Chimera Blade is freezing Omni Turret! (+8 stacks, 8 total)

IceBlueFire's Cleric's Scepter healed Tester2, but they were already at full health!

IceBlueFire's Cleric's Scepter grants 6 Holy Shield to Tester2! (8 total)

Goblin Mechanic struck DPS Pet for 12 damage!

Spectators (2)

IB

IceBlueFire

Party Member

GW

GoblinWatcher

Spectator

Every part of the screen

Hover a row to highlight it above.

1

Connection banner

Shows while your browser joins the live dungeon channel. It disappears the moment the first turn arrives, so you will usually only see it for a second.

2

Companions

Your party: your character, your allies, and any companion pets. Click the header to collapse the column.

3

Adversaries

Everything on this wave trying to stop you. Also collapsible.

4

Combatant name

The player, pet, or enemy name. Duplicate enemies share a name, so read them left to right when following the log.

5

Pet tag

Marks a companion pet rather than a player. Pets act on their own initiative and can be targeted like anyone else.

6

Health bar

Every card has one down its left edge, filling from the bottom. Green above 50%, orange above 25%, red below that. Hover it for exact current and max health.

7

Initiative bar

Down the right edge of every card: how close that combatant is to acting. Yellow while charging, blue at 100 or more, red when a slow effect has pushed initiative below zero. Combatants earn 1 initiative per speed per "turn".

8

Elixirs

This sparkle appears when temporary elixir bonuses are active. Hover it to see which attributes were boosted and by how much.

9

Speed and attack

Speed drives how fast initiative builds. Attack is the minimum to maximum damage range before modifiers.

10

Spell cooldown

Turns remaining until this combatant's spell fires. "Spell: Ready!" means it triggers on their next action.

11

Buffs

Helpful effects: Holy Shield absorbs damage, Encase blocks it outright, Regen heals each turn, Surge boosts damage. Icons grow and animate faster as stacks climb.

12

Debuffs

Harmful effects: poison and burn deal damage over time, freeze slows initiative, stun skips the turn. Hover any icon for the exact stack count.

13

Defeated combatant

A card at zero health fades and the name is struck through. Defeated enemies stop acting; defeated allies sit out the rest of the floor.

14

Floor narrative

Flavour text for the floor or wave. It changes as waves advance and again on victory or a party wipe. Boss floors use a red-tinted version.

15

Floor, wave, turn

Where you are in the run. Each floor has several waves, and each wave runs until one side is wiped out.

16

Forfeit and logs

Forfeit ends the run immediately and only the party leader sees it. View Logs opens the full turn-by-turn history.

17

Turn log

The most recent turn, colour-coded by effect: damage, healing, burn, poison, freeze, shields. Older turns live behind View Logs.

18

Spectators

Everyone watching this run live. Party members are listed first and labelled.