Morass GamesWiki

Krevholt · Wiki

Gameplay

Floors and their holders, card offers and ranks, effects, loot and legendaries, chests, traps and Slag.

How a run works, as the game counts it. The Start page has the menus and the controls.

Floors and the way down

DepthHolds the way downCards it rolls
1–4Warden Stairkeeper (guardian)2
5The Warden Lord (boss)2
6–9, 11Household Doorward (guardian)2
10Head of the Household (boss)4
12 and deeperA deeper guardian3
15, 20, 25 …A new boss on each; from 25 the same one4 to 6

A holder never takes more than one stun among its cards, and always has at least one heavy card with a cooldown of 10 s or more. The game never prints an enemy's name; the names above are the ones its achievements use.

Cards: offers and ranks

Depth 1 at 0:36: the kit at the bottom shows Gore and Hammerfall
Two cards in the kit: Gore, and Hammerfall from the first-blood offer. A screenshot of a run played by the game's test autopilot.

Families and effects

Every card belongs to one of six families: Iron, Grave-Cold, Tomb-Dust, Emberwork, Hush and Bindings. Besides damage a card may carry one effect. Each card's Codex entry gives its own figures.

Burn
The foe takes a share of the cast's damage every second.
Decay
A stack that makes the foe take more damage; up to 5 stacks.
Mark
The foe takes more damage while it lasts.
Slow, Root, Stun
The foe moves slower; cannot move; cannot act.
Displace
The foe is knocked back. Movement cards also dash you forward.
Weaken
The foe deals less damage.
Empower, Ward, Haste
On you: more damage; less damage taken; shorter cooldowns.
Shield
On you: absorbs damage worth a share of your maximum health.
Refund
Takes seconds off every cooldown.
Summon
A grave-warden fights beside you for a while.
Heal
Healing cards restore health instead of dealing their damage.

A card's picture shows its shape. Self cards hit no one: they are worn, and their effect reaches foes within 3 m. Placed cards set down a zone 3 m in radius for 6 s. Chain, line and pool cards hit the foes in front of you within reach, as a cone does.

Loot

RarityStatsChance, levels 1–10Chance, level 51+
Common150%20%
Uncommon228%28%
Rare314%28%
Epic46%16%
Legendary4 and its rule2%8%

The chances move in between, one step for every ten hero levels.

Legendaries

Every legendary is the named piece for its slot: a rule that changes how the run plays, and a price.

LegendarySlotRulePrice
The AnvilChestMarked foes take +50%; you take −20%Cooldowns +40%
Sepulchre LawHelmYour slow, root and stun never expireAll end when you hit a free foe
The Long RotBracersYour decay never falls offOne stack per 1 s per foe
Forge PactPauldronsBurn +75%; Detonate fires every burnMaximum health −25%
Grave LevyBeltMelts pay a rarity up, and one reroll a floorWear only what dropped on this floor
Binding LawLegsZones and marks last 2×Zones deal the same, spread thinner

Chests and rest

Traps

Traps sit in the corridors, each marked by a pulsing ring. They hurt enemies too, by the same share of the enemy's own health, and neither armour nor ward reduces what they deal to you.

TrapFrom depthDamageBehaviour
Arrow Trap112% of max healthFires every 3 s
Spike Pit118%On contact; re-arms in 2.5 s
Blade Swing322%Swings every 2.2 s
Warden-Bell3—Wakes the enemies around it
Falling Block530%On contact
Trapped Chest525%A chest that is a trap
Rotating Floor Tile7—Drops you to the next depth at once; an enemy on it is gone
Gear Press928%Presses every 4 s

Slag

Pause, death and the run clock