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GuildrunCodex

Economy & Systems

The shipped singleton constants — the exact numbers the demo runs on, read from the runtime dump (they diverge from decompiled code defaults; code defaults are never published). Build 48a47d08.

Shop

Runtime dump (build 48a47d08) · singletons/ShopSingleton.json

Offers per visit

ShopHeroesItemsRelics
Regular shop321
Super shop343

Rerolls

Base cost1
+ per reroll1
Super-shop base7

Prices

Hero, by rank

Rank C15
Rank B25
Rank A35
Rank S45

Item, by rarity

Common5
Rare15
Epic25
Unique5

Relic, by rarity

Common10
Rare20
Epic30
Legendary40
CommonQuest15
RareQuest20
EpicQuest25
LegendaryQuest30
TeamSize45

Selling

Resale multiplier66%

All per-rank/per-rarity resale multipliers ship at the same 0.66 in this build.

Team-size relic & discounts

Team-size base cost25
+ per purchase50
Random sale discount25%

Draw chances by shop chunk

Chunk = shop tier within an act (0 = early, 1 = late). Negative values are the designers' pre-normalization weights — clamped at draw time. Rerolls nudge the higher tiers up (see below).

Hero rank

C0C1
Rank C8545
Rank B050
Rank A-105
Rank S0-10

Item rarity

C0C1
Common6633
Rare3366
Epic-101

Relic rarity

C0C1
Common6633
Rare3366
Epic-51

Super-shop guarantees

Shard interest table (interest = min(⌊shards ÷ 5⌋, 20))
102030405060708090100
+2+4+6+8+10+12+14+16+18+20

Shards held (top) → passive interest per step (bottom). Caps at +20.

Team & ranks

Runtime dump (build 48a47d08) · singletons/HeroesSingleton.json

Heroes on board (start)3
Max total heroes6
Max item slots6
Max hero rankS (S)
Mana / attack5
Attacks / sec0.2–5

Rank-up stat gains

Flat gains applied on rank-up; 'primary'/'secondary' follow the hero class's primary/secondary stats; healthPct is a fraction of max HP.

TierHP %ManaRegenDefAtkMagAtkSpdCrit
primary25%43025252015
secondary12.5%186654
other12.5%186654

All per-floor rank-up probabilities ship at 0 in this build — higher-rank heroes come from the shop's rank-chance chunks, rank-up events and campfires, not floor progression (D026).

Run economy

Runtime dump (build 48a47d08) · singletons/PlayerSingleton.json + RewardSelectionSingleton.json + EquipmentSingleton.json

Starting shards15
Accumulated (start)10
+ per fight won5
+ per surviving hero2
Bonus tokens (max)0 / 4
Equipment / hero3

Initial selection: pick 3 — heroes from HeroPool_1, relics from RelicPool_200 / RelicPool_201.

Campfire & challenge

Runtime dump (build 48a47d08) · singletons/CampfireSingleton.json + DifficultiesSingleton.json

Actions per visit2
Life recovered by Rest15
Max hero deaths10
Wins per class3

Challenge shop tax

tax = start + (shopVisits - 1) * growthPerShop

ActStart+ per shop
Act 1102
Act 2153

Campfire events: Event_600Event_601

Scoring (Endless)

Runtime dump (build 48a47d08) · singletons/DifficultiesSingleton.json + decompiled RunSessionService.InitializeEndlessData (ember.scopes.gameRun)

EndlessModeScore = endlessFloor + bonusScore + 2 * difficultyIndex

bonusScore: +1 per IncreaseEndlessModeScore event reward. Each difficulty index above the base adds 2 to score.

Edge case: The difficulty bonus is applied only when the selected difficulty index != MaxDifficultyIndex (6); at the top difficulty the bonus term stays 0 (code behavior, RunSessionService.InitializeEndlessData).

Difficulties

IndexStage difficultyModifiers
01
11 HeroesStartBattlesDamagedEntry
22
32 SurvivingHeroRewardDeltaEntry
42 HeroItemSlotsPerRankEntry
53
63 ActBossRelicEntry

Battle constants

Runtime dump (build 48a47d08) · singletons/BattleSingleton.json

Storm

  • Starts at 50s, exponential after +15s
  • 5 dmg / 1s, +5 each tick
  • ×1.5 once exponential

Rift breaker

  • First tick 33% max HP
  • Then 5% / 0.25s after 1.65s delay

Misc

Anti-heal reduction50%
End-of-combat delay1s

Statuses

Runtime dump (build 48a47d08) · singletons/StatusSingleton.json

StatusEffect
Burn1 dmg / stack every 1s
Poison1 dmg / stack every 2s
Bleed1 dmg / stack
Frost−0.5 attack speed & −0.5 defense / stack; dissipates every 2s
Stun1.5s
Heal over time6s
Global mana regenevery 2s