The mine

One map a season, the same for everyone. Under it, the realms; between its nodes, the road; over all of it, the dark.

The map · Light and the Myrkr · The road · Nodes · Realms · Shrines · The rampage · Pickups

The delve map

Bands. The map is 3 bands of 100 depths. A band opens from one corridor, fans out wide, and funnels back into its gate boss; at depth 50 all its roads meet at the sub-gate. Bosses →

The frontier. You can enter any node one road from a node you have visited, so you can go back for a branch you skipped. Every node is fought once, and every node has a way down: you are never stranded.

Light. Travel costs light (going down, more going sideways); arriving pays it back by node type (the Vigil most). Out of light is not death, but the lit circle shrinks and the Myrkr bites harder.

Fog. You see a few lanes and rows around everything you have visited. The Delver's Sjón sees further.

Going deeper. Kill a band's gate and the next band opens at the mine: start a run there, and a delver's cache waits on your first leg (a weapon for that depth, skills and upgrades), since skills and weapons start over every run.

Light, the warden and the Myrkr

The warden (Vörðr, a lantern-spirit) carries the light down the road to the next node. Run ahead and it keeps pace; fall behind and it crawls on. It never waits on the road, but it waits at the chamber until you come.

The lit ground. The road the warden has walked stays lit, the room you left is lit, and the chamber lights wall to wall when the warden gets there. The warden's lantern reaches 13 m, a lit torch 8 m.

The Myrkr is everything else: ahead of the lantern, down the side passages, in the pockets. There it bites 5% of your life a second. Clearing a chamber does not end it: the side passages still bite.

Flares [F]: throw one to light a spot (6 m for 20 s) and hold the Myrkr off. Craft them at the Delver's; the pouch holds 3 to begin with. The Delver →

Your own light. Some hats, runes and blessings widen the warden's light; a light you carry (a lantern hat, berserk's red aura) cuts the Myrkr's bite by 60%.

The road

The road between two nodes is real, and it holds things. Each is a chance per stretch of road.

On the roadChance
A sleeping pack70%
A hall opens off it: a sleeping pack, an ambush (45%) or a guarded hat cache (10%)50%
A find by the wall: a tailor's chest, a hat rack, a miner's stash12%
An ore vein in the road's own wall10%
A dark side passage, with sleeping packs (70%) and veins (40%) along it80%
...and at its end a pocket: veins, a den, and a find (30%)

Ore and the best finds lie off the road, in the dark. Secret caves are rarer still: their crawl hole shows only when you are next to it. A kill outside every light gives ×1.5 experience; inside a secret cave ×2.

Nodes

Every node is a fight in waves; its type's rule changes the fight, and its pile what the clear pays. A node's experience and loot wait for the clear.

Draugr nest

skill 45% · weapon 12%

Waves, then the pile. Waves of the dead, then the pile: the plain fight every other node is measured against.

Elite

skill 70% · hat 35% · weapon 40%

A bigger, affixed draugr joins the waves. A rare Champion, a modifier stronger than most, joins the waves. A richer pile, more often with a hat and a weapon. More common the deeper you go.

Hoard thief

skill 40% · hat 50% · weapon 30%

A gold-laden wight runs for a crack. Catch it. At the second wave a sack-laden draugr runs laps of the chamber, then dives for a crack in the wall. Catch it: a hat a tier up, two skills and ore. Let it go: the plain pile.

Rune plates

weapon 5%

Step on the plates in the order they flash. Plates in the floor flash an order once: step on them in that order while you fight. Solved, you choose one of three skills. A wrong plate resets the order and wakes more draugr.

Soul forge

weapon 30%

Kill near the anvil to feed it. Kills near the anvil feed the forge. A third, two thirds, full: one, two or three upgrades at the clear, and a weapon when it is full.

Vigil

skill 30% · weapon 10%

Stand at the braziers to light them. The chamber starts in the dark. Stand at a brazier to light it: each one widens the light and gives light back. The node to head for when your light runs low.

Hazard

From depth 3 · skill 40% · hat 30% · weapon 25%

The room itself attacks. Watch the floor. The room itself attacks while you fight: eruptions in Muspelheim, icicles in Niflheim, cave-ins in Svartalfheim. Every one shows on the floor first.

Dark barrow

From depth 6 · skill 50% · weapon 15% · Experience ×1.5

The room never lights. Stay in the lantern. The room never lights: the warden walks a slow loop, and its lantern is the only light. More experience for the dark; it lights up when cleared.

Ginnungagap rift

From depth 15 · skill 80% · hat 50% · weapon 20%

Fire rises: stand in the frost. Ice rises: stand in the flame. Where fire meets ice: a frost circle and a flame circle, and the waves alternate fire and ice mobs. When fire rises, stand in the frost; when ice rises, in the flame. Out of it you are Scorched or Frostbitten. Found on the seams between Muspelheim and Niflheim.

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Boss

1–2 skills · 1 hat · 1 upgrade

The gates, the sub-gates and the wanderers. Every boss →

Realms

Under the map lie three realms, in patches a few nodes wide: a route down is a choice of realm. Depths 0 to 3 are all Svartalfheim.

Earth realm

Svartalfheim

Its dead: Draugr, Skeleton Warrior, Cave Wolf, Skeleton Archer, Moss Troll. More →

Every vein mined here gives Rootfibre: Yggdrasil's own, from Svartalfheim's rock. Embroiders the ROAD.

Fire realm

Muspelheim

Its dead: Cinder Draugr, Fire Imp, Fire Mage, Magma Golem. More →

Every vein mined here gives Ember: Muspelheim's heat, caught in ore. Embroiders the BLOW.

Ice realm

Niflheim

Its dead: Frost Wraith, Ice Wolf, Rime Witch, Polar Bear. More →

Every vein mined here gives Rime: Niflheim's cold, caught in ore. Embroiders the HIDE.

Where Muspelheim meets Niflheim, a Ginnungagap rift may open.

Shrines

A runestone under a pillar of light stands by the road of 14% of legs (30% on the way to a harder node). Touch it: its gift runs on into the next legs.

35 s

Thor's Conduit

Lightning leaps from you to everything near.

+25% move speed · Lightning leaps to 3 enemies every 0.28 s

120 s

Sleipnir's Stride

Eight legs' worth of haste.

+35% move speed · +25% attack speed · Your movement skill recharges 40% faster

120 s

Tyr's Wrath

Every blow lands like a god's.

+60% damage · +10% critical chance

120 s

Ymir's Hide

A giant's skin: blows glance off, wounds close.

35% less damage taken · Regain 2% of your life a second

180 s

Freyja's Favour

The mine gives up more, and it comes flying to you.

+100% luck (more drops) · +50% experience · +150% pickup reach

45 s

Surtr's Brand

You burn. So does everything that comes close.

+30% fire damage · Everything within reach burns every 0.5 s

The rampage

Kills in a row, each within 3 s of the last. Every tier you reach adds up while the count holds.

KillsTierWhile it holds
10RAMPAGE+10% move speed
25BLOODBATH+15% attack speed
50SLAUGHTER+20% damage
100RAGNARÖK+10% critical chance, +25% experience, every kill throws lightning at 1 enemy
200WRATH OF THE GODS+25% damage, +10% move speed, every kill throws lightning at 2 enemies
300MOLESTATION+15% damage, +10% attack speed, every kill throws lightning at 3 enemies

Pickups

Experience lies on the floor as orbs (1 / 5 / 20 / 60): near ones fly to you, and a cleared room pulls in every orb left. Magnetism (pickup reach) draws them from further. The rare Breath of Ginnungagap pulls in every orb near you.

Skills and weapons lie where they fell: click a skill to take it, walk to a weapon to swap. Spoils left behind when you leave a room are lost.

Hats go straight to the tailor's chest, safe whatever happens next.

Healing draughts fall where a mob dies (elites and bosses carry them more often): each heals 30% of your life.

Flares fall rarely off the dead and go straight into your pouch; with the pouch full, they go home to your stock.

Ore, gems and materials come from veins (stand by one and your pickaxe works it while you fight), finds and elites. They are banked even when you die. The tailor →

Loki's Knucklebone: a rare drop while blessings are still to come; it gives one more reroll this run. Blessings →