The village

Between runs: your class level, the tailor, the Delver, the Rune Tree, the market, and everyone else.

Class level · The tailor · The Delver · The Rune Tree · Trade and the market · Together · Seasons

Class level

Per class, per season. Experience earned in a run sticks, even through death, and so does the level (up to 99). Each level gives +3 life, +2% damage and 10 Glory.

The curve. 60 experience from level 1 to 2, then more each level (60 × level1.5): level 1 → 2: 60 · level 5 → 6: 671 · level 10 → 11: 1,897 · level 20 → 21: 5,367 · level 30 → 31: 9,859 · level 50 → 51: 21,213 · level 75 → 76: 38,971.

Hats worn. 3 to begin with, one more at each hat milestone below: 8 at most.

Class levelMilestone
5+1 hat slot
8+1 flare in the pouch
10Elementalist: the Prism Slot
10Huntress: the Falcon Slot
10Grovekeeper: the Heartwood Slot
12+1 hat slot
20+1 hat slot
25+1 flare in the pouch
30+1 hat slot
50+1 hat slot

The tailor

Hats are worn from the village. Every hat you find in the mine goes to his chest, safe. Before a run, dress the mannequin: that is what you wear down. Die, and the hats on your head are lost; climb out, and they come home. A Valkyrie's knot (1 gem + 2 Norn-thread) saves one hat from one death.

Tiers. A hat's numbers grow with its tier: ×1 / ×1.5 / ×2.1 / ×3.

Stitch two hats of the same kind and tier into one a tier up (both hats' embroidery kept). Reinforce one hat a tier: dearer, but no pair needed. Unravel a spare hat into cloth and thread.

Embroider a free slot (1 / 2 / 3 / 3 by tier) for 1 Norn-thread and 3 of an essence: a line rolled from that essence's pool. Unpick a line (1 thread) to roll again.

TierStitch two into itReinforce one into itUnravel gives
215 ore + 2 grave-cloth50 ore + 6 grave-cloth3 cloth
360 ore + 5 grave-cloth200 ore + 14 grave-cloth + 1 gem7 cloth, 1 thread
4135 ore + 10 grave-cloth + 1 gem450 ore + 30 grave-cloth + 3 gems15 cloth, 2 thread
Material

Grave-cloth

Linen off the draugr. What every hat is cut from.

Elites always carry some; the rest rarely. Hat caches.

Material

Norn-thread

Fate's own thread: it holds an embroidery, and a Valkyrie's knot.

Hat caches, dens off the road, bosses, now and then an elite.

Material

Ember

Muspelheim's heat, caught in ore. Embroiders the BLOW.

Every vein mined in a Fire realm.

Material

Rime

Niflheim's cold, caught in ore. Embroiders the HIDE.

Every vein mined in an Ice realm.

Material

Rootfibre

Yggdrasil's own, from Svartalfheim's rock. Embroiders the ROAD.

Every vein mined in an Earth realm.

EssenceEmbroiders one of
Ember+4–8% damage
+4–8% attack speed
+2–4% critical chance
+8–16% critical damage
+8–16% Rage gained (Berserker only)
+8–16% Resonance gained (Elementalist only)
+8–16% Momentum gained (Huntress only)
+8–16% Kinship gained (Grovekeeper only)
Rime+8–16 life
2–5% less damage taken
Skills recharge 4–8% faster
+6–12% skill duration
Your movement skill recharges 5–10% faster
Rootfibre+6–12% luck (more drops)
+12–24% pickup reach
+2–5% move speed
+4–8% experience
+6–12% warden's light radius

The Delver

Ore buys reach into the dark, never damage. Ore is mined past the light and banked when you leave a leg, even when you die.

TrackWhat each rank givesRanksOre per rank
Lýsi
Lamp Oil
+1 m of light per rank: the warden's lantern and your flares. Fades with depth.520, 32, 51, 82, 131
Vörn
Warding
The Myrkr bites softer: each rank takes 12% off what is left. Never whole, and it fades with depth.815, 23, 34, 51, 76, 114, 171, 256
Sjón
Far Sight
See further on the delve map: +1 lane and +2 rows per rank.330, 54, 97
Nesti
Provisions
Start every run with +10 light per rank.512, 18, 27, 41, 61
Blys
Flare Pouch
Carry +1 flare into a run. Flares are crafted here for ore; throw one [F] to light a spot and hold the Myrkr off.425, 43, 72, 123
Brenna
Long Burn
Flares burn 25% longer per rank.318, 29, 46

Flares are crafted here, 10 ore each, and kept in a stock between runs. A run takes up to the pouch's worth (3, more with Blys and class levels); what is left comes home if you do. Tracks that fade grow weaker the deeper you are: half by depth 150.

Trade and the market

Trade with a member of your party: both put up hats and materials, lock in, and confirm. Any change unlocks both; nothing moves until both have confirmed.

The market stall in the village: list a hat from your chest for an amount of one material, and browse everyone's by class, hat, tier and material. Up to ten listings, for 48 hours; the hat waits with the market meanwhile, and you are paid the moment it sells.

A hat of another class can be kept and traded; only its class wears it. Trading and the market need a registered account.

Together

The village is shared: the other moles of your village walk about it with their hats on. Click one for their name's menu. Hold [G] for the emote wheel.

Friends and party [O]: a party of up to five is brought into one village together. Chat [T]: All chat (registered accounts) and your party's.

Other delvers show on the mine's map as they go, and every season's first boss kills are told to everyone as they happen. The leaderboard →

Seasons

A season is one map for everyone and one set of boards. Class levels, Glory and the Rune Tree, the Delver's ranks and the bands you unlocked are the season's, per class; a new season starts them over. Hats and materials are your account's: one chest for every class.