The Nama wiki

Everything in the game, written from the game's own data: when the game changes, these pages change with it.

Skills

All 48 skills by class, their triggers, and the tags that open blessings.

Weapons and hats

43 weapons, the tiers they drop at, 19 hats.

Blessings

The 57 run perks you choose, three times a run.

Enemies and bosses

The horde, the realms' own, magic and rare packs, the modifiers, every boss.

The mine

The delve map, the light and the Myrkr, the road, the nodes, the realms, shrines and pickups.

Rune Trees

Glory, and every rune of every class's tree.

The village

Class levels, the tailor and his materials, the Delver, trading, seasons.

Leaderboard

This season's deepest runs, the class levels and the first kills. Live.

Berserker

Elementalist

Huntress

Grovekeeper

A run, start to end

  1. The village. Choose your class, put on hats at the tailor's mannequin, spend Glory at the Rune Tree, buy the Delver's ranks and flares. Then walk into the mine.
  2. The delve map. The mine is a map of nodes, one season's map for everyone. Pick a node on the frontier: the road there is a leg. Travel costs light; some nodes give it back. The map →
  3. The leg. A lantern-spirit, the warden, carries the light down the road to the node. Off the lit ground is the Myrkr, and it bites. Sleeping packs, halls, side passages and ore lie along the way. Light and the Myrkr →
  4. The node. Waves rise in the chamber; each node's rule changes the fight. Clear it and the pile is yours: skills, weapons, hats, upgrades. The nodes →
  5. The build. Your weapon attacks on its own; skills fire on their own triggers and rank up to 5; three times a run you choose a blessing. Skills → Blessings →
  6. Deeper. Every hundred depths a band ends at its gate boss; half-way down all roads meet at a sub-gate. A gate's death opens the next band at the mine. Bosses →
  7. The end. Die, and a Valkyrie hauls you back up. Climb out (from the map), and you bring everything home. Either way the run pays Glory and class experience. What you keep →

What you keep

WhatAfter the run
Your class level and its milestonesKept for the season
Glory, and the runes it boughtKept for the season
Ore, gems and the tailor's materialsKept, even when you die
Hats in the tailor's chestKept
The Delver's ranks and your flare stockKept for the season
Hats on your headLost when you die (a Valkyrie's knot saves one); home when you climb out
Skills, weapons, blessingsThis run only

Seasons start the boards and the season's progress over. Hats and materials belong to your account: one chest for every class.

Everything, A to Z

Every name the wiki knows. The same names are links wherever they appear: hover one to see what it is.