ABYSSAL GAUNTLET - PLAYER GUIDE
Posted by Kuro
TABLE OF CONTENTS WHAT IS THE ABYSSAL GAUNTLET? HOW TO ENTER WHAT HAPPENS WHEN YOU ENTER YOUR STARTING LOADOUT CONTROLS AND COMMANDS WHAT YOU CANNOT DO INSIDE DIFFICULTY STARS FLOOR TYPES POWER LEVEL WEAPON SYSTEM HOW WEAPONS ARE GAINED GEAR SYSTEM PENDING DROPS POTIONS AND RESOURCES EXTRACTION, DEATH, AND DISCONNECTS CORRUPTION (THE TIMER PRESSURE) MARKS - HOW THEY ARE CALCULATED EXTRACTION REWARDS (REAL LOOT) LEADERBOARDS AND SEASONS PERMANENT UPGRADES ROTATING SHOP STRATEGY TIPS A solo roguelike dungeon where your build doesn't matter, your decisions do. WHAT IS THE ABYSSAL GAUNTLET? The Abyssal Gauntlet is a solo roguelike dungeon mode that works completely separately from your normal character progression. You enter alone - no parties allowed Your normal gear, skills, and build are stripped for the run The Gauntlet gives you temporary weapons, gear, consumables, and Power Level bonuses You either extract safely, full clear, or die for consolation rewards Successful runs earn Abyssal Marks , unlock higher star tiers, and feed the seasonal leaderboard Your outside build does not matter once the run starts. This is its own combat mode with its own rules and its own loot loop. ↑ Back to top HOW TO ENTER Talk to The Gatekeeper NPC. From there you can: Enter the Gauntlet View the leaderboard Spend Abyssal Marks on permanent upgrades View your Gauntlet stats Buy from the rotating Abyssal shop Entry Requirements Level 30 or higher Not already in a Gauntlet run Not in a party Your chosen star tier must be unlocked Daily limit: 3 runs per day Cooldown after a run: 15 minutes Only one account per household can be inside at a time ↑ Back to top WHAT HAPPENS WHEN YOU ENTER The moment your run starts, the Gauntlet: Saves your current map, skills, keybinds, HP/MP, and equipped gear Dispels all your active buffs Normalizes you to 2000 HP / 1000 MP Removes your skills and equipment for the duration of the run Hands you Gauntlet-only combat tools Starts the run timer Don't worry - everything is restored exactly as it was when the run ends. You will not lose anything. ↑ Back to top YOUR STARTING LOADOUT Every run begins at: Power Level 1 3 HP potions 3 MP potions 0 Elixirs Starter Sword (or random Common weapon if you own Starter Armory ) ↑ Back to top CONTROLS AND COMMANDS The Gauntlet rewrites two keybinds while you are inside: Left Shift - Your weapon's core attack A - Your weapon's random utility skill (if it has one) Your normal keybinds are restored when the run ends. Player Commands @gauntlet status - View your current run info @gauntlet gear - View your equipped gear @gauntlet hp - Use 1 HP potion (heals 30% max HP) @gauntlet elixir - Use 1 Elixir (full HP/MP restore) @gauntlet pickup - Accept the current pending drop @gauntlet discard - Reject the current pending drop @gauntlet swap 1 - Equip reserve weapon slot 1 @gauntlet swap 2 - Equip reserve weapon slot 2 @gauntlet extract - Extract during the extraction window @gauntlet quit - Forfeit the run You can also swap reserve weapons by drag-equipping them from your inventory. ↑ Back to top WHAT YOU CANNOT DO INSIDE Use normal consumable items Leave the Gauntlet map normally Unequip the Gauntlet weapon Drop Gauntlet items Use your normal class skills Death Handling No EXP loss No charm consumption Death is handled entirely by the Gauntlet system ↑ Back to top DIFFICULTY STARS 1 Star - The Shallows - 5 floors, PL cap 10, x1 Marks, 15 min 2 Star - The Depths - 7 floors, PL cap 14, x2 Marks, 20 min 3 Star - The Abyss - 10 floors, PL cap 18, x3 Marks, 30 min 4 Star - The Void - 12 floors, PL cap 21, x5 Marks, 40 min 5 Star - Oblivion - 15 floors, PL cap 25, x8 Marks, 45 min Clearing a star tier unlocks the next one. The first full clear of each star also grants a one-time 50 Mark bonus . ↑ Back to top FLOOR TYPES Trash Floors Standard clear-all floors. Most fragment farming happens here. Normal mob drop rules apply. Weapon Floors Spawn 1 mini-boss plus 4 escorts Guaranteed weapon reward on clear +1 Elixir on clear Elite + Extraction Floors Spawn 1 elite plus escorts Better guaranteed weapon reward on clear +2 HP potions and +1 Elixir on clear Opens a 15 second extraction window If you do nothing, the run auto-continues Boss Floors Final floor of the star tier Clearing the boss counts as a full clear The run ends immediately after rewards - no extraction decision ↑ Back to top POWER LEVEL Power Level (PL) is the temporary progression stat for your run. Your damage and survivability scale directly with it. How to Gain PL Clearing a Trash floor: +1 Clearing a Weapon floor: +2 Clearing an Elite floor: +2 Clearing the Boss floor: +3 First time equipping each rarity above Common: +1 each (Uncommon, Rare, Epic, Legendary) What PL Gives You (per level above 1) +75 max HP +30 max MP +2 all stats +3 WATK / +3 MATK +2 WDEF / +2 MDEF Every time you gain PL, your weapon stats are reapplied and you are fully healed. ↑ Back to top WEAPON SYSTEM You can hold up to 3 weapons total : 1 equipped and 2 reserves. Weapon Rarities Common - Attack 20-35, Skill Lv 1-5, 1.0x damage Uncommon - Attack 36-55, Skill Lv 6-10, 1.15x damage Rare - Attack 56-80, Skill Lv 11-15, 1.35x damage Epic - Attack 81-110, Skill Lv 16-20, 1.6x damage Legendary - Attack 111-150, Skill Lv 21-30, 2.0x damage Weapon Types Each weapon has 1 fixed core skill and 1 random utility skill from a pool of 3. Sword - Brandish (Rage / Iron Body / Power Strike) Two-Handed Sword - Rush (Rage / Shout / Power Stance) Spear - Dragon Fury (Hyper Body / Dragon Blood / Sacrifice) Axe - Double Swing (Iron Will / Dragon Roar / Threaten) Staff - Explosion (Meteor / Meditation / Magic Guard) Wand - Angel Ray (Heal / Bless / Holy Shield) Bow - Chain Lightning (Power Guard / Sharp Eyes / Puppet) Crossbow - Paralyze (Dispel / Blizzard / Frostprey) Claw - Boomerang Step (Dark Sight / Disorder / Haste) Dagger - Savage Blow (Band of Thieves / Smokescreen / Taunt) Knuckle - Somersault Kick (Dash / Speed Infusion / Iron Body) Gun - Somersault Kick (Dash / Oak Barrel / Iron Body) Note: Staves, Wands, Bows, and Crossbows currently use magic-based damage in the Gauntlet, so Bow and Crossbow play more like spell-casters than traditional ranged physical weapons. ↑ Back to top HOW WEAPONS ARE GAINED 1. Floor-Clear Weapons Guaranteed from Weapon floors, Elite floors, and the Boss reward. If you have fewer than 3 weapons, the reward goes to reserve If it's your first real weapon and you still have the Starter Sword equipped, it auto-equips If you already have 3 weapons, the new weapon only replaces your worst reserve if its rarity is better Otherwise it is discarded 2. Fragment Forging Every kill on non-boss floors has a 5% chance to drop a fragment. At 5 fragments, the run automatically forges a random weapon. Forge rarity weights: Common: 65% Uncommon: 25% Rare: 8% Epic: 2% Legendary: 0% 3. Mob-Dropped Weapons Regular mobs can drop weapons too: Trash mob: 6% Weapon floor mob: 40% Elite floor mob: 50% Boss floor mob: 0% Mob drop rarity scales with floor depth - deeper floors give better weapons. ↑ Back to top GEAR SYSTEM The Gauntlet has 6 gear slots: Hat, Top, Bottom, Shoes, Gloves, Cape . Gear gives random stats, defense, and 1-2 buff skills depending on rarity. Gear Skill Pools Hat - Magic Guard / Invincible / Focus Top - Iron Body / Hyper Body / Power Stance Bottom - Bless / Threaten / Combo Attack Shoes - Haste / Dash / Meso Up Gloves - Sharp Eyes / Meditation / Rage Cape - Holy Shield / Dark Sight / Speed Infusion Gear is auto-equipped when accepted. Picking up a piece replaces whatever was already in that slot. Mob-dropped gear rates: Trash 18%, Weapon floor 60%, Elite floor 80%, Boss 100%. ↑ Back to top PENDING DROPS When a mob rolls a Gauntlet drop, an item appears on the ground and a pending drop is queued. Walk over the item OR use @gauntlet pickup to accept Use @gauntlet discard to reject Only 1 pending drop can exist at a time Unresolved pending drops suppress more drops , so deal with them quickly Pending drops expire after 3 minutes Gear drops have priority over weapon drops on the same kill ↑ Back to top POTIONS AND RESOURCES HP Potions Start each run with 3 @gauntlet hp heals 30% max HP Random kills have a 5% chance to drop another HP potion Elite floors give +2 on clear Max carry is 5 (more with Potion Master ) Elixirs Start with 0 Weapon floors give +1 Elite floors give +1 @gauntlet elixir fully restores HP and MP Max carry is 2 (more with Potion Master) MP MP is mostly self-sustaining - every kill fully refills your missing MP. HP management is what actually matters. ↑ Back to top EXTRACTION, DEATH, AND DISCONNECTS Extraction Only available after clearing an Elite + Extraction floor. Window lasts 15 seconds Use @gauntlet extract If you do nothing, the run auto-continues Extraction grants Marks and full rewards, then restores your character Death With Second Wind purchased: first fatal blow revives you at 50% HP (once per run) Without it: the run ends, you get consolation Marks only Disconnects First disconnect: 60 second grace window Reconnect within that window: run state is restored Second disconnect in the same run: immediate run death Floor, weapons, gear, and pending rewards are all preserved on reconnect ↑ Back to top CORRUPTION (THE TIMER PRESSURE) Each star tier has a hard time limit. As time runs out, Corruption ramps up. 75% of time used - Corruption Level 1 (warning only) 85% of time used - Corruption Level 2 (1% max HP damage every 10 sec) 95% of time used - Corruption Level 3 (3% max HP damage every 10 sec) 100% - The run ends in death ↑ Back to top MARKS - HOW THEY ARE CALCULATED If you die without extracting: floors cleared x mark multiplier x 0.3 If you extract: floors cleared x mark multiplier + 5 x mark multiplier ( extraction bonus) If you full clear: Everything from extraction, plus + 15 x mark multiplier (full-clear bonus) Example: 3-Star Full Clear Floors: 10 x 3 = 30 Extraction bonus: 5 x 3 = 15 Full-clear bonus: 15 x 3 = 45 Total: 90 Marks Plus 50 Marks the first time you full clear each star tier. ↑ Back to top EXTRACTION REWARDS (REAL LOOT) On a successful extraction or full clear, your progress converts into real items you keep. Equipped Weapon Conversion Common - 1 random ore Uncommon - 1 crystal ore + 2 ores Rare - 1 random 60% scroll + 1 crystal ore Epic - 1 Chaos Scroll OR 1 White Scroll Legendary - 1 Golden Maple Leaf + 1 Chaos Scroll Floor-Based Bonus Rewards Floor 5+ - 3 random ores Floor 7+ - 1 random 60% scroll Floor 10+ - 1 Clean Slate 20% and 5 crystal ores Floor 12+ - 2 Chaos Scrolls Floor 15+ - 1 Golden Maple Leaf and 1 White Scroll There is also a 12% chance for a bonus exit reward (60% cosmetic / 40% real equip). Inventory Full Protection If a real reward cannot fit in your inventory, it is converted into Abyssal Marks instead of being lost. You will never lose loot to a full inventory. ↑ Back to top LEADERBOARDS AND SEASONS The Gatekeeper leaderboard tracks the fastest full clears by star tier for the active season. Rankings show character name, clear time, max PL reached, and best weapon rarity reached. ↑ Back to top PERMANENT UPGRADES Spend Abyssal Marks at the Gatekeeper to unlock permanent run upgrades. Power Upgrades Fortified Start (3 ranks, 30/80/200 Marks) - +50 max HP at run start per rank Sharp Instinct (3 ranks, 30/80/200 Marks) - +2 WATK/MATK at run start per rank Thick Skin (3 ranks, 30/80/200 Marks) - +3 WDEF/MDEF at run start per rank Utility Upgrades Quick Learner (3 ranks, 60/180/500 Marks) - +2 PL cap per rank Potion Master (3 ranks, 40/120/350 Marks) - +1 max carry on all potion types per rank Fragment Magnet (3 ranks, 50/150/400 Marks) - +2% fragment drop chance per rank Rarity Boost (3 ranks, 80/250/700 Marks) - Better odds for fragment forging to bump rarity by 1 tier Prestige Upgrades Second Wind (1 rank, 600 Marks) - One revive at 50% HP per run Abyssal Attunement (1 rank, 1000 Marks) - Weapon-floor reward rolls 3 weapons and keeps the best rarity Starter Armory (1 rank, 800 Marks) - Start with a random Common weapon instead of the Starter Sword ↑ Back to top ROTATING SHOP The Gatekeeper has a daily rotating shop containing: 3 cosmetics 2 progression items 1 weapon The rotation refreshes daily. ↑ Back to top STRATEGY TIPS Treat your first real weapon as your first build choice, not just a stat upgrade - the weapon type defines how you fight Use elite floors as your main decision points - that is where extraction lives Pick up or discard pending mob drops quickly - unresolved drops suppress more drops If your inventory is full, only higher-rarity floor-clear weapons will replace a reserve Do not panic about MP - it refills on kills HP potion management matters way more than MP management Quick Learner is stronger than it looks - rarity PL bonuses are wasted at the default cap Abyssal Attunement is a major consistency upgrade for weapon floors Bow and Crossbow currently use magic damage, so build around that if you pick them up ↑ Back to top See you in the Abyss. Happy Mapling! ~ Kuro