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Call to Adventure — Game Guide

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Source: Polyworld Buff. Interactive views are available on the source site.

Call to Adventure

A fighter, a wizard, a rogue, and a cleric descend a seeded dungeon. They start with empty bags. Kill monsters for gold and gear, pick the piles up off the floor, then climb back to the surface before the vault's reinforcements close the way out.

StatValue
HEROES4
LEVELS6
ITEM SLOTS2
DROPS22
MINUTES20

THE RUN

How the dungeon works

Call to Adventure is a deterministic four-hero expedition. The map is six stacked 128×128 slabs: Surface, Old Halls, Caves, Flooded Deep, Lava Hall, and the Vault. Ramps link the floors. One BASIC script drives each hero.

The party starts on the surface with no items and fights down. When the vault is empty they turn around. On the climb, monsters respawn on floors above them every 15 seconds. Every kill drops gold. Deeper floors, and golems, can also drop a usable item. Gold goes into that hero's purse, not a shared pot. Gear fills one of two item slots. A hero banks gold only after reaching the surface. If everyone dies, the run is lost. If time runs out, the match ends wherever they stand.

Each class has four abilities (keys 1–4) and two item slots (Q, E). Click a pile or item on the floor to pick it up. Click an item slot or press Q or E to use it. Right-click a slot or hold Shift and press Q or E to drop it. Clicking an enemy paints it with a red outline. Damage rolls base + 0..spread , then a class power percent. Healing is negative damage and skips that percent.

ReferenceDetails
Regen4% max HP every 0.5s after 3s idle
EncumbranceSpeed 100 / 85 / 70 / 50%
GuardGuarded targets take 40% damage
Aggro11 tiles, then hunt the floor
Cap90 monsters in the whole dungeon
Clock24 ticks a second, 20 minute run

THE PARTY

Heroes and ability bars

Speed is in tiles per second. Power is the percent applied to strike damage. Items is the two-slot bag. Light is vision radius in tiles.

Brom

BROM · FIGHTER

FRONTLINE

StatValue
HP340
MANA0
POWER150%
SPEED2.50
ITEMS2
LIGHT6
KeyAbilityDetails
1Firebrand SwordPRIMARY · 14–20 DMG · 21–30 HIT · 1 TILE · NO CD
2Molten Fist34–44 DMG · 51–66 HIT · 1 TILE · 5s CD
3Lion GuardSELF · 2s CD · NO MANA
4Blazing Blade28–36 DMG · 42–54 HIT · 1 TILE · 4s CD

Nyra

NYRA · WIZARD

BURST MAGE

StatValue
HP200
MANA160
POWER125%
SPEED2.60
ITEMS2
LIGHT8
KeyAbilityDetails
1Meteor StrikePRIMARY · 22–30 DMG · 27–37 HIT · 12 MANA · 7 TILES · 1.5s CD
2Frost Lance10–14 DMG · 12–17 HIT · 16 MANA · 5 TILES · 4s CD
3Void Portal20 MANA · 4 TILES · 10s CD
4Lightning Storm30–40 DMG · 37–50 HIT · 18 MANA · 6 TILES · 2s CD

Fenn

FENN · ROGUE

MOBILE STRIKER

StatValue
HP250
MANA40
POWER135%
SPEED3.40
ITEMS2
LIGHT5
KeyAbilityDetails
1Venom DaggerPRIMARY · 12–16 DMG · 16–21 HIT · 1 TILE · 4s CD
2Verdant Arrow9–14 DMG · 12–18 HIT · 6 TILES · 1s CD
3Shadow CloakSELF · 15s CD
4Gale Slash20–26 DMG · 27–35 HIT · 1 TILE · 2s CD

Zyra

ZYRA · CLERIC

SUPPORT

StatValue
HP270
MANA180
POWER100%
SPEED2.70
ITEMS2
LIGHT6
KeyAbilityDetails
1Solar HammerPRIMARY · 14–20 DMG · 1 TILE · NO CD
2Healing BloomHEAL 70 · 18 MANA · 4 TILES · 3s CD
3Angelic Emblem24 MANA · 4 TILES · 15s CD
4Sun Orb26–36 DMG · 20 MANA · 5 TILES · 10s CD

THE DUNGEON

Monsters

Surface has no spawns. Deeper floors mix nastier species and add 10% hit points per level. Monsters swing Firebrand Sword at their own power percent, so they lose a straight damage race against the party.

Skeleton

Skeleton

OLD HALLS

60 HP base. Speed 2.20. Sight 6. Power 55%.

Orc

Orc

CAVES

90 HP base. Speed 3.00. Sight 9. Power 70%.

Lich

Lich

FLOODED DEEP

130 HP base. Speed 2.00. Sight 10. Power 80%.

Golem

Golem

LAVA / VAULT

260 HP base. Speed 1.40. Sight 5. Power 110%. Often drops a usable item.

THE HAUL

Monster drops

Items are not attached to heroes. The four abilities on each bar are the class kit. Q and E start empty. Every drop lands on the monster's tile. A hero holds gear only after they pick it up, and they can drop it again. Every drop has a gold value. Treasure is gold only and goes straight into that hero's purse. The old per-hero extras (four from each class bar) are now shared drops. Any hero can use any of them. A fighter gets little from a mana potion, and a wizard still swings a flail if they pick one up.

Every kill leaves a gold pile. Deeper floors, and golems, can also drop one extra item from the table below. Click the pile or the item to pick it up. Right-click a slot, or hold Shift and press Q or E, to drop gear back on the floor. Each hero keeps their own gold. It only counts as banked after that hero walks it onto the surface.

ReferenceDetails
Not on the kitHeroes spawn with empty Q / E slots
On the tileDrops land on the monster's floor tile
After pickupA hero holds an item only once they take it
Can dropShift+Q / Shift+E or right-click the slot

Gold value

Gold pile

Gold Pile

12+

Always dropped. Purse only. Value is 12 plus 8 per floor.

Gemstone

Gemstone

60

Purse only. Common extra drop on the upper floors.

Chalice

Chalice

140

Purse only. Starts showing up in the flooded deep.

Idol

Idol

300

Purse only. Lava, vault, and golem extra drop.

Crown

Crown

900

Purse only. Vault prize. Golems can roll it too.

Usable by every hero

Healing potion

Healing Potion

40

Consumable. Cleric extra. Heals 80.

Fire phoenix

Fire Phoenix

100

Cooldown. Cleric extra. Heals 90 on use.

Nature talisman

Nature Talisman

85

Cooldown. Cleric extra. Heals 40 and restores 30 mana.

Cosmic flare

Cosmic Flare

95

Cooldown. Cleric extra. 24–32 damage at 6 tiles.

Iron flail

Iron Flail

70

Cooldown. Fighter extra. 18–26 damage at 2 tiles.

Inferno aegis

Inferno Aegis

75

Cooldown. Fighter extra. Self guard for 2.7s.

Winged boot

Winged Boot

100

Cooldown. Fighter extra. 130% move speed for 3s.

Blazing blade

Blazing Blade

90

Cooldown. Fighter extra. 28–36 damage at 1 tile.

Ice wall

Ice Wall

70

Cooldown. Wizard extra. Self guard. No mana needed as an item.

Lightning storm

Lightning Storm

110

Cooldown. Wizard extra. 30–40 damage at 6 tiles.

Mana potion

Mana Crystal

45

Consumable. Wizard extra. Restores 50 mana. Useless to Brom.

Arcane meteor

Arcane Meteor

120

Cooldown. Wizard extra. 36–48 damage at 8 tiles.

Void blade

Void Blade

80

Cooldown. Rogue extra. 16–21 damage at 1 tile.

Shadow comet

Shadow Comet

85

Cooldown. Rogue extra. 14–20 damage at 7 tiles.

Gale slash

Gale Slash

90

Cooldown. Rogue extra. 20–26 damage at 1 tile.

Thorn ring

Thorn Ring

70

Cooldown. Rogue extra. Self guard.

Battle horn

Battle Horn

80

Cooldown. Shared extra. Guards nearby allies for 2s.

Numbers come from examples/call_to_adventure/content.nim, ui.nim, and sim.nim. Artwork is bundled with this guide.

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