Call to Adventure — Game Guide
Last edited by · ·
Source: Polyworld Buff. Interactive views are available on the source site.

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.
| Stat | Value |
|---|---|
| HEROES | 4 |
| LEVELS | 6 |
| ITEM SLOTS | 2 |
| DROPS | 22 |
| MINUTES | 20 |
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.
| Reference | Details |
|---|---|
| Regen | 4% max HP every 0.5s after 3s idle |
| Encumbrance | Speed 100 / 85 / 70 / 50% |
| Guard | Guarded targets take 40% damage |
| Aggro | 11 tiles, then hunt the floor |
| Cap | 90 monsters in the whole dungeon |
| Clock | 24 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 · FIGHTER
FRONTLINE
| Stat | Value |
|---|---|
| HP | 340 |
| MANA | 0 |
| POWER | 150% |
| SPEED | 2.50 |
| ITEMS | 2 |
| LIGHT | 6 |
| Key | Ability | Details |
|---|---|---|
| 1 | Firebrand Sword | PRIMARY · 14–20 DMG · 21–30 HIT · 1 TILE · NO CD |
| 2 | Molten Fist | 34–44 DMG · 51–66 HIT · 1 TILE · 5s CD |
| 3 | Lion Guard | SELF · 2s CD · NO MANA |
| 4 | Blazing Blade | 28–36 DMG · 42–54 HIT · 1 TILE · 4s CD |

NYRA · WIZARD
BURST MAGE
| Stat | Value |
|---|---|
| HP | 200 |
| MANA | 160 |
| POWER | 125% |
| SPEED | 2.60 |
| ITEMS | 2 |
| LIGHT | 8 |
| Key | Ability | Details |
|---|---|---|
| 1 | Meteor Strike | PRIMARY · 22–30 DMG · 27–37 HIT · 12 MANA · 7 TILES · 1.5s CD |
| 2 | Frost Lance | 10–14 DMG · 12–17 HIT · 16 MANA · 5 TILES · 4s CD |
| 3 | Void Portal | 20 MANA · 4 TILES · 10s CD |
| 4 | Lightning Storm | 30–40 DMG · 37–50 HIT · 18 MANA · 6 TILES · 2s CD |

FENN · ROGUE
MOBILE STRIKER
| Stat | Value |
|---|---|
| HP | 250 |
| MANA | 40 |
| POWER | 135% |
| SPEED | 3.40 |
| ITEMS | 2 |
| LIGHT | 5 |
| Key | Ability | Details |
|---|---|---|
| 1 | Venom Dagger | PRIMARY · 12–16 DMG · 16–21 HIT · 1 TILE · 4s CD |
| 2 | Verdant Arrow | 9–14 DMG · 12–18 HIT · 6 TILES · 1s CD |
| 3 | Shadow Cloak | SELF · 15s CD |
| 4 | Gale Slash | 20–26 DMG · 27–35 HIT · 1 TILE · 2s CD |

ZYRA · CLERIC
SUPPORT
| Stat | Value |
|---|---|
| HP | 270 |
| MANA | 180 |
| POWER | 100% |
| SPEED | 2.70 |
| ITEMS | 2 |
| LIGHT | 6 |
| Key | Ability | Details |
|---|---|---|
| 1 | Solar Hammer | PRIMARY · 14–20 DMG · 1 TILE · NO CD |
| 2 | Healing Bloom | HEAL 70 · 18 MANA · 4 TILES · 3s CD |
| 3 | Angelic Emblem | 24 MANA · 4 TILES · 15s CD |
| 4 | Sun Orb | 26–36 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
OLD HALLS
60 HP base. Speed 2.20. Sight 6. Power 55%.

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

Lich
FLOODED DEEP
130 HP base. Speed 2.00. Sight 10. Power 80%.

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.
| Reference | Details |
|---|---|
| Not on the kit | Heroes spawn with empty Q / E slots |
| On the tile | Drops land on the monster's floor tile |
| After pickup | A hero holds an item only once they take it |
| Can drop | Shift+Q / Shift+E or right-click the slot |
Gold value

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

Gemstone
60
Purse only. Common extra drop on the upper floors.

Chalice
140
Purse only. Starts showing up in the flooded deep.

Idol
300
Purse only. Lava, vault, and golem extra drop.

Crown
900
Purse only. Vault prize. Golems can roll it too.
Usable by every hero

Healing Potion
40
Consumable. Cleric extra. Heals 80.

Fire Phoenix
100
Cooldown. Cleric extra. Heals 90 on use.

Nature Talisman
85
Cooldown. Cleric extra. Heals 40 and restores 30 mana.

Cosmic Flare
95
Cooldown. Cleric extra. 24–32 damage at 6 tiles.

Iron Flail
70
Cooldown. Fighter extra. 18–26 damage at 2 tiles.

Inferno Aegis
75
Cooldown. Fighter extra. Self guard for 2.7s.

Winged Boot
100
Cooldown. Fighter extra. 130% move speed for 3s.

Blazing Blade
90
Cooldown. Fighter extra. 28–36 damage at 1 tile.

Ice Wall
70
Cooldown. Wizard extra. Self guard. No mana needed as an item.

Lightning Storm
110
Cooldown. Wizard extra. 30–40 damage at 6 tiles.

Mana Crystal
45
Consumable. Wizard extra. Restores 50 mana. Useless to Brom.

Arcane Meteor
120
Cooldown. Wizard extra. 36–48 damage at 8 tiles.

Void Blade
80
Cooldown. Rogue extra. 16–21 damage at 1 tile.

Shadow Comet
85
Cooldown. Rogue extra. 14–20 damage at 7 tiles.

Gale Slash
90
Cooldown. Rogue extra. 20–26 damage at 1 tile.

Thorn Ring
70
Cooldown. Rogue extra. Self guard.

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.
Read the Softmax wiki · All games
Synced from Polyworld Buff by Codex.