Four named combat styles
Bats, sabers, plants and dragon-like creatures give a run four named combat directions. They are useful as action languages: each one tells you what kind of movement and repeated attack the next drop should support. Keep the style broad enough to adapt, but specific enough that a new weapon can be judged quickly.
The names do not create four rigid classes or a fixed damage table. They give the room a rhythm to read. Watch the safe line, the enemy pressure and the distance your chosen action needs; a style that keeps those three things visible is already doing useful work before rarity enters the decision.
Choose the style whose rhythm makes the current room easiest to control, then tell a teammate what the choice protects. If a new drop changes the action, say what changed before taking it. In solo play, the same sentence keeps a tempting weapon from pulling the run away from its working center.
Weapon Reforge and Affixes
Weapon Reforge offers common, rare, epic and legendary Weapon Affixes, with Tempering in the same build conversation. The color gives you a fast comparison, but the real question is whether the Affix strengthens the action already carrying the room.
A lower-rarity Affix can preserve a trigger that is working, while a higher-rarity option can demand a new route. Check the condition, the payoff and the space the weapon needs before treating the tier as the answer. Keep the next room in the test instead of deciding from the menu alone.
Take the Affix that keeps the loop clear, starts a better loop or gives the party a concrete reason to change direction. In co-op, pass back the action it supports and the next place to test it. That makes a reforge a playable choice rather than a color ranking. Compare the tier only after the trigger and the room have a name.
Read a room before a rarity
A busy room still asks for a simple sequence: find the safe line, decide whether the drop matters, read the next doorway and commit only after the hazards are legible. The order matters because a rare item cannot help if taking it breaks the movement pattern that keeps you alive.
Protect the action the build already performs while watching the one new variable that could improve or disrupt it. In a split party, report the room, the drop and the reason for your choice. A teammate does not need an inventory recital; they need enough context to continue the same plan on another branch.
Use a short room note in solo play too. “The Affix keeps the trigger; test it after the next doorway” is more useful than a ranking without context. Let the next room confirm the choice, and change direction only when the effect is visible enough to explain. One item at a time keeps the chain explainable.
Item synergies sit beside style
Item combinations have no stated limit, so the combat style gives a growing chain a repeated action to reinforce. Start with the action—burst, reach, space or control—that the room already rewards, then look for an item that makes that action easier to repeat.
A useful synergy has a trigger and a condition you can describe without a hidden damage claim. If an item only looks exciting in isolation, leave it as a question. If it makes the current action safer, more frequent or easier to hand off, it has a reason to stay in the build.
Keep one build center visible while testing one new item or Affix at a time. The next room should tell you whether the chain survived. In co-op, report the trigger and the next test instead of asking teammates to remember every item that appeared. A single test keeps the comparison honest.
Agents and Hatchmons
Agent selection can be random, with an individual profile framing the run, while Hatchmons can be hatched, collected and evolved. That gives the run more identity than the weapon in hand, but it also gives you another choice to keep readable when the room gets crowded.
Treat the Agent as context and the Hatchmon as a companion direction. Neither replaces the need to understand the current combat style. Ask whether the companion reinforces the action, covers a weakness or opens a different route; those are player questions, not invitations to invent an unseen skill table.
Read the profile, test the companion beside the style and keep the pairing that still makes sense after the next drop. In co-op, name the action the pair supports before splitting rooms. In solo play, let the next room confirm the idea before you spend the run chasing it. The pairing is useful only when both parts remain legible under pressure. Keep the pair readable.
Co-op combat language
Online co-op supports up to four players, and teammates can explore different rooms on the same map. Combat information therefore has to travel: a style, a branch, an Affix or a Faith spend should be named before the party separates.
A good handoff contains the action, the condition that supports it and the next place to look. “The saber trigger is live; check the upper room for an Affix” gives a teammate something to do. Listing every effect does not. Keep the call tied to the hazard and doorway that are actually in front of you.
Agree on a compact signal before the split, then use preset emotes to mark a return, a boss or a dangerous branch. Regroup around the shared plan when the test is complete. The goal is not perfect communication; it is enough shared context to keep four players from building four different runs.
Systems that change the fight
Four named styles, Weapon Reforge and Affixes give this panel its decision vocabulary. Use the four visible entries as a compact decision board for the next attack pattern. Choose one fact, test it in the next room and tell the party why it matters. When the room changes, return to the style and Affix relationship before chasing a new drop.
Combat styles
Bats, sabers, plants and dragon-like creatures give a run four distinct combat directions.
Choose the style that makes the current room easiest to read.
Item synergies
Item drops can combine without a stated item limit.
Keep one trigger or action at the center of the build.
Hatchmon
Hatchmons can be hatched, collected and evolved as companions.
Use companion growth as a second build lane.
Faith
Faith links shops, recruitment and gambling.
Spend Faith against the next risk, not an abstract total.