A note from the tamer.
This is not a strategy guide. What follows is a reference — the creatures, the combat, the items, and the rules. Read what you need. Skip the rest.
One hundred creatures across four tiers. Seven depths between the camp and the final boss. Three lanes per fight. Six modifiers that rotate each season. Over two hundred abilities to learn and combine. Read the entries you need. Skip the rest.
Anything marked in ember is a cross-reference. Anything marked in void is advanced content.
Three lanes. Speed decides who strikes first.
Every battle is fought across three lanes. Up to three creatures per side; the rest wait on the bench. The fastest creature acts first.
How it works
Each turn, you pick one action per creature — an ability, a basic attack, or an item. Then everything resolves by speed. Creatures target the enemy in their lane first, then adjacent lanes, then whoever's still alive.
Bench & Reserves
Your bench holds party members not currently in a lane. Swap them in between turns. Enemy reserves reinforce into open lanes at end of turn — you can't stop them, only kill faster.
Flee
You can run from a fight, but it costs food and doesn't always work. Failure means the enemies get a free turn.
Ten effects. Every stack counts.
Status effects stack, tick, and expire. Knowing which ones clear at end of turn and which persist is the difference between winning and losing everything.
| Effect | Behavior | Max Stacks | Duration |
|---|---|---|---|
| Poison | Deal stacks as damage each turn, then reduce stacks by 1. | 3 | Until stacks reach 0 |
| Burn | Deal stacks as damage each turn, then reduce stacks by 1. Tracked separately from poison. | 3 | Until stacks reach 0 |
| Bonus Strike | Adds to outgoing damage per stack. | 3 | Cleared at end of turn |
| Weaken | Subtracts from outgoing damage per stack. | 3 | Cleared at end of turn |
| Vulnerable | Adds to incoming damage per stack. | 5 | Persists until removed |
| Fortify | Subtracts from incoming damage per stack. | 3 | Persists until removed |
| Shield | Absorbs damage before HP loss. | 5 | Cleared at end of turn |
| Stun | Creature skips its action. Cannot be re-stunned while already stunned. | — | Duration-based, 1–2 turns |
| Taunt | Forces enemies to target the taunter. Only one taunter at a time. | — | 1 turn |
| Nullify | Absorbs one non-crit hit entirely — damage becomes 0. Crits bypass it. | 1 | Until consumed |
One hundred sigils. Four tiers.
Creatures are organized by tier (I–IV). Stats show base HP and Speed. Damage comes from abilities and status effects — there are no traditional ATK/DEF stats. The abilities column shows what each creature knows at base.




























Two hundred and thirty-nine abilities.
Most creatures know two abilities at base; higher tiers carry three or four. Power is base damage; a dash means the ability heals, shields, or buffs instead. Charges limit uses per battle — when they're spent, the ability is locked.
| Name | Type | Role | Power | Effect |
|---|---|---|---|---|
| Bite | Physical | Strike | 2 | Basic physical strike. No rider. Reliable. |
| Scratch | Physical | Strike | 1 | Quick claw. Low damage, but fast creatures use it often. |
| Ember | Fire | Strike | 2 | Fire damage. 15% chance to inflict burn. |
| Mend | Nature | Heal | — | Heals an ally for 2 HP. 3 charges per battle. |
| Harden | Physical | Shield | — | Grants 2 shield to self. 2 charges per battle. |
| Sting | Poison | Strike | 1 | Inflicts poison 1. Stacks over turns. |
| Slash | Physical | Strike | 3 | Tier II physical strike. Clean damage, no rider. |
| Fire Burst | Fire | Strike | 3 | 25% chance to inflict burn 2. Cinderhound's signature. |
| Arc Bolt | Arcane | Strike | 2 | Chains to an adjacent lane for 1 bonus damage. |
| Iron Wall | Physical | Shield | — | Grants 3 shield + taunt. Forces enemies to target you. 2 charges. |
| War Cry | Physical | Buff | — | All allies gain +1 bonus strike. 2 charges. |
| Hex | Shadow | Debuff | — | Inflicts weaken 2 + vulnerable 1. Strips offense and opens defense. 3 charges. |
| Acid Spray | Poison | AoE | 1 | Poisons all enemies for 1. 2 charges. The fog before the storm. |
| Dev. Slam | Physical | Strike | 4 | Devastating slam. Stuns for 1 turn. The target does nothing. |
| Inferno | Fire | AoE | 2 | Burns all enemies for 2. 2 charges. Infernox's signature. |
| Blizzard | Ice | AoE | 2 | Weakens all enemies by 1. 2 charges. Glacius controls the field. |
| Void Drain | Void | Drain | 3 | Deals 3 damage and drains 2 HP back. Voidmaw's sustain engine. |
| Dark Pulse | Shadow | AoE | 2 | All enemies gain vulnerable 1. 2 charges. Sets up the kill turn. |
| Soul Link | Shadow | Passive | — | The carrier survives lethal damage once per battle. The link is then spent. |
| Abyssal Maw | Void | Ultimate | 6 | 6 base damage. Once per battle. The void bites back. |
| Entropy | Void | Passive | — | Enemies take escalating damage per turn, capping at 3. The clock is ticking. |
| Devour | Void | Drain | 5 | 5 damage, drains 3 HP. Once per battle. The Devourer's signature. |
Every creature carries a signature. Mutations write the rest.
Every creature has a signature talent unique to its species. Mutations can add more talents or modify existing ones — up to three mutations per creature.
Trigger Types
| ON_BATTLE_START | Fires once when the battle begins. |
|---|---|
| ON_PLACED | Fires when the creature enters the field (placed into a lane). |
| ON_ACTION_START | Fires before each action this creature takes. |
| ON_ACTION_END | Fires after each action this creature takes. |
| ON_HIT_RECEIVED | Fires when this creature takes damage. |
| ON_KILL | Fires when this creature kills an enemy. |
| ON_ALLY_BELOW_THRESHOLD | Fires when any ally drops below 25% HP. |
| ON_TURN_END | Fires at the end of each turn. |
| ON_DEATH | Fires when this creature dies. |
| ON_ALLY_DEATH | Fires when an allied creature dies. |
| AURA | Always active — passively modifies stats of all allies. Does not "fire." |
Signature Talents (selected)
| Talent | Species | Trigger | — | Effect |
|---|---|---|---|---|
| Mending Ooze | Gloop | Ally below 50% | — | Heal that ally to 50% HP. Once per battle. |
| Blood Scent | Fanglet | Before action | — | +2 damage to targets below 50% HP. |
| Flashburn | Flickwyrm | Before action | — | Deal 1 true damage to all enemies and take 1 self-damage. |
| Absolute Zero | Glacius | End of turn | — | All enemies lose 1 speed permanently (minimum 1). |
| Endless Hunger | The Devourer | On kill / ally death | — | +1 bonus strike permanently for each creature that dies (cap +5). |
| Meltdown | Infernox | On death | — | Deal 4 true damage to all enemies. Once per battle. |
| Constellation | Starweaver | Ally death | — | Revive that ally at 1 HP. Once per battle. |
| Fortress Protocol | Shellox | End of turn | — | If this creature has shield, gain +1 shield. |
Talent Archetypes
Shared talents are grouped into four archetypes: aggressive (damage bonuses, kill triggers), defensive (shields, fortify, damage reduction), support (heals, charge restoration, ally buffs), and toxic (poison amplification, burn, status spread). A creature's archetype is derived from the talents it carries — not assigned manually.
Seven combos. One creature, two abilities, one trigger.
A combo activates when a single creature has both required abilities. The combo modifies how those abilities behave — sometimes dramatically. Combos are discovered in battle and recorded in the codex. Extract and infuse the right abilities onto the right creature and the abyss rewards you.
Toxic Barricade
Requires Thorns + Venom. Reflect damage also applies 2 poison to the attacker.
Abyssal Rebirth
Requires Soul Link + Regen. Cheat death revives at 50% HP instead of 1 HP.
Storm of Fire
Requires Fire Burst + Arc Bolt. 30% chance to deal bonus AoE damage to all enemies on any attack.
Frozen Venom
Requires Ice Spear + Venom. Ice and poison attacks also stun for 1 turn.
Dark Fortress
Requires Hex + Iron Wall. Taunt auto-hexes all attackers at battle start.
Overclocked
Requires Overcharge + War Cry. Self bonus strike buffs become team-wide — all allies gain the buff.
Venomcloud
Requires Acid Spray + Plague. All poison abilities apply +1 extra stack.
Seven depths. The map branches.
The descent is seven depths deep and procedurally generated each run. Depths 1, 4, and 7 are fixed — battle, boss, final boss. The middle depths branch into 2–3 nodes each, rolled from weighted pools. What changes between runs is which nodes appear, which path you take, and which modifier the season is running.
| Depth | Chamber | Type | Notes |
|---|---|---|---|
| D · I | First Steps | Battle | Fixed tutorial battle. The abyss introduces its commons — learn the lanes or lose early. |
| D · II | The Shallows | Branching | 2–3 nodes. Mostly battles (45%) and rest sites (25%), with the odd event (30%). |
| D · III | The Crossroads | Branching | 2–3 nodes. Elites appear (30%), merchants open (30%), and events grow stranger (15%). |
| D · IV | First Boss | Boss | Fixed boss encounter. The abyss tests your party for the first time. No branching, no escape. |
| D · V | The Deep | Branching | 2–3 nodes. Elites (25%), merchants (25%), events (20%), gauntlets (15%), rest (15%). |
| D · VI | The Gauntlet | Branching | 2–3 nodes. Gauntlets dominate (30%), elites lurk (25%), rest is scarce (20%). |
| D · VII | The Devourer | Final | Fixed final boss. He is hungry; he is patient. SPD 6 — he always acts first. |
Five biomes. The abyss shifts beneath you.
Each depth is themed by one of five biomes. The biome determines which creatures appear on a given floor — every creature belongs to a home biome, and encounter pools are drawn from the current depth's region.
Verdant Depths
Dense overgrowth, tangled roots, bioluminescent fungi. The first biome most tamers see — and where most commons are learned.
Drowned Reach
Flooded caverns and tidal corridors. Creatures here favor poison, shields, and slow attrition.
Skyhollow
Open vertical shafts and crystalline ledges. Fast, fragile creatures dominate — speed over endurance.
Ember Veins
Volcanic fissures and molten rock. Burn damage is common; creatures here trade HP for raw power.
The Corruption
The deepest layer. Void energy saturates everything. The rarest creatures live here — if you can call it living.
Six modifiers. Same map, different runs.
Each season, the abyss applies a modifier to a set of depths. Some are gifts; most are taxes; one is a lie. You cannot refuse a modifier — only prepare for it.
Blood Moon
All enemies gain +1 bonus strike. Their damage goes up; yours stays flat. Fast compositions survive; slow ones fold.
Toxic Fog
All creatures — friend and foe — take 1 damage per turn. Low-HP creatures melt. Bring healing or finish fast.
Sanctuary
Creatures that fall in battle revive once at 1 HP. A second death is permanent. The abyss gives exactly one mercy.
Famine
All food costs are doubled. Taming and resting cost twice as much. Stock up before entering.
Mutation Storm
A free mutagen is granted after every battle on this depth. The risk is yours to spend or pocket.
Void Rift
All enemies gain +1 HP and +1 bonus strike. Tougher and harder-hitting. Bring your best or don't come at all.
Mutagen is the price. The talent is the gamble.
Mutations are talent-based — they modify a creature's innate talents, not raw stats. Apply a mutagen item to roll the dice. Each creature can hold up to three mutations, but the odds worsen with every application. The abyss rewards caution and punishes greed.
| ●1st Mutagen | 65% gain/upgrade 30% corrupt 5% wild Safest roll. Most tamers stop here. |
|---|---|
| ●2nd Mutagen | 50% gain/upgrade 40% corrupt 10% wild The odds shift. Corruption becomes likely. |
| ●3rd Mutagen | 35% gain/upgrade 50% corrupt 15% wild Final slot. Half the time, something breaks. |
| ↑Gain | The creature learns a new talent it didn't have before. Clean addition. |
|---|---|
| ⬆Upgrade | An existing talent is strengthened. The creature gets better at what it already does. |
| ↓Corrupt | A talent is lost or weakened. The mutagen took something on the way in. |
| ◇Wild | A random void talent replaces a slot — powerful, but carries a curse. The abyss gives and takes. |
Bait in hand. The creature at half health.
Taming happens during battle. Throw bait at a weakened enemy and hope. Lower HP means better odds. Rarer creatures resist harder.
How taming works
Weaken the creature first — the more damaged it is, the higher your catch rate. Then throw bait. Higher-tier bait gives better odds. Success means it joins your party. Failure means the bait is wasted and the enemy is still fighting.
Each tame attempt costs a bait item. The tutorial gives you a generous catch rate to learn the mechanic without frustration.
Twelve items. Eight belt slots. Use them wisely.
Items are consumable resources carried in the tamer's belt — a loadout of up to eight slots. Most are used during battle; some work between encounters. When they're gone, they're gone. The belt does not refill.
Tier I · Common
| Item | Effect | Usable In |
|---|---|---|
| Healing Salve | Restore 2 HP to an ally. | Battle & Field |
| Cure Vial | Remove all poison and burn from an ally. | Battle |
Tier II · Rare
| Item | Effect | Usable In |
|---|---|---|
| Thorn Bomb | Deal 2 true damage to an enemy. Ignores all defenses. | Battle |
| Smoke Bomb | Swap an ally from its lane to the bench without recall lock. | Battle |
| Focus Shard | Reset one ability cooldown or restore an ultimate charge. | Battle |
Tier III · Abyssal
| Item | Effect | Usable In |
|---|---|---|
| Empty Syringe | Extract an ability from a creature. Creates an essence item. Deals 1 damage. | Battle & Field |
| Essence | Infuse an extracted ability into a creature. Corruption risk applies. | Battle & Field |
| Mutagen | Roll a random talent mutation. Risk escalates with each use. Max 3 per creature. | Battle & Field |
Tier IV · Bait
| Bait | Tame Bonus | Tier |
|---|---|---|
| Common Bait | +5% tame chance | T1 |
| Rare Bait | +12% tame chance | T2 |
| Abyssal Bait | +20% tame chance | T3 |
| Void Bait | +30% tame chance | T4 |
Item Sources
Loot drops after battles (depth-scaled — deeper floors yield better items, bosses guarantee specific drops). Merchant shops sell items for dust. Pack bonuses include food, syringes, and bait. Tutorial rewards grant 3 common bait and 2 healing salves on completion.
Four packs. Four currencies. One economy.
The camp economy runs on three resources. All are scarce. All matter.
Packs
Buy packs from merchants during runs using dust. Four tiers of packs — better packs cost more but give better creatures and bonus items.
Currencies
| ●Coins | Hub currency. Earned from runs. Spent on vault expansion. |
|---|---|
| ●Dust | Buy items from merchants during runs. Earned from battles. |
| ●Food | Fuel taming, resting, and fleeing. Scarce and precious. |
| ●$ABYSS | On-chain token on Base L2. Season prize pools are paid in USDC. Future integration with in-game economy. |
On-Chain & x402
Abyss Tamer runs on Base L2. The x402 payment protocol enables machine-payable API access — AI agents can pay per-request to play the game, compete on leaderboards, and earn season rewards. Human players connect via Sign In with Base (SIWB). Creature NFTs, transcript verification, and token settlement are wired through the same on-chain layer.
Terms of the trade.
Short definitions, in alphabetical order. If a word looks like it should mean something specific here, it probably does.
- Abyss
- The whole. The seven depths below the camp; also the force that returns creatures from them.
- Bait n.
- An item used during battle to attempt taming an enemy creature. Consumed on use, success not guaranteed.
- Belt n.
- The tamer's item loadout. Max 8 slots. Holds consumables — food, bait, mutagens — carried into each descent.
- Bonus Strike n.
- A status that adds +1 damage per stack. Max 3 stacks. Clears at end of turn.
- Camp n.
- The hub above the abyss. Houses the Vault, the Mutation Lab, and the Records. Merchants are encountered during runs.
- Code n.
- The bestiary identifier (e.g. T3-004). Tier-prefix, then index. Stable across all runs.
- Descent n.
- One run through the seven depths. A descent ends at the Devourer or in the Records.
- Devourer, the n.
- The boss at D·VII. Cannot be tamed; cannot be skipped. SPD 6 — always acts first.
- Dust n.
- The run currency. Earned from battles and loot. Spent at merchants for packs and items.
- Food n.
- Resource used for taming creatures and resting at camp. Scarce during Famine modifiers.
- Fortify n.
- A status that reduces incoming damage by 1 per stack. Max 3 stacks. Persists between turns.
- Lane n.
- One of three combat positions (0, 1, 2). Up to 3 creatures field at once; the rest sit on the bench. Targeting: same lane first, then adjacent, then fallback.
- Mutagen n.
- An item that triggers a talent mutation when applied to a creature. Outcomes escalate with each use.
- Mutation n.
- A talent modification applied via mutagen. Four outcomes: gain, upgrade, corrupt, wild. Max 3 per creature.
- Nullify n.
- A status that blocks the next incoming hit entirely. Consumed on use. One of the strongest defensive tools.
- Records n.
- The hub ledger of every fallen creature. Lists code, name, depth, cause, kills, mutations.
- Shield n.
- A status that absorbs damage before HP. Max 5 stacks. Clears at end of turn.
- Sigil n.
- The geometric mark of a creature. Each tier has its own corner motif and color.
- Stun n.
- A status that causes the creature to skip its action. Lasts 1–2 turns.
- Talent n.
- An innate trait on a creature that modifies its behavior. Mutations add, upgrade, corrupt, or replace talents.
- Taunt n.
- A status that forces enemies to target this creature. Lasts 1 turn.
- Void n.
- Tier IV. Tamed in battle at 3% base rate — the lowest odds in the abyss. SPD 5–6 means they act before anything else on the field.
- Vulnerable n.
- A status that increases incoming damage by 1 per stack. Max 5 stacks. Persists between turns.
- Weaken n.
- A status that reduces outgoing damage by 1 per stack. Max 3 stacks. Clears at end of turn.