Abyss Tamer
ABYSS TAMER Roguelike Deckbuilder · v0.5.0
Abyss Tamer / Codex / Vol I · Index

The Codex of the Abyss

Everything you need to survive the descent. Creatures, combat, abilities, items, and the rules the abyss enforces. Updated as the game evolves.

Vol I/ 100 entries/ Last edited D.17
CH · I / Foreword 02 pages

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.

Note This codex covers the current version of the game. Check the game for the latest balance changes and new content.

Anything marked in ember is a cross-reference. Anything marked in void is advanced content.

CH · II / Combat System 3 lanes · 4 phases

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.

Speed Faster creatures act first. If two creatures have equal speed, they act simultaneously — both take damage before either can fall.

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.

CH · III / Status Effects 10 effects

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.

EffectBehaviorMax StacksDuration
PoisonDeal stacks as damage each turn, then reduce stacks by 1.3Until stacks reach 0
BurnDeal stacks as damage each turn, then reduce stacks by 1. Tracked separately from poison.3Until stacks reach 0
Bonus StrikeAdds to outgoing damage per stack.3Cleared at end of turn
WeakenSubtracts from outgoing damage per stack.3Cleared at end of turn
VulnerableAdds to incoming damage per stack.5Persists until removed
FortifySubtracts from incoming damage per stack.3Persists until removed
ShieldAbsorbs damage before HP loss.5Cleared at end of turn
StunCreature skips its action. Cannot be re-stunned while already stunned.Duration-based, 1–2 turns
TauntForces enemies to target the taunter. Only one taunter at a time.1 turn
NullifyAbsorbs one non-crit hit entirely — damage becomes 0. Crits bypass it.1Until consumed
Poison + Burn Poison and burn stack separately. A creature with 3 poison and 3 burn takes 6 damage per turn — then each stack ticks down by 1.
CH · IV / Bestiary 100 entries · 4 tiers

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.

I.Common 30 entries · HP 2–5 · SPD 1–4 Low stats, expendable — but they teach you the lanes and how combat works. Every party starts here.
Gloop
GloopT1-001
HP 4SPD 3
Bite · Mend
Fanglet
FangletT1-002
HP 3SPD 3
Bite · Scratch
Mossbug
MossbugT1-003
HP 5SPD 1
Bite · Harden
Flickwyrm
FlickwyrmT1-004
HP 2SPD 4
Ember
Spectra
SpectraT1-005
HP 4SPD 2
Chill · Mend
Skitterling
SkitterlingT1-006
HP 3SPD 4
Sting · Scratch
Pebbloid
PebbloidT1-007
HP 5SPD 1
Harden · Tackle
Glimmer
GlimmerT1-008
HP 2SPD 3
Ember · Growl
II.Rare 35 entries · HP 4–7 · SPD 2–4 The workhorses. Real synergies, the first creatures worth building a lane around.
Shellox
ShelloxT2-001
HP 7SPD 2
Iron Wall · Slash
Duskfang
DuskfangT2-002
HP 5SPD 3
Drain · Venom
Stormclaw
StormclawT2-003
HP 5SPD 3
Arc Bolt · Slash
Thornback
ThornbackT2-004
HP 7SPD 2
Barbs · Regen
Grimjaw
GrimjawT2-005
HP 6SPD 3
Slash · War Cry
Frostfin
FrostfinT2-006
HP 6SPD 3
Ice Spear · Frost Armor
Hexmoth
HexmothT2-007
HP 5SPD 4
Hex · Shadow Bolt
Bloomwurm
BloomwurmT2-008
HP 7SPD 2
Lifebloom · Regen
Cinderhound
CinderhoundT2-009
HP 4SPD 4
Fire Burst · Tackle
Venomweaver
VenomweaverT2-010
HP 5SPD 4
Acid Spray · Venom
III.Abyssal 24 entries · HP 7–10 · SPD 3–5 Build-defining. A run with Glacius plays completely differently from one with Infernox.
Abyssal
AbyssalT3-001
HP 8SPD 4
Slam · Drain · War Cry
Infernox
InfernoxT3-002
HP 7SPD 5
Inferno · Fire Burst · Overcharge
Voidmaw
VoidmawT3-003
HP 9SPD 3
Void Drain · Plague
Glacius
GlaciusT3-004
HP 10SPD 3
Blizzard · Frost Armor · Iron Wall
Pyralis
PyralisT3-005
HP 7SPD 5
Inferno · Arc Bolt · Sanctuary
Shadowlord
ShadowlordT3-006
HP 8SPD 4
Dark Pulse · Hex · Soul Link
Sporewarden
SporewardenT3-007
HP 9SPD 4
Plague · Lifebloom · Barbs
IV.Void 11 entries · HP 10–13 · SPD 5–6 Tamed in battle only. They fight back hard and they almost always act first.
Null Beast
Null BeastT4-001
HP 13SPD 5
Abyssal Maw · Void Drain · Blood Engine · Entropy
Starweaver
StarweaverT4-002
HP 12SPD 5
Cosmic Shield · Dark Pulse · Sanctuary
The Devourer
The DevourerT4-003
HP 10SPD 6
Devour · Abyssal Maw · Entropy · Slam
Warning The Devourer waits at Depth VII — the bottom of every descent. He always acts first. Always.
CH · V / Abilities 239 known

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.

NameTypeRolePowerEffect
BitePhysicalStrike2Basic physical strike. No rider. Reliable.
ScratchPhysicalStrike1Quick claw. Low damage, but fast creatures use it often.
EmberFireStrike2Fire damage. 15% chance to inflict burn.
MendNatureHealHeals an ally for 2 HP. 3 charges per battle.
HardenPhysicalShieldGrants 2 shield to self. 2 charges per battle.
StingPoisonStrike1Inflicts poison 1. Stacks over turns.
SlashPhysicalStrike3Tier II physical strike. Clean damage, no rider.
Fire BurstFireStrike325% chance to inflict burn 2. Cinderhound's signature.
Arc BoltArcaneStrike2Chains to an adjacent lane for 1 bonus damage.
Iron WallPhysicalShieldGrants 3 shield + taunt. Forces enemies to target you. 2 charges.
War CryPhysicalBuffAll allies gain +1 bonus strike. 2 charges.
HexShadowDebuffInflicts weaken 2 + vulnerable 1. Strips offense and opens defense. 3 charges.
Acid SprayPoisonAoE1Poisons all enemies for 1. 2 charges. The fog before the storm.
Dev. SlamPhysicalStrike4Devastating slam. Stuns for 1 turn. The target does nothing.
InfernoFireAoE2Burns all enemies for 2. 2 charges. Infernox's signature.
BlizzardIceAoE2Weakens all enemies by 1. 2 charges. Glacius controls the field.
Void DrainVoidDrain3Deals 3 damage and drains 2 HP back. Voidmaw's sustain engine.
Dark PulseShadowAoE2All enemies gain vulnerable 1. 2 charges. Sets up the kill turn.
Soul LinkShadowPassiveThe carrier survives lethal damage once per battle. The link is then spent.
Abyssal MawVoidUltimate66 base damage. Once per battle. The void bites back.
EntropyVoidPassiveEnemies take escalating damage per turn, capping at 3. The clock is ticking.
DevourVoidDrain55 damage, drains 3 HP. Once per battle. The Devourer's signature.
CH · VI / Talents 101 signature · 30 shared · 21 neutral

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_STARTFires once when the battle begins.
ON_PLACEDFires when the creature enters the field (placed into a lane).
ON_ACTION_STARTFires before each action this creature takes.
ON_ACTION_ENDFires after each action this creature takes.
ON_HIT_RECEIVEDFires when this creature takes damage.
ON_KILLFires when this creature kills an enemy.
ON_ALLY_BELOW_THRESHOLDFires when any ally drops below 25% HP.
ON_TURN_ENDFires at the end of each turn.
ON_DEATHFires when this creature dies.
ON_ALLY_DEATHFires when an allied creature dies.
AURAAlways active — passively modifies stats of all allies. Does not "fire."

Signature Talents (selected)

TalentSpeciesTriggerEffect
Mending OozeGloopAlly below 50%Heal that ally to 50% HP. Once per battle.
Blood ScentFangletBefore action+2 damage to targets below 50% HP.
FlashburnFlickwyrmBefore actionDeal 1 true damage to all enemies and take 1 self-damage.
Absolute ZeroGlaciusEnd of turnAll enemies lose 1 speed permanently (minimum 1).
Endless HungerThe DevourerOn kill / ally death+1 bonus strike permanently for each creature that dies (cap +5).
MeltdownInfernoxOn deathDeal 4 true damage to all enemies. Once per battle.
ConstellationStarweaverAlly deathRevive that ally at 1 HP. Once per battle.
Fortress ProtocolShelloxEnd of turnIf 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.

Warning · Wild Mutations Wild mutation talents grant void-tier power but always carry a curse — self-poison of 1 stack per turn. The talent cannot be removed, only endured. A creature carrying a wild mutation is permanently marked by the abyss.
CH · VII / Combos 07 known

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.

Reflect+2 poison

Abyssal Rebirth

Requires Soul Link + Regen. Cheat death revives at 50% HP instead of 1 HP.

Soul Link50% HP revive

Storm of Fire

Requires Fire Burst + Arc Bolt. 30% chance to deal bonus AoE damage to all enemies on any attack.

Fire + Arcane30% AoE

Frozen Venom

Requires Ice Spear + Venom. Ice and poison attacks also stun for 1 turn.

Ice + PoisonStun 1 turn

Dark Fortress

Requires Hex + Iron Wall. Taunt auto-hexes all attackers at battle start.

Shadow + PhysicalAuto-hex

Overclocked

Requires Overcharge + War Cry. Self bonus strike buffs become team-wide — all allies gain the buff.

BuffTeam-wide

Venomcloud

Requires Acid Spray + Plague. All poison abilities apply +1 extra stack.

Poison+1 stack
CH · VIII / The Map & Biomes 07 depths · 2 bosses · 5 biomes

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.

DepthChamberTypeNotes
D · IFirst StepsBattleFixed tutorial battle. The abyss introduces its commons — learn the lanes or lose early.
D · IIThe ShallowsBranching2–3 nodes. Mostly battles (45%) and rest sites (25%), with the odd event (30%).
D · IIIThe CrossroadsBranching2–3 nodes. Elites appear (30%), merchants open (30%), and events grow stranger (15%).
D · IVFirst BossBossFixed boss encounter. The abyss tests your party for the first time. No branching, no escape.
D · VThe DeepBranching2–3 nodes. Elites (25%), merchants (25%), events (20%), gauntlets (15%), rest (15%).
D · VIThe GauntletBranching2–3 nodes. Gauntlets dominate (30%), elites lurk (25%), rest is scarce (20%).
D · VIIThe DevourerFinalFixed 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.

CH · IX / Floor Modifiers 06 active · rotates per season

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.

Enemy buff+1 strike

Toxic Fog

All creatures — friend and foe — take 1 damage per turn. Low-HP creatures melt. Bring healing or finish fast.

DoT1 dmg/turn

Sanctuary

Creatures that fall in battle revive once at 1 HP. A second death is permanent. The abyss gives exactly one mercy.

MercyRevive once

Famine

All food costs are doubled. Taming and resting cost twice as much. Stock up before entering.

Economy2× food cost

Mutation Storm

A free mutagen is granted after every battle on this depth. The risk is yours to spend or pocket.

GiftFree mutagen

Void Rift

All enemies gain +1 HP and +1 bonus strike. Tougher and harder-hitting. Bring your best or don't come at all.

Enemy buffHigh risk
CH · X / Mutations 4 outcomes · max 3 per creature

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.
Caution · Wild mutations Wild outcomes grant void-tier power but always attach a curse. A creature carrying a wild mutation is marked by the abyss — the talent cannot be removed, only endured.
CH · XI / Taming 4 tiers · 1 formula

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.

Tip Damage the creature before throwing bait. A full-health rare creature is nearly impossible to catch. At low health with good bait, the odds are much better — but the abyss never guarantees anything.

Each tame attempt costs a bait item. The tutorial gives you a generous catch rate to learn the mechanic without frustration.

CH · XII / Items & Belt 12 items · 4 tiers

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

ItemEffectUsable In
Healing SalveRestore 2 HP to an ally.Battle & Field
Cure VialRemove all poison and burn from an ally.Battle

Tier II · Rare

ItemEffectUsable In
Thorn BombDeal 2 true damage to an enemy. Ignores all defenses.Battle
Smoke BombSwap an ally from its lane to the bench without recall lock.Battle
Focus ShardReset one ability cooldown or restore an ultimate charge.Battle

Tier III · Abyssal

ItemEffectUsable In
Empty SyringeExtract an ability from a creature. Creates an essence item. Deals 1 damage.Battle & Field
EssenceInfuse an extracted ability into a creature. Corruption risk applies.Battle & Field
MutagenRoll a random talent mutation. Risk escalates with each use. Max 3 per creature.Battle & Field

Tier IV · Bait

BaitTame BonusTier
Common Bait+5% tame chanceT1
Rare Bait+12% tame chanceT2
Abyssal Bait+20% tame chanceT3
Void Bait+30% tame chanceT4

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.

CH · XIII / Packs & Economy 4 packs · 4 currencies · x402

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.

CH · XIV / Glossary 24 terms

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.