The complete handbook — gameplay, tokenomics, and every number the dungeon runs on.
The complete guide to every system and number in the game.
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Aurvania: Dungeon Crawler is a dice-driven roguelike dungeon crawler on Koinos — a fee-less blockchain, so every on-chain action in the game is free to play (transactions spend regenerating mana, which the game's dev wallet pays for every player). Every item and pet you own mints automatically as a real NFT, and the AUR token (KCS standard) powers the whole economy: holder tiers, drop rates, the redistribution pool, the P2P market, seasons — the works. This page documents every system and every number, in one place.
Numbers on this page marked ⚙ are read live from the game's own data files, so they can't drift out of date.
username, and the server confirms every sign-in with Pi directly before it trusts it.Space or . to wait a turn · I inventory · M map · L combat log.Combat is bump-attack: step into an enemy to strike. Damage = your ATK vs their DEF (minimum 1), then abilities and procs fire. Effects you'll meet:
Monster stats scale with difficulty level (Normal uses Lv0 stats, Hard Lv1, Expert Lv2 — the World Boss uses higher still). Abilities always apply.
Gear drops from dungeon-clear rolls (see Drop system), the Vendor, events and the market. Each piece enhances Lv0→Lv3 at the Forge; enchant levels and affixes travel with the item when traded or exported. Grouped by rarity:
Pets hatch from eggs found on boss corpses — duplicates included, and a species you have never seen is four times as likely. Each one is its own copy with its own level, and each is its own NFT. They act when you attack, and Forge levels (Lv0–Lv3) strengthen the effect. Some gear boosts pets — the pet echo effect gives them a chance to act twice (or three times) in a turn.
🪶 The Roost — evolving pets. Feed two of the same pet, both raised to Lv3, and they become one creature of the next species: its own name, its own look, its own stat line. Eight chains, three forms each — Dogey → Alpha Dogey → Dogey Ascendant, Shieldy → Bulwark → Cold Aegis, and so on. The two you feed in are gone for good, relics and all, so nothing is duplicated. Base → stage 1 costs 5,000 gems; stage 1 → stage 2 costs 15,000 gems and 5,000 AUR. The newcomer starts at Lv0, and shine passes on only when both parents had it.
🪶 Perches. One pet follows you to begin with. Reaching stage 1 opens a second perch and stage 2 a third, so evolution is what buys the right to field more than one companion — every perched pet contributes, passives stack and each rolls its own proc. Total dodge is capped at 60%, because three pets stacking it would stop being a build and start being an off switch. No egg ever hatches an evolved form; the Roost is the only way they exist.
📖 The Collection tracks every form, not every name. It used to hold one tick per item — so crafting your way to a Radiant or rolling a ✨ shiny left no mark on the one screen built for chasing. Now the unit is a variation: craftable gear has ten forms (five grades × plain and shiny), a consumable or a pet has two. Every card carries a strip of pips, one per form, lit in that grade's own colour, and the card's art glows at the best grade you own — tap it for the full list with counts. The screen is split into sections too: Weapons · Offhand · Armour · Trinkets · Consumables, then pets as Hatchlings · Evolved · Ascended. Counts are variations, so Weapons reads x / 70. Anything you already own is picked up automatically the first time you open it — nothing is lost from before.
🪙 AUR is in the dungeon now. The token turns up as a cache — a gold coin lying on the floor of delves and the Tower, picked up like any other loot. What a cache is worth is settled at the surface, so the delve report is where the number appears, not the pickup.
A cache is a container, not a coin worth 1. It holds what the difficulty you found it at is worth: 1 on Normal and Hard, 2 on Expert and Nightmare, 3 on Abyss, 4 in the Maw, 2 in the Tower. So one cache on an Expert delve pays 2 — the report names the rate so you can check it. Some caches also come up empty as the day's rewards thin out, and the report says how many did.
There is a limit of 1,000 AUR a day per adventurer, so nobody can run away with it. If the day's rewards are already spent, the report says so plainly and caches pay again tomorrow.
🧾 Where your AUR goes. Straight to your wallet — every reward sends itself on-chain the moment you earn it, the same way a relic mints itself. Nothing to claim, no button to find. The AUR figure in the header is your wallet's own balance, so it moves when the transfer lands: a second or two after the delve report, not the same instant. If the chain is busy the reward waits safely in your name and retries by itself — you will see it in the Home Dungeon as on its way, with a Send now button if you would rather not wait. 🧾 Receipts has a AUR tab: what you have earned and spent all time, what has been delivered, and a dated statement of every movement.
💰 One pool pays for everything. Every AUR the game gives away — caches, prizes, bounties, the Daily Delve crown, referrals — comes from a reserved pool of 10,000,000 — 1% of the 1,000,000,000 supply, with the other 99% held in surplus. Each day the pool releases what is left ÷ 1095, three years of days, so it always projects three more years from wherever it stands: it tapers rather than running dry. That is 9,132 AUR a day to start, under a 1,000 a day ceiling per player. Everything you spend in AUR — vendor gear (200–2,000), the Amethyst and Radiant craft fees (2,500 / 10,000), the Roost's stage-2 fee (5,000), the market's 10% tax — flows straight back in, so an active game pays for its own rewards. You can see the pool, today's allowance and your own daily total on the Events screen.
KOIN is no longer a game currency. Prizes, the marketplace, the Loot Room and gem bundles all pay AUR now — one currency to reason about instead of two. KOIN still exists on the chain and still pays the mana every transaction costs, but the game wallet covers that for you on every transfer you sign, so KOIN has been taken out of the header, the wallet and the Send screen entirely. Prizes won before the switch convert across rather than disappearing.
✨ Crafted grades glow. An Emerald, Sapphire, Amethyst or Radiant item now wears its colour everywhere you meet it — the bag, the equip picker, the Forge, the Vendor and the Market, not just at the Weaponsmith that made it. Shinies get a cold white halo of their own. And because a grade multiplies an item's stats by up to 2.2× while forge levels add a few flat points, a grade now outranks a level when the game decides which of your copies fronts a list — or which one you fight with when you have not pinned a specific copy. If you own a Radiant Lv0 and a plain Lv3, you now carry the Radiant.
💎 Loot lies on the floor as itself. The dungeon no longer scatters anonymous crates you walk into to find out what they held. A hoard of gems looks like gems; a sword on the ground is that sword, drawn in its own art, and picking either one up tells you exactly what you got — Picked up 30 gems, Picked up Blood Blade — with the name flashing where you are standing. Loot you have already seen stays drawn on the map after you walk away, so you can go back for it.
🖼️ Every item has its face back. All thirty items now carry the artwork the original game drew for them — recovered from its own icon sheet — and they show up everywhere the game names an item: your bag, the Forge, the Weaponsmith, the Vendor, the Market, the equip slots, the delve report and the Dungeon-o-pedia. Gear lying on the dungeon floor draws itself too, so a helm looks like a helm before you walk over it, with a slow shine ring underneath to catch your eye.
💥 Your gear announces itself. When a proc fires it no longer whispers into the combat log — it lands across the fight in big letters. EMPOWER and CRUSADING DEFENSE in green when something good happens to you; MAJOR WEAKEN ENCHANTMENT, PANIC ENSUES and FREEZE in violet when it happens to them; orange when a monster does it to you. Damage, heals and rupees float in the same hard-edged style and stack rather than piling on top of each other, so a turn that lands a crit, a lifesteal and two procs is still readable at a glance.
🛠️ The Crafting Hall is one bench with four tabs — Weapons · Armour · Trinkets · Pets. Tap what you want to craft and everything that cannot join it goes dim, so the choice is made by looking rather than by reading each card to work out why its button is missing. Pets sit on the same bench because evolving is the same verb: two of a kind, both fully raised, consumed for one better one.
⏫ Two copies make the next grade — four make the one after. The second pair climbs the same ladder and the two results meet, so the bench offers ×2 / ×4 / ×8 and names the grade each one lands on. A ×4 craft is three crafts settled in a single press, and it is billed as three: the tray shows the ladder's whole cost before you commit, never one rung's. Eight climbs three grades. The relics are burned in one signature however many go in.
🛠️ Crafting an equipped item. A copy you are wearing counts. The smith always reaches for spares first — and for your plainest copies before your enchanted or shiny ones — but when the batch has to include the one in your hand, the tray says so before you press Create. Since the result is the same item, the slot usually just falls through to wearing the newly crafted one.
Rupees
are the in-game currency: earned from kills, floor-clear bonuses, floor hoards, passive AUR generation and events; spent at the Vendor, Forge, and on boosters. The server is authoritative for rupee balances — they only change through validated runs and purchases.
AUR is the game's holder token — a real KCS token on Koinos with a fixed 1,000,000,000 supply minted once at deployment (see On-chain reference). The game is wallet-native: what your account holds on-chain IS your balance.
Holding AUR is what turns runs into income: it gates drops, the pity system, daily guarantees, enchanting, event entry, and your share of the Loot Room.
The Loot Room shares the game's revenue back with its holders — paid in AUR, split by what your account holds:
Signed in with Pi? The shop prices everything in Pi instead: 10 π / 30 π / 50 π for the gem packs and 100 π for the Expedition Pass. Tap a box and confirm in your Pi wallet — the game verifies every payment with Pi before anything is granted, and an interrupted payment is finished the next time you open the game rather than lost. Every other login uses the card checkout below.
The Shop sells gems and the Expedition Pass for real money — card or PayPal. Tap any product box and its checkout opens; the price is set by the server and verified against PayPal's own response before anything is granted, so no card details ever touch the game. Every purchase is kept under 🧾 My receipts. AUR is not sold here — you earn it in the dungeon.
🎫 Expedition Pass ($9.99) — the game's daily-claim engine:
🏆 Weekend Leaderboard — every week, Friday 14:00 UTC → Sunday 14:00 UTC, and only then: a Hard or Expert win on a Tuesday counts for nothing. Best victorious Hard/Expert score enters (floors × 1000 + rupees), and the window is now the only requirement — the board is open to every adventurer, with no AUR holding needed. A win that lands outside the window says so in the delve report rather than quietly vanishing. The top 25 split 10,000 AUR, claimed to your wallet.
👑 World Boss — the last 3 days of every month. Requires 500+ AUR. There is no victory — deal as much damage as you can before you fall; your best attempt counts and no rupees are earned in the arena. Winners (1,000 AUR each) scale with the community's total damage: 7 ranked + 3 lucky under 30k damage · 10 + 5 at 30k+ · 25 + 5 at 100k+.
⚡ First-Clear races — limited windows where the first 3 adventurers to a feat (e.g. an Expert delve victory) split 6,000 AUR and take a limited item that never drops again. Unlike the Weekend Leaderboard, this race does ask you to hold AUR — the prize is unique and never returns. The card says so, and tells you whether you currently qualify.
📅 The Daily Delve — one seeded run per day: every adventurer fights the same dungeon (identical rooms, monsters and loot), difficulty rotating Normal → Hard → Expert with the date (UTC). One scored attempt — death, flight or victory files your result. Scoring: depth first, then speed, then loot. Yesterday's podium is paid automatically at the day's first visit, and the champion is owed AUR on top. Boards keep two weeks of history.
📜 The Bounty Board — 3 daily and 3 weekly quests, the same set for everyone (drawn from the pools below by the date). Progress is validated server-side from your submitted runs; rewards are claimed on the Daily screen.
🧭 Expeditions — send a benched hero and up to two idle pets on timed trips (). Rewards on return: gems, gear rolls, Tower Crystal chances — +% per pet forge level in the party. % of trips sour and pay half the floor (never a loss). Your active adventurer and active pet stay at your side; three parties at once.
🏟️ Pet Arena — crown one of your pets as champion (a snapshot) and fight other players' champions in a server-simulated best-of-5 dice exchange: pet level, rarity and ✨ shine sharpen every roll. Entry
, a win pays
, an Elo ladder ranks the kennels, and the gates close after bouts a day. No opponents yet? The Kennel Master's Shade always accepts.
🔥 The Keep Torch — relight it once a day (on the Daily screen) for gems and a growing streak. Milestones: . Past day 30, every 7th day grants another item roll. Miss a day and the flame dies — one ember per month can bridge a single gap.
🌕 Omens — a delve or tower run may carry ONE omen that bends the rules for the whole run (announced at the gate). Rolled from the run's dice, so the seeded Daily Delve shares its omen with every adventurer that day.
⛩️ Shrine boons — shrines now offer a pick-one-of-three draft of run-long blessings that stack with your gear and vanish when the run ends. Choose a build as you crawl:
🛡️ Gearing up is two steps. Adventurers lists who you have; tapping one opens their sheet — portrait and live stats on top, the seven slots below, and tapping a slot opens the picker inline underneath with everything that does not fit that slot dimmed. Before this the slots sat under the roster and quietly belonged to whichever hero was selected, which reads fine on a desk and not at all on a phone, where the two are never on screen together.
✨ Shiny variants — roughly % of dungeon finds (gear drops and pet eggs) roll shiny: a prismatic variant with its own Collection checkmark, + luck while equipped, and a Shiny attribute when minted as an NFT. Shine needs every copy in the batch, not a majority — four shinies forge a shiny two grades up, the deepest chase in the game.
🧩 Gear sets — wear every piece of a set and its bonus activates on top of the items' own stats (shown live on the Adventurers screen):
☠️ Monster Hunts — every kill is tallied per monster, forever (merge-protected like the Collection). Milestones earn a title shown in the Dungeon-o-pedia and a permanent damage bonus against that monster: .
👻 Dice Duel (Knucklebones) — the Gambler Ghost deals the Keep's own table game. Two 3×3 boards; take turns rolling a d6 and placing it in one of your columns. Matching values in a column multiply (two ⚃ score 16, three ⚃ score 36), and placing a value destroys the ghost's matching dice in that column. First full board ends it — higher total takes the pot. Stake gems from the menu (winner takes double; net winnings capped per day, and the ghost only plays settled duels a day), or meet him in the dungeon where he wagers part of your run's haul.
Any gear or pet — dropped, bought from the vendor, crafted or won — mints automatically as a real NFT in the Adventurer Relics collection on Koinos the moment you own it (consumables excepted). The game pays the mana; you sign nothing.
CRSDITM#### / CRSDPET####, token id = the code) minted straight to your Koinos address. Metadata — kind, relic, level, grade, shine, affixes — is written on the token itself at mint, so wallets and marketplaces render it out of the box and the collection outlives any server.set_approval_for_all signature (free, mana paid by the game, revocable on-chain any time). It lets the game move the matching tokens when YOU list, sell or craft-consume an item — that is what keeps the chain and your satchel in lockstep.docs/NFT.md.contracts/koinos/, built on Julian Gonzalez's KCS reference implementations): CrusaderToken (the AUR token, 8 decimals) and CrusaderRelics (the NFT collection). There is no payments contract — KOIN checkout is a plain transfer the server verifies by broadcasting it itself./api/chain-info — the game reads them from there, so this page never goes stale.