Under the ruined keep of Greyhollow, the cinder wyrm Ashmaw sleeps on a hoard of stolen gold. Roll up a hero, take a torch, and go down.
Your hero
Difficulty
Ability scores
Each score is 4d6 with the lowest die dropped, placed where your class needs it most. Reroll as often as you like.
How to play
Move with the arrow pad, by tapping a spot on the map, or with arrows / WASD (diagonals: Y U B N). Walk into a monster to attack it.
Attacks roll a d20 plus your bonus against the target's Armor Class. A natural 20 is a critical hit and doubles the damage dice.
Tap an enemy to target it, then use your ranged attack (F). Spells and class abilities live under Powers (Q). Potions and gear are in your Bag (I).
Glowing runes are encounters where you choose and roll an ability check. A campfire grants a full rest. Each staircase down grants a short rest.
From floor 2 on you may meet a companion (a gold ! on the map). They fight beside you and you can talk to them (T). P saves at any time, and M turns the music on or off.
Each floor holds a Lorestone, a glowing book on a pedestal. Answer its multiple-choice question correctly to raise your Intelligence.
Hover over (or tap) an ability score to see what it does. The ? button explains everything.
Floors 5 and 10 have bosses guarding the stairs, and Ashmaw waits on floor 15. Wait (Space) also searches for hidden traps. The game saves automatically in this browser.
Load a hero code
Paste a hero code or link from another device, or pick a saved hero file. Old ASHMAW1 codes still work.