Combat Mechanics
HeroBrowser is a solo auto battler: you field exactly one hero vessel through all 100 floors, and that hero fights automatically on a speed-driven timeline: there is no manual targeting mid-fight. Between floors you spend gold, gear, talent points, and runes to make the next descent survivable.
Turn Order
Every combatant acts on its own clock, driven by its effective speed; faster combatants act more often. A hero only engages the front rank it can see, and only up to 4 enemies can strike back at once, so a lone hero can grind down an arbitrarily large horde without ever facing the whole pack simultaneously. Floor 1 already throws 10 enemies at you; by floor 100 that has grown to 113.
A class fields three abilities plus its always-on basic attack, but only two of those three may be active in the auto rotation at once; toggle which two from the Skills page. Cooldowns count down in real seconds on the fight's own clock rather than per turn, so a slow hero and a fast hero recover the same ability at exactly the same rate; the faster hero just weaves in more basic attacks between casts.
Hit, Crit, and Damage
Every attack rolls to hit (accuracy vs. dodge) and to crit (crit chance), then resolves damage through a diminishing-returns mitigation curve: a defensive stat of 75 halves incoming power, and no more armor ever fully stops a hit. Every landed hit deals at least 1 damage. All randomness in a fight flows from a single seed, so a given fight is fully reproducible. A hit boosted by a socketed card shows a small card mark next to it, so a build-defining proc is always visible mid-fight. The full list of stats that feed these rolls is on the Stats page.
Status Effects
Abilities can apply damage-over-time (poison, burn), heal-over-time (regeneration), stat buffs and debuffs, stuns, healing-reduction (withering), and the final boss's ramping enrage. Ability ranks, bought with skill points earned from hero level, scale an individual ability's damage (each rank adds 5% to that ability's output). A strike that applies a status flashes in that status's own color, Freeze bursts with its own ice effect, and Weakened gets its own callout, so what just landed is readable mid-fight without opening a tooltip. The Status Effects page lists every one, its icon, its numbers, and exactly which classes and enemies can inflict it.
Sustain
There is no automatic rest heal between floors: a hero's HP carries over from fight to fight. The only ways to recover are lifesteal earned in combat (from class identity, gear, or talents) and potions bought with gold between fights. Managing that sustain, floor after floor, is the core tension of the descent.
Progression
Outside combat you invest in your hero's level and skill points, gold stat upgrades, equipped gear and the forge levels on it, a per-class talent web, and account-wide runes (which shape the economy rather than your stats). See Progression for how each of those systems works, The Forge for gear enhancement and Arcanite, and the Classes, Items, and Biomes & Floors sections for the full data-driven breakdown.