Dive deep. Extract alive. Consecrate your spoils.
DELVE is a browser-based extraction-RPG with real permadeath and a season-long Holy Spirit economy. Every artifact you carry out of the dark is unrealized winnings — and everything on you is lost the moment you die. This is the manual.
What’s New in Season 0
The headline additions this season — read the sections below for the full mechanics.
- Signature spells. Every class gains a fifth ability on the X slot — a free, no-mana self-buff on a 2-minute cooldown: Warrior Holy Worship (heavy HP/MP regen), Ranger Cloak of Invisibility (vanish until you strike), Mage Arcane Shield (50% damage reduction).
- A new final boss. The T5 throne room is now ruled by Malketh, the Archmage — a multi-spell caster who rotates a homing skull-fireball, arcane bolts, and a lightning strike. He replaces the old Demon Lord.
- PvP zones & the Arena. The T1 Forest is now a complete no-PvP haven — open PvP only switches on from T2 Swamp outward. For consensual duels there’s a new 5-player Arena with a Holy Spirit buy-in and a winner-takes-all pot, on a fully-normalized loadout.
- Customizable keybinds. Rebind your abilities, quickslots, and UI keys in Settings.
- A clearer economy. Artifact values are now deterministic per tier (no more gambling for a good roll) — every artifact of a tier mints exactly the same Holy Spirit.
What is DELVE?
DELVE is a 2D top-down extraction-RPG you play in your browser — no install. It fuses four ideas: RotMG's permadeath, Tarkov's extraction tension, Diablo's combat & loot, and a season-long risk-to-earn wrapper where the stakes are real.
You spawn in a safe hub Town, then push out into the open Wilds — five escalating biomes, T1 through T5. Each tier is deadlier and richer than the last: deeper means better drops, and a far higher chance of never coming back.
Skill-driven combat
Cursor-aimed abilities, dodges, cooldowns. Your survival is earned, not rolled.
Real permadeath
Die in the field and you lose your character and everything on it. Town is safe.
Real stakes
Artifacts you extract mint Holy Spirit — your share of the season pool. On-chain USDC payouts are coming soon.
The Core Loop
Dive → collect → extract → consecrate → climb the board.
Dive
Leave the safe Town for the open Wilds — five escalating biomes, T1 through T5. The deeper you push, the deadlier and richer it gets.
Kill & collect
Monsters drop Artifacts (T1–T5). Deeper zones drop higher tiers. They sit in your inventory — carried means at-risk.
Extract — or die
Reach an extraction ladder and survive the timer to bank your haul in Town. Die first and everything you're carrying is gone.
Consecrate
Walk to the Priest in safe Town. Each artifact spins a slot-machine reveal and mints Holy Spirit — your share of the season pool.
Climb the board
Holy Spirit ranks you on the Hall of Legends. At season's end your share becomes your payout — on-chain USDC settlement is coming soon.
Quickstart
- Open the game at dlv.gg and create an account.
- Pick a class — Warrior, Ranger, or Mage. Each plays completely differently.
- Learn the controls in Town (no danger there):
| Input | Action |
|---|---|
WASD | Move · Shift to sprint (doubles as a dodge, costs Stamina) |
Left-click | Basic attack toward the cursor · interact with nodes/NPCs |
Q / E / R | Abilities — Q & E are core, R is your ultimate |
X | Your class signature spell — a free self-buff on a long cooldown |
1–4 | Quickslots — drink potions / use consumables |
I | Open inventory · Esc to close |
M / L | M world map · L the Hall of Legends leaderboard |
H | Toggle the HUD (for clean screenshots) |
Enter | Chat — type and press Enter again to send |
Every key above can be rebound in Settings. Start in the T1 Forest — it's a safe, no-PvP haven — to get a feel for combat, grab a few low-tier artifacts, and practice the extraction timer before you risk anything valuable.
Classes & Abilities
Three classes, each with five abilities: a basic (left-click), Q, E, an R ultimate, and an X signature spell — a free, no-mana self-buff on a 2-minute cooldown. Your class is fixed for the character.
Warrior — the bruiser
Closes gaps and trades HP for kills. High survivability, melee range.
| Key | Ability | What it does | Mana |
|---|---|---|---|
| Click | Slash | Multi-target forward cone | 0 |
| Q | Lunge | Leap forward, damage + brief stun on first hit | 80 |
| E | Blind Rage | 20s buff: ×2 move/attack speed, +25% damage | 100 |
| R | Whirlwind | Spin: 6 AOE pulses around you | 30/pulse |
| X | Holy Worship signature | 15s self-buff: heavy HP & MP regen · 2-min cooldown | 0 |
Ranger — the kiter
Controls space and punishes from afar. Fragile up close, lethal at range.
| Key | Ability | What it does | Mana |
|---|---|---|---|
| Click | Rapid Shot / Quick Shot | A burst of 4 arrows fired straight down your aim — plus a free single-arrow auto-attack on left-click | 40 / 0 |
| Q | Jump | Pure mobility leap — reposition instantly, with brief i-frames | 80 |
| E | Snipe | Instant long-range piercing shot that freezes everything it passes through | 360 |
| R | Rain of Arrows | 4-second AOE zone on a target area | 220 |
| X | Cloak of Invisibility signature | Vanish for up to 30s — breaks the instant you attack · 2-min cooldown | 0 |
Mage — the caster
Burst, blink, and damage-over-time. Mana-hungry, high ceiling.
| Key | Ability | What it does | Mana |
|---|---|---|---|
| Click | Shadow Beam | Hitscan ray — must connect with a target | 12 |
| Q | Teleport | Blink with brief invulnerability frames | 70 |
| E | Poison Cloud | Ground damage-over-time zone | 110 |
| R | Burn | Lock-on DoT on up to 6 targets within range | 126 |
| X | Arcane Shield signature | 30s self-buff: 50% damage reduction · 2-min cooldown | 0 |
Combat & Death
Combat is real-time and skill-expressive: aim with the cursor, weave abilities around cooldowns, and use sprint to dodge. Three resources govern a fight:
| Resource | Role | Notes |
|---|---|---|
| HP | Your life | Scales with level + gear. Hit zero and you die. |
| Mana | Powers abilities | Most abilities cost mana; the ultimate costs the most. |
| Stamina | Powers sprint / dodge | Regenerates faster out of combat. |
Damage mitigation stacks multiplicatively (armor, defense, dodge, block), and there's a 5% minimum-damage floor — no instant one-shots. Crits, lifesteal, and elemental effects (poison, burn, slow, blind) all come from gear and abilities.
Extraction
To bank a run, reach an extraction ladder and stand on it through a short timer. Taking any damage restarts the timer. Extracting returns you to Town with your haul intact — that's the only way carried loot becomes safe. Dying is the hard fail that loses everything you're carrying.
The World
Two kinds of space: safe Town, and the open Wilds — five escalating biome tiers, T1 through T5.


Town
A persistent, always-safe hub. No PvP, no risk. Here you manage your stash, shop, smith, gather at starter nodes, and — crucially — visit the Priest to consecrate artifacts. Nothing is lost in Town.
The Wilds — five biome tiers
Chained open biomes, each deadlier and more rewarding than the last. Click the SE portal to descend a tier (a short channel arms it); the NW portal ropes back toward Town. The deeper you go, the harder enemies hit and the richer they drop — danger multiplier shown below.
| Tier | Biome | Danger | ~Level | Sample threats |
|---|---|---|---|---|
| T1 | Forest no-PvP haven | 1.0× | 1–8 | Wolf, Wood Goblin, Sylvan Archer |
| T2 | Swamp | 2.25× | 8–15 | Lizardfolk, Bog Hag, Mire Shaman |
| T3 | Blight | 4.8× | 16–24 | Plagued Druid, Wraith Hunter, Treant |
| T4 | Castle Approach | 9.5× | 25–35 | Demon Imps, Hellforged Brute, Pyre Adept |
| T5 | Castle Interior | 15.5× | 36–50 | Iron Sentinel, Soul Reaver, Malketh the Archmage |
Open PvP is live from T2 Swamp onward — the T1 Forest stays a complete safe haven so new divers can learn without being hunted. Each biome ends in a boss; Malketh, the Archmage rules the T5 throne room with a three-spell rotation and drops the season's richest artifacts.
Gear & Loot
Gear is your power curve. Eight equip slots — weapon, armor, amulet, helm, boots, offhand, and two rings — plus a 100-slot inventory you carry into the field and a larger account stash that survives death.
Rarities & stats
Stats are deterministic and set-in-stone: two items with the same name and rarity are always identical — no random rolls, no gambling for a good copy. Rarity decides a base item's power and how many bonus affixes it carries, and legendaries get a unique silhouette plus a signature affix.
| Rarity | Affixes | Feel |
|---|---|---|
| Common | 2 | Base stats only |
| Uncommon | 2–3 | A small edge |
| Rare | 3–4 | Build-shaping bonuses |
| Epic | 5–6 | Strong, specialized |
| Legendary | 7–8 | Unique silhouette + signature affix |
Affixes cover damage, attack speed, crit chance/damage, armor, HP, mana, dodge, luck, move speed, lifesteal, and regen — capped per class so builds stay distinct. Rings carry the advanced stats: spell damage, lifesteal, mana-steal, cast/attack speed, and on-hit stun. Legendaries are gated to deep zones: T5 bosses drop them often; T1–T2 never do.
Loot bags (RotMG-style)
Kills aren't guaranteed drops — gold and items roll independently, and a bag only spawns if something rolls. Bag color reflects the best item inside: brown → green → blue → purple → gold (legendary). The killer gets a short loot-priority window, then it's free-for-all; bags despawn after a few minutes.
Professions
Account-level skills that persist across characters and feed your gear economy.
| Skill | Train by | Yields |
|---|---|---|
| Mining | Striking ore veins with a pickaxe | Ore (Copper → Rune) |
| Smithing | Crafting at the anvil | Bars, then weapons & armor — higher skill yields better rarities |
| Fishing | Fishing at spots | Fish — cook for heal-over-time |
Endgame & Prestige
The level cap is 30. Hit it and the real progression opens up.
- Prestige & Wings. At level 30, prestige at the Herald in Town: reset to level 1 and earn a set of animated Wings. Prestige again for the next tier — three in total. Each worn tier grants bonus max HP & MP (T1 +25/+25, T2 +50/+50, T3 +75/+75) plus a small attack & cast-speed boost.
- The stakes stay real. Wings, prestige rank, and fame are all lost on death — prestige means diving the deadly tiers again with everything to lose.
- Fame & the Hall of Legends. Reach the cap and don't prestige, and every kill earns Fame instead. Press L (or talk to the Herald) for the Hall of Legends — three boards: Holy Spirit, Fame (fallen heroes, ranked by fame at death), and PvP Kills.

Three Currencies
DELVE keeps three currencies strictly separate. Conflating them breaks the economy — so the game never does.
| Currency | What it is | Real value? | Resets? |
|---|---|---|---|
| Gold | In-game soft currency for shops, repairs, NPC services | None | Per season |
| Holy Spirit | Your share of the season prize pool | Yes — USDC payout coming soon | Per season |
| Blessings | Account-level prestige points, earned by everyone | None (cash) | Persists forever |
your_HS / total_HS × player_pool.
Minting more Holy Spirit only dilutes the share — it can never promise a dollar the pool can't cover.
The system is solvent by construction.Getting In
During the current playtest, DELVE is free and open — create a character and dive. There is nothing to buy: no season pass, no purchases.
Artifacts
Artifacts are a distinct item category — shiny collectibles whose only purpose is consecration. They take inventory space, so carrying them is the risk, and they're wiped on death like any loot.
| Tier | Name | Holy Spirit | Look |
|---|---|---|---|
| T1 | Mote of Spirit | 100 | Small glowing wisp |
| T2 | Spirit Shard | 500 | Faceted crystal shard |
| T3 | Sacred Relic | 2,500 | Ornate reliquary fragment |
| T4 | Hallowed Reliquary | 12,500 | Gilded, radiant relic |
| T5 | Divine Idol | 62,500 | Animated halo, lights the screen |
Holy Spirit per tier is deterministic — every artifact of a tier is worth exactly the same, and each tier is worth 5× the one below it. No rolling for a good copy, no gambling on the reveal: the only variable that matters is how deep you dare farm. Drops fire on roughly 12% of kills (elites ×2; bosses are guaranteed and biased to the zone's top tier), and deeper zones drop higher tiers.
Consecration
The payoff screen. Once you've extracted, walk to the Priest in Town and consecrate. This is the only place Holy Spirit is ever minted.
Feed the reliquary
Your carried artifacts feed in one at a time, each minting its fixed Holy Spirit value. The number ticks up fast and loud.
Watch the tier climb
Higher tiers land with bigger reveals — a T5 Divine Idol turn-in lights the altar gold and shakes the screen.
See the finale
A panel shows your new Holy Spirit balance, your share % of the season pool, and your rank on the Hall of Legends.
Holy Spirit & The Prize Pool
DELVE's prize pool is pari-mutuel: at season's end the pool is split by each player's share of all Holy Spirit minted that season.
The share math
share_i = HS_i / Σ HS your fraction of all Holy Spirit minted
payout_i = share_i × pool your slice of the season pool
The absolute Holy Spirit numbers don't matter — only your ratio of the total. Minting more only dilutes everyone's share; it can never promise more than the pool holds, so the system is solvent by construction. A small minimum applies so dust shares aren't paid; everything above it pays out pro-rata.
Payouts & Claiming
For now: when a season closes, every player's share is computed from the closing Holy Spirit snapshot and published in full on the public Distributions record — every winner, share, and payout, in the open. Playtest payouts are handled directly against that record.
Because Holy Spirit is a share and not a priced coin, the pool can always cover every payout — the system is solvent by construction, and the published record means anyone can check the math.
Seasons
DELVE runs in seasons — a fresh, fair start each time, classic battle-pass cadence.
| Phase | Length | What happens |
|---|---|---|
| Live | 14 days | Play, dive, consecrate, accrue Holy Spirit |
| Lockout | instant | Holy Spirit supply frozen; no more earning |
| Computation | 1–3 days | Shares computed, ledger audited, distributions record published |
| Claim | — | Distributions record published; on-chain claim coming soon |
| Intermission | 3–4 days | Patches & balance; next season prepared |
Resets each season: characters, levels, gear, gold, Holy Spirit. Persists across seasons: Blessings, cosmetics, and account prestige.
Blessings
The non-cash progression layer, earned by everyone — including free players. Blessings come from any play, quests, achievements, first-clears, and leaderboard placement.
Spend them on cosmetics and account prestige/titles. They are never redeemable for the prize pool — a pure progression layer kept entirely separate from Holy Spirit.
Verifiability
Trust is the product, so DELVE surfaces it everywhere:
Live pool counter
The current season pool and total Holy Spirit minted, updating in real time.
Live share %
Total Holy Spirit supply and your share, updating in real time.
Published record
At season close, every winner, share, and payout is published in full — see the Distributions record.
Verify your payout
The published snapshot lets anyone independently check their own number.
Balances are derived from an append-only, idempotent event ledger — never edited in place. Every payout is something you can verify yourself.
PvP & Stakes
Open PvP lives out in the Wilds, with guardrails so it's tension — not a tax on newcomers:
- T1 Forest is a complete safe haven — no PvP at all. Open PvP switches on from T2 Swamp outward, where the stakes are already high.
- New players are protected. A character below level 10 takes zero damage from attackers above level 10, so high-levels can't farm fresh divers.
- Kill a player and everything they were carrying drops — gear and un-consecrated artifacts spill into a public bag, a scramble to loot before it despawns. It's a transfer of items that already exist.
- Holy Spirit is never minted by PvP. It only ever mints at the Priest, from extracted artifacts.
The Arena
For a fair, consensual fight, queue for the Arena from Town — a 5-player free-for-all with a Holy Spirit buy-in and a winner-takes-all pot. Every fighter is normalized to the same level, prestige, and full legendary loadout, so it's pure mechanical skill. No permadeath, no gear lost — just the buy-in on the line.
Anti-Abuse
| Vector | Why it doesn't work |
|---|---|
| Sybil / multi-account | All artifact value is server-rolled and gated behind surviving deep dives; a payout floor erases dust shares, so spreading play across many accounts earns nothing meaningful. |
| Bots | All drops are server-rolled; behavioral rate-limits apply; the payout floor erases micro-farms. |
| PvP collusion | Holy Spirit is never minted by PvP — collusion only moves existing artifacts. Kills are logged, and low-level farming is blocked by newbie protection. |
| Pay-to-win | There's no Holy Spirit rate to be bought. Converting time in the field into Holy Spirit is skill-gated — you have to survive deep dives to bank it. |
| Payout disputes | Append-only ledger + a fully published distributions record mean anyone can verify their own number. |
effective_HS = artifact_value × (1 − P(die before extract)).
A reckless player dies and the haul evaporates; a skilled, well-geared one banks it. Values are fixed;
your long-run rate is earned.FAQ
Do I need crypto experience to play?
No. DELVE plays in your browser like any game — just create a character and dive. On-chain USDC payouts are coming soon; when they land, all you'll need is a wallet address to receive your share.
Can I lose real money playing?
No. The playtest is free — there's nothing to buy. What you risk in a run is your carried loot and your time, never money.
What exactly do I lose when I die?
Everything your character is carrying: gear, gold, and all un-consecrated artifacts, and the character drops to level 1. Your account stash, stashed gold, Blessings, and already-consecrated Holy Spirit are safe. Town is always safe.
Is the payout guaranteed?
Your share is guaranteed; the dollar value depends on the final pool size and total Holy Spirit, since it's pari-mutuel. The pool can always cover every payout because Holy Spirit is a share, not a priced coin — the system is solvent by construction.
Can someone just buy first place?
No. There's nothing to buy — rank on the Hall of Legends comes only from Holy Spirit you consecrate, and that takes surviving deep dives. It's a pure skill axis.
Is it free to play?
Right now, yes — the playtest is free and open: all tiers, full Holy Spirit, no season pass and no purchases.
When and how do I get paid?
After the season closes, every player's share is computed from the final Holy Spirit snapshot and published in the public Distributions record. The on-chain USDC claim flow is coming soon; playtest payouts are handled directly against that record.