DUNGEON GUIDE

Your collection. Your strategy.

Explore maps tile by tile and fight card battles with a team of six servants.

Open during Index events
Sunken Sanctuary / Level 1EXAMPLE RUN
The actual Sunken Sanctuary tile map: three servant portraits mark the party, with crimson enemies and dark unexplored rooms along connected paths.
Your teamEnemyUnexplored
THE EXPLORATION

Every tile is
a decision.

  1. 01
    Reveal the route.

    Follow open paths one tile at a time. Uncover chests, fountains, traders, and enemies through the fog.

  2. 02
    Commit to the encounter.

    Step onto an enemy tile and movement locks until the fight is over. Check your frontline before you go.

  3. 03
    Get the loot home.

    Find the exit and meet any listed requirement. Confirm Exit keeps your backpack; defeat or forfeit loses it.

See what happens in a fight

The Combat

Your frontlineTURN 4 · EXAMPLE
Ais Wallenstein, Yuji Itadori, and Akame above queued Taunt and Martial Drills cards, with countdowns of 1 and 2.
Tide SlimeENEMY BOARD
Tide Slime in the blue stone dungeon, with Basic Attack at countdown 1 and the Monster Skill Bubble Melody at 3.

1Watch the next trigger. The enemy’s Basic Attack is one turn away. A slow heal may arrive too late.

Five cards to choose fromSAME EXAMPLE BATTLE
The five-card hand: Basic Attack, Healing Word, Water Symbiosis, Pilgrimage, and Touch of Grace, with the owning servants shown below.

5Your hand is not your board. Choose a card here to queue it on the board. Its servant must be alive and in your frontline.

01 / DRAWFive in hand.

Pick from up to five cards. Open Hand or Map freely to plan your next move.

02 / QUEUEFive on the board.

Played cards count down toward their effects. Some also help while they wait.

03 / RESOLVEBoth sides advance.

Playing, discarding, or ending a turn advances both boards. At zero, a card triggers.

THE CARD LIBRARY

Every card changes the plan.

10 CARD TYPES
Block, an actual Index Basic Skill card.
Basic Skill

Block

Play it. Draw it again.

Returns to your deck after use. Your reusable attacks, shields, and support keep the fight moving.

Triple Strike, an actual Index Class Skill card.
Class Skill

Triple Strike

Make each copy count.

Each copy is used once per battle, then returns for the next fight. Your class and skill tree shape these choices.

Water Symbiosis, an actual Index Attribute Skill card.
Attribute Skill

Water Symbiosis

Three allies. One attribute.

All three frontline servants must share the card’s attribute. A full Water frontline unlocks this option.

Attack I, an actual Index Stat Card card.
Stat Card

Attack I

Power before the first draw.

Equip a compatible Stat Card to one servant. It changes their stats and never enters your hand.

Wave Core, an actual Index Artifact Skill card.
Artifact Skill

Wave Core

Equip once. Bring it again.

Adds a playable card to the team’s deck. The equipped artifact stays with you for future runs.

Health potion, an actual Index Volatile Card card.
Volatile Card

Health potion

Spent when you enter.

Adds a playable card, but the equipped copy is consumed at dungeon entry—even if you never draw it.

Prayer, an actual Index Blessing card.
Blessing

Prayer

A little help in the deck.

Skills and encounters can add helpful effects. Prayer can heal an ally when its countdown resolves.

Weakened, an actual Index Curse card.
Curse

Weakened

A problem to plan around.

Harmful cards can disrupt your next turns. Weakened lowers an ally’s attack for a time.

Caltrops, an actual Index Trap card.
Trap

Caltrops

Drawn. Triggered. Gone.

Plays automatically when drawn and there’s board space. The trap disappears after its effect triggers.

Wave Pulse, an actual Index Monster Skill card.
Monster Skill

Wave Pulse

Read the other board, too.

Enemies queue their own cards. Wave Pulse can return a card from your board to your deck, disrupting your timing.

THE ENEMY HAS A DECK, TOO.

Plan around what’s coming.

The Tide Slime preview above has Bubble Melody queued at 3 and Basic Attack at 1. Read enemy effects and countdowns before committing your next card.

Return to the battlefield
THE TEAM BUILD

Build the servant. Shape the team.

Give each servant a class. It sets their starting stats and cards; your skill choices take the build further.

Defend & control

Knight ☆☆☆

Hold the frontline with shields and control. Outlast the enemy while your other servants set up their cards.

View Knight skill tree
Damage & critical hits

Striker ☆☆

A direct damage dealer built around heavy hits and critical strikes. Give your team a clear offensive focus.

View Striker skill tree
Versatile support

Ranger ☆☆☆☆☆

A balanced set of tools that supports different strategies. Fit the class around the rest of your team.

View Ranger skill tree
Heal & accelerate

Cleric ☆☆☆☆☆

Keep allies fighting with healing and buffs, and accelerate your board to bring important effects forward.

View Cleric skill tree
Speed & burst damage

Assassin ☆☆☆☆

A fast, high-damage class that pressures enemies before they can react. Build around getting your attacks through.

View Assassin skill tree
Risk & sacrifice

Cultist ☆☆☆☆☆

Sacrifice resources for powerful effects. Balance the cost of each play against what your team needs to survive.

View Cultist skill tree
EXPLORE YOUR BUILD

Knight Class tree

Class cards and bonuses that define your role.

Skill tree preview
SKILL PATHSHover or tap a skill
Knight class skill tree

Earn skill points as your servants level. Unlock skills in Discord before your next run.

INTERACTIVE PREVIEW
3 frontline

Fight and earn experience.

3 reserves

Swap in between battles.

Swap on a clear tile without an encounter. Reserves do not automatically replace fallen allies.