Dive deep. Extract alive. Consecrate your spoils.
DELVE is a browser-based extraction-RPG with real permadeath and a real-money season 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 — Bigger Threats & New Enemies
The roster is growing. New telegraphed area-denial foes — dodge the ground-ring or pay for it.
- The Bonecaller. An artillery necromancer that roots at range, chants a telegraphed cast, then lobs a magenta skull-fireball that detonates into a necrotic AoE plus a blinding cloud. Stalks the Blight and the deep dungeon.
- Mutant Revenant. A hulking undead melee elite — now rendered at full looming size — that soaks hits and punishes a missed step. Blight + dungeon.
- Gazer. A hovering flying-eye that kites at range and pelts you with bolts. Forest & Swamp.
- Goblin Bombthrower. A short windup, then a lobbed firebomb that bursts in a small AoE — the teaching-version of the Bonecaller. Forest.
- Sporeling. A rooted mushroom that spits poison spores — easy to ignore, painful if you linger. Swamp.
What’s New — Level 30, Prestige & Wings
The end-game just got deeper, deadlier, and more rewarding.
- Level cap is now 30. The XP curve and rewards are retuned around the new ceiling.
- 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 — T1 feathered, T2 bat, T3 radiant (3 total). Worn wings grant +2.5% attack & cast speed and +25 max HP / +25 max MP. Wings, prestige rank, and fame are all lost on death — the stakes stay real.
- Fame & Leaderboards. Reach the cap and don’t prestige, and every kill earns Fame. Talk to the Herald (or press L) for the Hall of Legends: Holy Spirit (with live estimated USDC payout), Fame (fallen heroes), and PvP Kills.
- Harder end-game. Wilds T4/T5 hit harder and last longer, and the T5 Demon Lord and other heavy melee now wield real gap-closing and spinning attacks. Player base HP was halved so positioning matters — with a no-one-shot safety floor.
- Polish. Quickslots show consumable icons, potions burst into a red/blue magic swirl, the Bow’s Jump has its own sound, loot bags lost their floating labels, and every placed prop now blocks movement (no more mobs spawning inside scenery).
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 Cambria-style risk-to-earn wrapper where the stakes are real money.
You spawn in a safe hub Town, then choose where to dive: the open Wilds (five escalating biomes, T1–T5) or the procedurally-generated Dungeon (five floors, two bosses). Deeper means richer 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 become a share of a real USDC prize pool, paid out on-chain.
The Core Loop
Spend → dive → drop → extract → consecrate → claim.
Enter the season
Buy a Pilgrim's Charter (your season pass) and stock up on Energy. 88% of every dollar flows straight into the prize pool.
Dive
Leave Town for the Wilds or Dungeon. Energy drains every second you're outside Town — faster the deeper you go. The clock is the economic pressure.
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 pool.
Claim
When the season ends, your Holy Spirit share converts to USDC, published on-chain. You claim it with one signature.
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 |
I | Open inventory · Esc to close |
T | Chat · Enter to send |
F | Enter the Dungeon (from the portal) |
Start in T1 Forest or Dungeon F1. 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 four abilities: a basic (left-click), Q, E, and an R ultimate. 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 | 60 |
| E | Blind Rage | 20s buff: ×2 move/attack speed, +25% damage | 100 |
| R | Whirlwind | Spin: 6 AOE pulses around you | 30/pulse |
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 |
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 4 targets | 180 |
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. Running out of Energy force-extracts you (a soft fail; you keep your cargo), but dying is the hard fail that loses it.
The World
Three kinds of space: safe Town, the open Wilds, and the Dungeon.


Town
A persistent, always-safe hub. No PvP, no energy drain, 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. Walk the SE portal to descend a tier; the NW portal ropes back toward Town.
| Tier | Biome | Danger | ~Level | Sample threats |
|---|---|---|---|---|
| T1 | Forest | 1.0× | 1–8 | Wolf, Wood Goblin, Sylvan Archer |
| T2 | Swamp | 1.8× | 8–15 | Lizardfolk, Bog Hag, Mire Shaman |
| T3 | Blight | 3.2× | 16–24 | Plagued Druid, Wraith Hunter, Treant |
| T4 | Castle Approach | 5.5× | 25–35 | Demon Imps, Hellforged Brute, Pyre Adept |
| T5 | Castle Interior | 8.5× | 36–50 | Iron Sentinel, Soul Reaver, Demon Lord |
The Dungeon — five floors
Procedurally generated each run, five floors deep. Each floor has passable tiles, walls, a descent point (deeper), and an extraction ladder (back to Town). Danger climbs sharply per floor.
- Crypt Lord — boss on Floor 3.
- Void Lich — terminal boss on Floor 5.
- Treasure goblins flee on sight and drop fat purses if you can catch them.
Gear & Loot
Gear is your power curve. Eight equip slots — weapon, armor, amulet, helm, boots, offhand, and two rings — plus a 4×4 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 |
| Dungeoneering | Clearing floors & killing dungeon monsters | Loot-luck bonus (more rolls, higher rarity) |
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 real prize pool | Yes — pays USDC at season end | 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.Charters & Energy
Two things you buy with real money — and they're what fund the prize pool. 88% of every dollar goes into the pool; 12% to treasury (ops, infra, gas, audits).
Pilgrim's Charter — the season pass
Your gate to redeemable play. One purchase per season unlocks Holy Spirit eligibility.
| Tier | Price | Grants |
|---|---|---|
| Standard | $25 | 6,000 starting energy · 1,500/day regen · HS eligibility · season seal cosmetic |
| Founder | $75 | 20,000 starting energy · 2,500/day regen · cosmetic set · +10% Blessings · early access |
Energy — the sink and the clock
Energy drains per second while you're outside Town, faster the deeper you go. "How long do I dare stay?" is the core economic decision.
| Wilds zone | Energy/sec | Dungeon floor | Energy/sec |
|---|---|---|---|
| Town | 0 | F1 | 1.5 |
| T1 Forest | 1.0 | F2 | 2.2 |
| T2 Swamp | 1.6 | F3 (Crypt Lord) | 3.2 |
| T3 Blight | 2.6 | F4 | 4.5 |
| T4 Castle Approach | 4.0 | F5 (Void Lich) | 6.5 |
| T5 Castle Interior | 6.0 | — | — |
Drain pauses on extraction tiles and cleared safe rooms. At 0 energy you're force-extracted — yanked safely to Town with your cargo intact (you don't die). Energy Orbs ($5 / $20 / $50, bulk-discounted) top you up mid-season and also fund the pool.
Free, no Charter: a small demo energy bar, T1 only, earning Blessings only — no Holy Spirit, no consecration-value artifacts. It's the on-ramp, fully decoupled from the pool so free players never dilute it.
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 | 50–150 | Small glowing wisp |
| T2 | Spirit Shard | 200–600 | Faceted crystal shard |
| T3 | Sacred Relic | 800–2,400 | Ornate reliquary fragment |
| T4 | Hallowed Reliquary | 3,000–9,000 | Gilded, radiant relic |
| T5 | Divine Idol | 12,000–40,000 | Animated halo, lights the screen |
Drops fire on ~20% of kills (elites ×2; bosses guarantee 1–3 at the zone's top tier). Deeper zones roll higher tiers. Then there's the jackpot layer:
✦ Ascended — 2.5%
×3–5 the rolled value, a unique shimmering skin, and a big reveal moment.
✦✦ Mythic Ascended — 0.1%
×10 value with a screen-wide event. The rarest sight in DELVE.
Ascended variants are pure variance on the share unit — they cost the pool nothing (still just Holy Spirit), so we make them as loud as we like.
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 reels
Your carried artifacts feed in one at a time, each spinning a reel that lands on its Holy Spirit roll. The number ticks up fast and loud.
Chase the jackpot
Ascended hits trigger screen shake + golden bloom + fanfare; Mythic triggers a screen-wide cascade.
See the finale
A panel shows your new Holy Spirit balance, your live estimated USDC, your share %, the current pool size, and your rank.
Holy Spirit & The Prize Pool
DELVE's prize pool is pari-mutuel: everyone's money goes into one pot, and at season's end the pot is split by each player's share of all Holy Spirit minted.
prize_pool = season_seed + 0.88 × Σ(all Charter + Orb purchases)
player_pool = 0.95 × prize_pool ← distributed to players
3% → creators / affiliates
2% → bug bounty
treasury = 0.12 × Σ purchases ← ops, gas, audits, next seed
The pool is player-funded and uncapped — more spend, bigger pot. Season 1 is bootstrapped with a real cash seed so it's visibly +EV for the first cohort.
The payout math
share_i = HS_i / Σ HS your fraction of all Holy Spirit
gross_i = share_i × player_pool your slice of the player pool
payout_i = gross_i if ≥ $10, else 0 (sub-$10 dust redistributes pro-rata)
Worked example
- Player pool: $250,000 · total Holy Spirit minted: 9.75 billion
- Your Holy Spirit: 1,303,198 → share = 0.01337%
- Payout = 0.0001337 × $250,000 = ≈ $33.41 USDC
The absolute Holy Spirit numbers are arbitrary — only the ratio pays — but big numbers feel good, so a strong run reads in the millions and a season in the billions.
Payouts & Claiming
The money is on-chain; the game is off-chain. The blockchain touches exactly two moments per season: publishing the results, and letting you claim.
- Chain: Base (Coinbase L2) — native USDC, a built-in fiat → USDC on-ramp, and low gas.
- Wallet: link yours with a Sign-In-With-Ethereum signature. DELVE never custodies your keys.
- Settlement: after the season locks, shares are computed and audited off-chain (1–3 days), then a Merkle root is published to that season's distributor contract.
- Claim: submit a proof and the contract pays you. You have a 90-day window.
The distributor uses Uniswap's canonical, battle-tested Merkle-distributor pattern and is security-audited before mainnet. We write no novel money logic.
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, Merkle tree built |
| Claim | 90 days | Root published on-chain; claim your USDC anytime |
| Intermission | 3–4 days | Patches & balance; next season seeded |
Resets each season: characters, levels, gear, gold, Holy Spirit. Persists across seasons: Blessings, cosmetics, account prestige, your linked wallet. Unclaimed USDC after 90 days rolls into the next season's seed.
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, account prestige/titles, and future-token allocation. They are never redeemable for the prize pool — which is exactly what lets free players engage fully without diluting a pool they didn't fund.
Verifiability
Trust is the product, so DELVE surfaces it everywhere:
Live pool counter
Reads the on-chain prize-pool balance directly — links to the block explorer.
Live share %
Total Holy Spirit supply and your share, updating in real time.
Published leaves
After settlement, the full leaf list + Merkle root + contract address are public.
Verify your payout
An in-client link 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
PvP lives in designated high-stakes zones. The economy-safe rule is simple:
- Kill a player and you can take their carried, un-consecrated artifacts — a transfer of artifacts that already exist.
- Holy Spirit is never minted by PvP. It only ever mints at the Priest, from extracted artifacts.
Anti-Abuse
| Vector | Why it doesn't work |
|---|---|
| Sybil / multi-account | The Charter is a paid gate; free value is capped (T1-only, Blessings-only). Multi-accounting costs real money per account for zero rate advantage. |
| Bots | Real-money entry taxes bots; all drops are server-rolled; behavioral rate-limits apply; the $10 floor erases micro-farms. |
| PvP collusion | Holy Spirit is never minted by PvP — collusion only moves existing artifacts. |
| Whales | Self-limiting under pari-mutuel; no Holy Spirit rate advantage from spend; skill-gating keeps it from being pay-to-win. |
| Payout disputes | Append-only ledger + published Merkle leaves mean anyone can verify their own number. |
effective_HS/energy = raw × (1 − P(die before extract)). A reckless player
dies and the premium evaporates; a skilled, well-geared one captures it. The reveal is RNG; your long-run
rate is earned.FAQ
Do I need crypto experience to play?
No. DELVE plays in your browser like any game. The prize pool settles in USDC on Base with a built-in fiat on-ramp — you can buy in with a card and cash out without ever touching a crypto exchange.
Can I lose more than I spend?
You can lose what you spent on Charters and Energy (that's the entry cost, like a tournament buy-in). You can't go negative — there are no loans, no leverage. What you risk in a run is your carried loot and time, not extra 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 a whale just buy first place?
No. Money buys energy (time in the field), not a better Holy Spirit rate. Converting energy into Holy Spirit takes surviving deep dives — that's the skill axis. Under pari-mutuel, a whale who farms most of the pool mostly wins back their own deposit minus the cut.
What happens to free players?
Free play is a real demo: T1 only, earning Blessings (cosmetics/prestige), never Holy Spirit. Free players never dilute the prize pool because they never mint into it.
When and how do I get paid?
After the season's short computation window, a Merkle root is published on-chain and you claim your USDC with one signature, anytime within 90 days.