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Repair & Infusion

Items don't last forever. Every time you take an item into a level it wears down a little, and eventually it stops working until you restore it. How you restore it depends on the kind of item — and both paths are paid for with Escense.

Escense

Escense is the currency you spend to keep your gear in fighting shape: repairing ordinary items and infusing relics. You earn it through play and can spend it from your Inventory.

Two kinds of items

How an item wears down — and how you bring it back — splits cleanly in two:

Standard itemsRelics
RarityCommon · Uncommon · Rare · EpicSpecial (the NFT relics)
Wears down viaUsesCharges
Restore withRepairInfusion
Cost behaviorEscalates each repairFlat

The rest of this page covers each side.


Standard items — Uses, Breaking & Repair

Each standard item carries a number of Uses. Entering a level spends one Use, regardless of how the run goes — even an immediate retreat counts.

When an item runs out of Uses it Breaks:

  • A Broken item cannot be taken into a descent until you repair it.
  • Breaking also makes the item Ascended — a permanent state that grants +50% Tribute Value when offered, but an Ascended item is offer-only and can no longer be carried into the abyss.

Repairing

Spend Escense to repair a Broken item: its Uses are refilled and it can descend again. Repairing keeps the Ascended bonus — once Ascended, always Ascended.

Repair cost rises a little each time you repair the same item:

Repair cost = base (by rarity) × (number of previous repairs + 1)

RarityBase1st repair / 2nd / 3rd …
Common11, 2, 3, …
Uncommon11, 2, 3, …
Rare22, 4, 6, …
Epic33, 6, 9, …

So a Rare item costs 2 Escense the first time you repair it, 4 the second time, and so on.

tip

A Broken item is still valuable — its +50% Ascended Tribute makes it a strong offer. Repair it if you want to keep using it; offer it if you'd rather cash in the bonus.


Relics — Charges & Infusion

Relics are the Special-rarity items (the NFTs). Each relic has a powerful Infused form that hits harder than its base version — for example, a relic that grants +2 damage vs Beast might deal +3 damage vs Beast and +1 Max HP while infused.

Relics don't break and don't become Ascended. Instead they run on Charges:

  • While a relic has charges it is infused (its stronger form is active).
  • Each descent spends one charge.
  • At 0 charges the relic goes inert — it still sits in your inventory, it just isn't infused until you charge it again.

Infusing

To charge a relic, Infuse it with Escense. You choose how many charges to buy — 1, 2, or 3 — at a flat 1 Escense per charge:

Charges boughtEscense costDescents infused
111
222
333

When the relic empties out, you simply infuse it again at the same flat rate. Re-infusing a relic never costs more than the first time — buy 3 charges for 3 Escense, every time, for as long as you own it.

important

Relics are always infused, never repaired. There's no escalating cost on relics — that's reserved for standard items. Whether it's the first infusion or the hundredth, the price is just charges × 1 Escense.


Repair vs Infusion at a glance

RepairInfusion
Applies toStandard items (Common–Epic)Relics (Special / NFT)
TriggerItem is Broken (0 Uses)Relic is uncharged (0 Charges)
You choose the amount?No — refills to fullYes — buy 1, 2, or 3 charges
CostEscalates per repair (by rarity)Flat 1 Escense per charge
Side effectKeeps the permanent Ascended bonusActivates the relic's stronger Infused form