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How the Underhold works

A pixel dungeon 2222 floors deep. Every mint sends a hero one floor down. Bosses fall, relics pay, and the torch decides when it all ends.

Overview

The descent

Your mint number is your floor: the first hero lands on floor 1, the last on floor 2222. Floors fill in order, so the deeper the mint, the later it happened.

TierFloorsTierFloors
1 · Cellar1–2027 · Forge1213–1414
2 · Sewers203–4048 · Crystal Mines1415–1616
3 · Catacombs405–6069 · Bone Pit1617–1818
4 · Fungal Caves607–80810 · Abyss1819–2020
5 · Drowned Halls809–101011 · Heart2021–2222
6 · Frost Crypt1011–1212

Deeper heroes carry better gear: rusty iron near the top, gold in the middle tiers, obsidian and glowing weapons near the Heart.

Price and limits

The price is fixed in ETH and rises with depth: 0.00004 ETH on floor 1, ×1.8 per tier, a little more on every floor (about 0.29% per floor). There are no steps between tiers.

FloorPriceFloorPrice
10.00004 Ξ12130.00136 Ξ
2030.000072 Ξ16170.0044 Ξ
4050.00013 Ξ20210.0143 Ξ
8090.00042 Ξ22220.0256 Ξ

Rooms and traits

Every hero gets a Class, a Room (what it found on its floor) and a Background. Odds are fixed in the contract.

Room

RoomChanceWhat it means
Empty40%just the floor and a torch
Monster30%the hero slew whatever lived here
Chest25%loot, shown on the picture
Shrine2.5%the hero is blessed; counts in raids
Relic2.5%pays: relic holders share half of their tier's vault

Class

10 classes, 10% each: Knight, Rogue, Mage, Cleric, Ranger, Barbarian, Necromancer, Monk, Dwarf, Bard. Each class has its own heads, armour and weapons, so heroes of one class still look different.

Background

BackgroundChanceBackgroundChance
Plain34.5%Throne4.6%
Library8.0%Fall4.6%
Armory8.0%Statue4.6%
Prison8.0%Vault2.9%
Alchemy6.9%Portal2.3%
Crypt6.9%Rift1.7%
Mine6.9%

Two more traits appear during the mint: Bossslayer (the hero that slew its tier's boss) and Last Light (the last hero down if the torch goes out).

Where the ETH goes

ShareGoes toPaid when
40%the vault of the tier being mintedwhen that tier's boss falls
15%the Tavern: every hero already mintedimmediately, claim any time
15%the Heartat floor 2222, or when the torch goes out
30%the team / raids—

Vaults, the Tavern and the Heart are held by the contract and paid out only by its rules. The team cannot touch them.

The Tavern

15% of every mint is split equally among all heroes minted before it. The earlier a hero, the more mints it shares in. Tavern earnings belong to the hero: if you sell it, unclaimed earnings go with it.

Bosses and relics

When a tier's last floor is minted and revealed, its boss falls. One hero of that tier becomes the Bossslayer. The pick is random but weighted by depth: the k-th floor of the tier has weight k, so the 202nd floor is 202 times likelier than the 1st.

The slayer is chosen from the seed of the tier's last floor, which nobody knows when it is minted. Minting the last floor does not guarantee the boss.

The torch

The torch is lit when the mint starts and burns for up to 60 minutes. Every hero minted adds 2 minutes, up to the 60-minute cap. While people mint faster than about 30 heroes an hour, it never goes out.

If it reaches zero, the mint ends for good and the last hero down takes the Heart plus the vault of the tier it is in. A slow mint is not a dead mint: every hero could be the last one.

How the mint ends

EndingWhat happens
Floor 2222 is mintedthe tier 11 boss falls; its slayer takes the vault share and the Heart
The torch goes outthe last hero takes the Heart and the open tier's vault; the supply stays at the number minted

Anyone can end the mint once the torch is out: a late mint attempt ends it and refunds the sender, or call extinguish().

Claiming

Everything a hero earns (Tavern, boss, relic, Heart) sits in the contract under that hero's number. Whoever holds the hero claims it from Your heroes on the mint page, or by calling claim([ids]). There is no deadline.

Reveal and randomness

A hero's traits come from a seed: the hash of the block it was minted in, read only after that block is sealed. Nobody, including the minter, can know the seed inside the minting transaction.

Robinhood Chain blocks are produced by its sequencer. The seed scheme stops players from predicting or re-rolling outcomes; like every chain without a randomness oracle, it trusts the sequencer not to manipulate block hashes.

On-chain art

Every image is drawn by the contracts from the hero's floor and seed: walls and floor, the biome's props or a themed background, what the hero found, the hero itself, and torchlight in four animation frames. The result is an animated SVG returned by tokenURI, together with every trait. Nothing is stored off-chain, and the art can be rebuilt from the chain forever.

Raids AFTER THE MINT

Raids launch after the mint ends. This is the current design; numbers may be tuned before launch and will be announced.

Party

Send 1 to 4 of your heroes on a raid. Each hero can be in one raid at a time. Every class has a role:

RoleClasses
TankKnight, Dwarf
DamageBarbarian, Rogue, Ranger
MagicMage, Necromancer
SupportCleric, Monk, Bard

Power

SourcePower
Tier of the hero's floor (1–11)= the tier number
Relic room+3
Shrine room+2
Chest or Monster room+1
Bossslayer+3
Every 5 raids won+1 (up to +3)
Party power P = (sum of hero power) × (1 + 0.15 × number of different roles)

Backgrounds are cosmetic and give no power.

The raid

Pick a tier T from 1 to 11 and pay the entry fee for each hero. The raid takes one hour; then a single roll decides it.

Difficulty D = 6 × T   ·   chance = P / (P + D), between 5% and 95%
PartyPowerRaid tierChance
1 Knight of tier 3, empty room3.45137%
4 heroes of tier 6, Monster rooms, one role32.2647%
4 heroes of tier 6, Monster rooms, four roles44.8655%
the same party44.81140%
4 heroes of tier 11 with Relic and Bossslayer, four roles81.61155%

Rewards

payout = 0.9 × (entry × heroes) / chance  +  0.5% × raid pool × T / 11

The first part returns the entry with a premium for the risk; the second is a bonus from the raid pool that grows with depth. A single raid pays at most 1% of the pool.

TrophyEarned by
Cleared · tier Nfirst win in a tier: a pennant of that tier's colour on the picture
Veteran10 raids won
Heartbreakera win in tier 11
Raid Bossslayerkilling a boss in a boss raid

Boss raids

Every 6 hours one tier's boss rises again, in turn. The first party of 4 to kill it (double difficulty) takes 5% of the raid pool and the Raid Bossslayer trait. The window lasts until the boss is killed or 6 hours pass.

Failure

The raid pool

The raid pool is funded by entry fees and by the team, which adds to it at its own discretion. Once ETH is in the raid pool it can only be paid out by the raid contract.

Team and royalties

Contracts

Robinhood Chain (chain ID 4663).

ContractAddress
Underhold (mint, payouts, NFT)0x2d35B2e287E8179D4cE25159F112452746ceefAD
UnderholdRenderer (art and metadata)0x1f371a44BF9F30029a22706155E27bF39CAAB1d4

FAQ

My hero shows "Descending". Is something wrong?

No. Its seed is revealed in the next block; the picture and traits follow within seconds. On OpenSea, use "Refresh metadata" if it lags.

Can I pick my floor?

No. You get the next free floor. Traits come from a seed nobody can know in advance.

Do I lose my earnings if I sell?

Unclaimed earnings belong to the hero, so they go to the buyer. Claim before you sell.

What if the torch goes out while my transaction is pending?

The transaction does not fail: it ends the mint and refunds you.

Is there a whitelist or a free mint?

No. Everyone mints from floor 1 up at the same price curve.