Log in with an admin-enabled account through the Dungeon client before using the editor.
← Back to ITDDReplay deterministic battles without affecting player state. Seeds support pve:<monster>:<seed> or boss:<id>:<seed>. PvP seeds require providing an opponent snapshot via API.
Configure sprite URLs for combat effects. These are client-side only; leave blank to disable.
Tip: upload sprites via the Image Upload section (e.g., target images/fx/slash.png) then paste the URL below.
Control visual effects and animations in the game.
images/. Max size 1 MB (recommend 512×512).
Combat uses a continuous-time event scheduler where items fire based on individual cooldowns (seconds).
Faster items attack more frequently! Haste reduces cooldowns (higher % = faster attacks).
Each item's effective cooldown = base_cooldown / (1 + haste%), clamped to minimum floors below.
Haste reduces item cooldowns, making you attack faster. Haste uses diminishing returns (DR): values below the soft cap pass through unchanged, but excess haste is reduced by the DR slope. This prevents infinite scaling while keeping early haste valuable.
Example: With soft cap 40%, slope 0.5, max 75%: 30% haste → 30% (below soft cap), 50% haste → 45% (10% excess × 0.5 = 5% added to 40%), 100% haste → 70% (capped by max 75%).
Quick reference for all available status effects and how to use them in item/ability effects.
{"type": "damage", "power": 10, "damage_type": "radiant", "pierce": 0.5}
damage_type values include radiant (defaults to 50% piercing) and psychic (100% piercing). You can also specify pierce/pierce_pct (0–1) to send that fraction of the damage straight to HP.{"type": "dot", "power": 5, "duration": 3, "status": "burn"}
{"type": "necrotic", "power": 10, "threshold": 50, "reduction": 10}
{"type": "lifesteal", "power": 8, "damage_type": "psychic"}
damage_type/pierce the same way as regular damage.{"type": "next_activation_buff", "target": "damage", "value": 4, "stacks": 2}
{"type": "next_activation_debuff", "target": "heal", "mode": "percent", "value": -0.25}
{"type": "heal", "power": 15}
{"type": "block", "power": 20, "duration": 2}
{"type": "cleanse"}
Global: {"type": "haste_pct", "power": 0.5, "duration": 2}
Targeted: {"type": "haste_pct", "power": 0.15, "duration": 3, "count": 2}
Global: {"type": "slow", "power": 0.5, "duration": 2}
Targeted: {"type": "slow", "power": 0.3, "duration": 4, "count": 3}
{"type": "haste", "power": 2}
Single: {"type": "freeze", "duration": 2, "count": 1}
Multiple: {"type": "freeze", "duration": 3, "count": 3}
All: {"type": "freeze", "duration": 2, "count": "all"}
{"type": "stun", "duration": 1}
{"type": "multicast", "count": 2}
Select a step to edit.
completesCycle nodes advance the stage using their stride.
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