pit -- Purgatory endless descent (B1, B2, B3…) Below the Deeper Well, past the Throne of Uneaten Hours, the Bottomless Rung opens onto a hole with no bottom -- lost things accrete floor by floor. How you play (from Purgatory) 1. Travel to Purgatory, reach the Bottomless Rung (down from the Throne) 2. descend or enter pit -- start B1 (solo instance) 3. Fight trash, kill the floor boss; down or descend opens the next floor (every ninth floor may spawn a misplaced clerk instead of a boss -- about 75% on B9, slightly rarer deeper; the way down opens without a fight; shop / buy tonics, sell scrap, talk clerk for what each draught does) 4. pit leaderboard / leaderboard pit / depth -- deepest board from anywhere 5. pit abandon -- bail out to the mouth you entered from (Bottomless Rung or your Earth rift tear). Depth already banked on entry. How you play (from Earth -- ashen rift) 1. Watch town streets -- and Andy's Willis homestead attic -- for a [RIFT] ashen tear. They are uncommon, and only one hub has a tear at a time when one is open. When World Tide is very low (town moral balance at or below -50), tears show up more often. 2. enter rift (or enter pit / descend while standing in that room) How you play (continued) 3. You drop straight into B1 -- same solo pit as the Rung path Runs end on death (clinic) or pit abandon. Die alive in the pit and your geared body lands at the mouth you entered from while the run ends -- Earth rift tears seal and rotate elsewhere. Server restart checkpoints you at the mouth of your current floor. Abandon always returns you to the pit entrance you used (Rung or Earth rift). Angel and Demon Mantles may descend vessel-free -- the pit is spirit-realm space, so you can fight as smoke without a meatsuit. Inhabited vessels still add their quality-band HP bonus (help vessel). Expect T1 breaker kit on early floors -- fresh post-chargen bodies still die on the first chimera pack without gear and sustain. Deeper chimera learn Misfiled Arts and clerical combat styles (verdict, remand, subpoena) that hit harder as you descend -- not player Path kits, but real Discipline damage on their swings. Look shows eerie pit weather on each floor -- ash stillness and cold stone, not Earth rain or outdoor temperature. Growth toward your next Tier break comes from fighting in the pit (and everywhere else lethal) -- not from pit drops. Grey growth tonics are gone; sustain drops keep a long grind moving -- regen and vigor tonics restore lifeforce (shown as percent) and ease regional limb wear a little (treat and clinic still clear disabled limbs fastest; see help wounds), cauls refill Celestial fuel, and far-home draughts ease homesickness when the pull home climbs. Drink tonics and phials (drink phial); eat the ash ration (eat ration). Effects survive logout and game restart. Kills spill salvage, tonics, and mythics (when staff enable them). Ultra-rare kills may also drop seal key splinters (ward, bone, ash) -- one of each, no duplicates. Leviathans mend them at the Bone Gate into a one-use fraying key (help leviathan | help mendkey). Era weapons and boss wear spawn on the chimera that carries them -- wielded in the room, recovered from the corpse. Look shows posture plus the weapon (standing, sitting, crouching, or lying, wielding a flint hand axe). Rare foes carry odd history-echo kits. Equip what you find (help equip). Canon mythics stay staff-gated by default. Type autoloot on or autoloot gear to scoop kill loot automatically; autokill on finishes KO'd trash without extra swings (help autoloot | help autokill). New characters start on autoloot smart (coins, reagents, boxes, origin needs -- not junk weapons). dothepit turns autoloot gear on for you. Boss and hidden-room strongboxes pay Magi reagents, ammo, or cash when they are not mimics -- the box looks sealed until you open it, then a chimera may lunge instead of paying loot (help gear). From B20 onward, floors may hide a bonus side room off the main spine -- search the room to reveal the hidden exit. Deeper floors shift clerical strata (Misfiled, Remand, Verdict, Ledgerless) -- room titles show the band. Longer floors may add shrine niches, fork side rooms with loot, or ash-trap hazard passages. From B100, Pack B layers stack on: floor bosses enrage in combat (room alerts as their strikes grow heavier), telegraphed verdict seals before big swings, and every floor forces a fork or ash-trap branch. Side hollows run hotter -- higher trash and loot tier on threat branches. From B150, true floor bosses phase at 60% and 30% HP (chimera adds), and once per fight cross 40% HP they fold into an unfiled verdict -- hit through the seal to break invulnerability. Landmark floors (B150, B200, …) spawn a herald first; killing it pulls up the true boss that opens descent. From B200, ascension can refill a boss mid-fight when enrage stacks climb, landmark gauntlets continue every 50 floors, and swarm pressure adds extra chimera trash (one room alert per floor). Depth and pit leaderboard show your active phase band. Pitstash (help pitstash) is a personal locker separate from home stash -- file loot at the Bottomless Rung or when a misplaced clerk is present, then pull it later. Earth rift mouths do not open the locker. Contents survive pit abandon and clinic death.