Stamina
Your physical endurance. Lost on physical challenges. If Stamina hits zero mid-floor, you are sent back to the floor shop with Stamina restored to half — but Strength and Dexterity checks are penalised for the rest of that floor.
If Stamina hits zero on Floor 1 (no shop): your run ends immediately.
If both Stamina and Sanity hit zero at the same time: your run ends with no score recorded.
Against the Warden: either stat reaching zero ends your run immediately.
Sanity
Your mental fortitude. Lost on psychological challenges. If Sanity hits zero mid-floor, you are sent back to the floor shop with Sanity restored to half — but a random equipped item is lost.
If Sanity hits zero on Floor 1 (no shop): your run ends immediately.
Fate Tokens 🎲
Spend 1 Fate to reroll any die — once per roll, keep the new result. Fate tokens also let you reroll item modifiers at the Tinkerer. Some INT pass outcomes grant bonus Fate.
How Rolls Work
Each room offers three approaches: Strength, Intellect, or Dexterity. You roll a d20, add your stat, and compare to the difficulty. Higher stat = lower difficulty = less gold reward. Lower stat = harder check = more gold if you succeed. You always pass through rooms — failing just costs you resources.
Score
Final score = Gold + (Stamina remaining × 2) + (Sanity remaining × 3). Conserving Sanity is especially valuable.