Ember Abyss Beginner's Guide: Best Class, Builds and Boss Tips

In short: New players should start with the Ashknight, the toughest class with built-in mana sustain. Put points into the attributes your weapon and armour need, and pour skill points into one main attack, because there is no respec. Fire resistance becomes essential from floor 5 on, kill Wisp Priests first, and step out of every glowing boss telegraph. In co-op, stay within 20 tiles of your friends to share XP, and stand next to a downed friend for 3 seconds to revive them.

Ember Abyss is the isometric action RPG we built for the browser. You leave the camp of Hearthwatch, go down twelve procedurally generated floors, beat three bosses and pick up randomly rolled gear along the way. After the twelfth floor the depths go on forever. You can play alone or bring up to three friends online. This guide covers what we wish every new player knew on day one, with the real numbers from the game.

Quick start: your first 15 minutes

  1. Learn the controls. Left click moves, attacks, picks up loot and talks to people. Right click casts your right-mouse skill. Q, W, E and R cast hotbar skills, 1 to 4 drink potions, T reads a Return Scroll, Tab opens the map and holding Alt shows every item label. I, C and S open your inventory, character sheet and skill tree. H shows help at any time.
  2. Check your belt. Every new character starts with 50 gold, three Minor Healing Draughts in belt slots 1, 2 and 4, three Minor Mana Draughts in slot 3, and two Return Scrolls. Potions heal over 2 seconds and have no cooldown, so drink early instead of waiting until you're almost dead.
  3. Talk to Elder Wenna. She points you toward the east gate and drops useful hints about what's waiting below.
  4. Light every waystone. Every floor has a stone pillar with a blue flame, hidden in a random side room (never the room you arrive in, nor the room with the stairs down or the boss), so you have to explore to find it. Click it once, and you can travel back to that floor from camp later.
  5. Spend your points right away. Each level gives 5 attribute points and 1 skill point. The HUD shows a badge when you have points to spend.

Dying is gentle. You keep all your items and XP, lose 10% of the gold you're carrying, and wake up back in camp.

Choosing a class: which is best for beginners?

All three classes can finish the game. Our playtest bots beat every boss with each of them. They feel very different in your hands, though.

ClassWeaponStarting life / manaStart attributes (Str/Dex/Vit/Ene)Plays like
AshknightShort Sword + Buckler135 / 3030 / 20 / 25 / 10Melee tank. Gets 3 life per Vitality and 2 per level. Its Ember Fury trait restores 1 mana plus 3% of damage dealt on every melee hit.
StarbinderTwig Wand60 / 10010 / 25 / 10 / 35Ranged caster with fire, cold and lightning spells. Hits hard but is fragile, with only 2 life per Vitality and 1 per level.
WildrunnerShort Bow100 / ~4220 / 30 / 20 / 15Archer with poison and summoned wolves. Dexterity raises bow damage, crit chance and armour.

Our pick for a first run is the Ashknight. It has the most life, its trait keeps its mana topped up in a fight, and it starts with a shield. The Starbinder clears rooms the fastest, but you need to keep your distance, so it rewards careful positioning. The Wildrunner sits in the middle: wolves soak up hits while you shoot from behind them.

Leveling, attributes and gear priorities

How attributes work

  • Strength: +1% damage per point with melee weapons (+0.5% with wands and staves). Heavier gear needs it: Scale Mail needs 30, Embersteel Plate 55 and the Chasm Greatsword 60.
  • Dexterity: +1% bow damage, +0.1% crit chance with bows, +0.5 armour and +0.1% block chance per point. Bows need it too: 30 for a Hunter's Bow, up to 60 for a Galestring Bow.
  • Vitality: life. Each point is worth 3, 2 or 2.5 life depending on your class.
  • Energy: mana, +0.4% spell damage per point, and +0.5% damage with wands and staves.

There is no respec, so plan ahead. A good rule for every class is to put in enough of your main attribute to equip the next weapon tier when it drops, then put the rest into Vitality. Gear tiers unlock at roughly levels 9 and 18.

Skill points are scarce

You get 1 skill point per level, the level cap is 30, and skills go up to rank 20. That means you can't max everything. Each class has 9 skills in 3 columns. Tier 2 opens at level 6 and tier 3 at level 12, and each one needs at least 1 rank in the skill above it in the same column. The usual plan is to put one point into each prerequisite, then dump the rest into a single main attack.

Loot rarity and what to keep

  • Normal (white), magic (blue, 1 or 2 affixes), rare (gold, 3 to 5 affixes) and unique (orchid, fixed powerful mods). About 1% of item drops are unique and 7% are rare.
  • Elites always drop at least one magic item. Bosses drop 6 items with at least 2 rare or better, and their chance of a unique is six times higher.
  • Hover over an item to compare it with what you're wearing, and hold Shift to see both tooltips side by side.
  • Look for resistances and life on armour and jewellery, +Damage% or +Spell Damage% on weapons, and movement speed on boots. Amulets, staves, wands and orbs from item level 18 up can roll +1 to all skills.
  • Gear wears down as you fight. A broken item gives no stats until Brann the Smith repairs it. Rings and amulets never wear out.

Resistances decide the late game

Resistances cap at 75%, but deeper floors take some away: −15% on floors 5 to 8 and −30% on floor 9 and below. The Ember Abyss is full of fire, so start collecting fire resistance before you get there. Mott the Keeper's stash has 60 slots for spare resistance pieces.

Build tips for each class

Ashknight build

  • Early: Smoulder Strike (190% weapon damage plus a short stun) is your right-click skill from level 1. Wildfire Leap jumps you up to 6 tiles and hits on landing, which is handy for reaching archers.
  • Level 6: Tidebreaker Sweep hits everything in a frontal arc. Forgeheart Roar adds +25% damage and +20 armour for 20 seconds at rank 1.
  • Level 12: Cinder Cyclone is the main skill for most Ashknights. It hits everything around you for 200% weapon damage (+14% per rank) and costs only about 6 mana, which Ember Fury pays back as you hit. Ember Bulwark is a passive that adds all resistances (+5%, plus 1.5% per rank) and thorns, and it helps a lot against the abyss penalty.
  • Attributes: enough Strength for your weapon and plate, the rest into Vitality.

Starbinder build

  • Fire line: Starfire Bolt, then Falling Sun (explodes in a 1.8-tile radius), then Skyfire Meteor (impact plus burning ground).
  • Cold line: Rime Shard (chills), then Frost Ring (radius 4, chills for 2.5 seconds, great when you're surrounded), then Everwinter Storm (cold damage every second for 4 seconds over a 3-tile area).
  • Utility: Stargate Step teleports you up to 8 tiles, which is your escape button. Starlaw Mastery adds +12% spell damage and mana regeneration at rank 1, and more per rank.
  • Tip: Spells never crit, so look for +Spell Damage, Energy and cast speed instead. Use two elements: Slag Golems resist 75% fire and Hrath resists 35% fire, so a cold backup skill pays for itself.
  • Attributes: Energy for damage and mana, plenty of Vitality to make up for your low life, and some Strength if you want to wear Scale Mail (30).

Wildrunner build

  • Arrow line: Galebreaker Shot (180%), then Scatterfeather Volley (a fan of 3 or more arrows, great against packs), then Sunpiercer Volley (arrows that pierce every enemy in a line).
  • Wolf line: Call of the Wolf summons a spirit wolf that lasts 90 seconds, and a second one at rank 6. Huntlord's Mark adds +8% crit and +12% attack speed for 18 seconds. Palemoon Pack calls two big moonshadow wolves.
  • Poison line: Viperfang Arrow, then Miasma Cloud (a 5-second, 2.8-tile poison cloud), then Hunter's Instinct (a passive that adds Dexterity and crit).
  • Tip: The Mire Mother resists 75% poison and the Iron Warden 50%, so use physical arrows on bosses. Crit chance caps at 60% and crits deal 1.75× damage.
  • Attributes: Dexterity first, since it powers damage, crit and bow requirements. Then Vitality.

How to beat the bosses

The stairs on a boss floor stay sealed until the boss dies. All three bosses use their abilities about 30% more often once they drop below 35% life, so save potions for that last stretch.

BossFloorLifeWatch out forWeak to
The Mire Mother41,650Poison pools under your feet, a ground slam, and adds she summonsFire (−10% resist). She resists 75% poison.
The Iron Warden85,600A charge from range, a slam, and a 7-arrow volleyFire. He resists 50% poison, 30% cold and 20% lightning, and has high armour.
Hrath, the Ember King127,500Three meteors, a 5-tile fire nova, adds and a chargeCold, lightning and poison (20% resist each). He resists 35% fire.
  • Mire Mother: Poison pools land where you're standing and need 0.8 seconds to form. Keep moving and they'll miss you. She calls 2 adds at a time and stops at 4, so clear them with area attacks. Bring poison resistance, as the Elder warns.
  • Iron Warden: Only 2 arrows from each volley can hit you, so don't panic about the fan. Charges come from 3.5 to 11 tiles away. Melee players should stay close, and ranged players should fight at the edge of that range and sidestep.
  • Hrath: Meteors fall 1.2 seconds after they're marked and leave burning ground, so step out of the circle immediately. When he starts his nova, get more than 5 tiles away. Before you go down to floor 9, stack fire resistance to make up for the −30% penalty.

Everyday enemies worth knowing

  • Wisp Priests bring back dead Cinder Imps every 6 seconds. Kill them first.
  • Casters (Wailing Shade, Forge Adept, Abyssal Eye) release a point-blank burst if you get within about 2 tiles.
  • Chargers (Stonehide, Ash Horror) rush you from 3 to 7 tiles away.
  • Champion packs have blue rings and elites have gold rings. Read their mods: Vampiric heals itself, Smouldering explodes when it dies, and Frostbound slows your movement and attacks.

Shrines give you a short boost: Warstone (damage), Wardstone (armour and resistances), Galestone (speed), Clearmind Stone (mana), Springstone (full refill) and Goldenstone (+75% magic find for 90 seconds). Save Warstone for a boss room if you can.

Co-op tips (up to 4 players)

  • Setup: on the title screen, choose Play online, pick a saved character, and create a room. Send your friends the invite link or the room code. They join with their own characters, and the host presses Start.
  • Loot is instanced: every drop belongs to one player, so there's no reason to rush loot.
  • Stay together for XP: XP is shared among living players within 20 tiles. Each player gets 80% of a kill's XP in a pair and 70% in a group of four, so a full group levels faster than playing solo.
  • Monsters scale: each extra player adds +75% monster life and +12% monster damage. Play as a team: one tank or wolf pack in front, damage behind.
  • Revive fast: stand within 1.8 tiles of a downed friend for 3 seconds and they come back with 40% life and mana. If everyone goes down, the party returns to camp and each player loses 10% of their gold.
  • Talk before taking stairs: when anyone uses stairs, a portal or a waystone, a 3-second countdown starts and then the whole party moves.

FAQ

What is the best class in Ember Abyss?

For beginners, the Ashknight, because it has the most life and the easiest mana. For fast clearing, the Starbinder. For a safe ranged playstyle with pets, the Wildrunner.

Can I reset my skill or attribute points?

No. Points are permanent, which is why we recommend one main skill and only as much Strength or Dexterity as your gear needs.

What's the level cap, and what happens after the Ember King?

The level cap is 30. After Hrath falls, floors 13 and deeper are endless. Monsters keep getting stronger, and a boss returns on every fourth floor.

How do I save, or move my character to another computer?

Progress saves automatically in your browser, with up to 6 characters. To back up a character or move it, click the download icon next to it on the title screen, then use Import Save on the other device. Online play saves progress to each player's own browser too.

Easier: choose Sign in with Google on the title screen at ember-abyss.xaplore.dev. Your characters upload automatically, and signing in with the same account on another computer or browser brings them back, even after you clear your browser data. Signing in is optional; guests play exactly as before. (Sign-in isn't available inside the itch.io page.)

Can I play on a phone?

Taps work, but Ember Abyss is designed for a desktop with a mouse and keyboard, and that's where it plays best.

Is the game free?

Yes. It runs in your browser at ember-abyss.xaplore.dev, and it's also on itch.io.

Ready to go down? Pick a class, light the first waystone, and bring a friend if you can.

Play Ember Abyss