The Codex

Chatacombs Wiki

Every class, ability, ultimate, legendary and secret of the arena, in one place.

Start here

How a round works

Chatacombs is a battle royale played from the live chat. You don’t steer your hero: it fights on its own. You choose who it is, how boldly it plays, and what chat does to everyone else.

JoinType join in chat. Your hero, named after you, enters the next round. Add a class, race or style in any order: join dwarf rogue cautious.
LobbyAbout 75 seconds between rounds while chat joins. Leave the class off and you get a random one.
Fresh startEveryone starts every round at level 1 with their class’s basic gear. Levels and loot reset next round.
The collapseThe dungeon shrinks toward a safe area in six phases. The first starts after 2 minutes; the whole round lasts about 10. Outside the safe area you take growing damage.
WinningLast hero standing wins. Keep chatting and you stay in for the next round automatically.
Big crowdsUp to about 100 heroes a round. When more are waiting, rounds get bigger and faster, and anyone left out goes first next time.

Play styles

StyleChat wordsHow your hero plays
Aggressiveaggressive, aggro, yolo, huntPicks fights readily, even with stronger heroes, and only runs below 15% health.
Balancedbalanced, normalThe default. Runs below 25% health.
Cautiouscautious, safe, sneakyAvoids risky fights and runs below 40% health.

Times on this page are at normal stream speed (5 game turns a second).

The Roster

Classes

Thirteen classes in three archetypes. Pick one with join and the class name or any of its chat words. Abilities unlock as your hero levels up; the ultimate unlocks at level 5.

Sellsword

Melee

Chat: join sellsword or warrior, fighter, soldier, merc

A blade for hire built to wade into a crowd: charge in, stun with the shield, then spin through everyone nearby.

Reaver

Melee

Chat: join reaver or barbarian, berserker, viking

All muscle. Charges, cleaves, roars enemies into retreat, then frenzies and drinks their blood.

Templar

Melee

Chat: join templar or paladin, crusader

An armoured guardian. Bashes and stuns from the first fight, and turns invulnerable when things go wrong.

Shade

Melee

Chat: join shade or assassin, ninja, shadow

An assassin. Vanishes, stalks a rival, opens with a guaranteed critical ambush, and marks the wounded for death.

Ascetic

Melee

Chat: join ascetic or monk, fists, brawler

Needs no weapon. Flying kicks that knock foes back, a burst of focus to recover, and a flurry that stuns.

Outrider

Melee

Chat: join outrider or scout, rider, cavalier

A scout with blade and bow. Shoots on the approach, charges in, and tramples a whole line with Stampede.

Sharpshooter

Archer

Chat: join sharpshooter or archer, ranger, hunter, sniper, bow

Lives behind a bowstring. Shoots even point-blank, vaults out of melee, and rains arrows on a crowd.

Arcanist

Mage

Chat: join arcanist or mage, wizard, sorcerer, caster

Blasts groups with arcane and fire magic and blinks away when cornered. Starfall is one of the biggest hits in the arena.

Lightbearer

Melee

Chat: join lightbearer or priest, cleric, holy

A holy fighter who smites from range, patches itself up, and ends fights with a healing Sunburst.

Mender

Melee

Chat: join mender or healer, medic, support

Very hard to kill. Heals constantly, and Lifeward resets a losing fight to full health.

Wildspeaker

Melee

Chat: join wildspeaker or druid, nature, beastmaster

Roots enemies where they stand and lets the ground do the work, healing between fights.

The Arsenal

Abilities

Heroes use their abilities automatically when the moment is right. Cooldowns are how long before the same ability can be used again.

Arcane Nova

2.8 s

A force blast with a 2-tile radius, cast up to 7 tiles away and aimed to catch the most enemies.

Arcanist Lv 1

Thunderclap

2.8 s

A lightning blast with a 2-tile radius, cast up to 7 tiles away. Prefers targets standing in water, where the lightning arcs.

Stormcaller Lv 1

Phase Hop

4.4 s

When cornered, blinks 4 to 6 tiles to the open spot farthest from every threat.

Arcanist Lv 1 · Stormcaller Lv 1

Piercing Shot

2.8 s

A bow shot that pierces in a line, with extra range and damage. Needs a bow and a target 2+ tiles away.

Outrider Lv 1 · Sharpshooter Lv 1 · Cutpurse Lv 1

Vault

3.2 s

Leaps 2 to 3 tiles away from whoever is in melee range.

Sharpshooter Lv 1 · Cutpurse Lv 1

Vanish

9 s

Turns invisible: for 4 s to escape a losing fight, or 6 s to stalk a rival 3 to 10 tiles away. See Stealth.

Shade Lv 1 · Cutpurse Lv 1

Whirlwind

3.2 s

With 2 or more foes adjacent, strikes up to 6 of them.

Sellsword Lv 12 · Reaver Lv 5

Shield Bash

2.8 s

A ×1.2 strike that stuns for 2 turns.

Sellsword Lv 5 · Templar Lv 1

Fireball

2.4 s

A fire blast with a 1-tile radius, up to 8 tiles away. Leaves the ground burning.

Arcanist Lv 5

Frost Nova

4 s

A cold blast around the caster (2-tile radius) that slows everything caught for 2.4 s and freezes the ground.

Arcanist Lv 12 · Stormcaller Lv 5

Chain Lightning

2.8 s

A bolt up to 8 tiles away that jumps to up to 4 targets, each within 4 tiles of the last.

Stormcaller Lv 12

Holy Smite

2.4 s

A holy bolt up to 7 tiles away that also heals the caster 10%.

Templar Lv 12 · Lightbearer Lv 5 · Mender Lv 12

Frost Arrow

2.8 s

A bow shot that slows the target for 3 s and frosts the ground under it.

Sharpshooter Lv 12

Poison Blade

2.4 s

A ×1.1 strike that poisons the target for 8 turns. Damage grows with level.

Shade Lv 5 · Cutpurse Lv 5

Shadowstep

3.6 s

Blinks behind a strong foe 2 to 6 tiles away and strikes for ×1.5.

Shade Lv 12

Flying Kick

2.8 s

Leaps at a strong foe 2 to 6 tiles away, strikes for ×1.4 and knocks it back 2 tiles, stunned.

Ascetic Lv 5

Inner Focus

8 s

Below 60% health with foes close, heals 20% and gains haste.

Ascetic Lv 12

Entangle

3.2 s

Roots a foe up to 8 tiles away for 3 turns and splashes acid on the ground under it.

Wildspeaker Lv 5

War Cry

6 s

Gains might (bonus damage) for 6 s and frightens every foe within 3 tiles. Bosses ignore it.

Reaver Lv 12 · Outrider Lv 5

The Finishers

Ultimates

Every class has one ultimate. It unlocks at level 5 and is first ready 20 seconds into the round. It recharges in 20 s, 16 s from level 20, and 12 s from level 35. Heroes save it for real danger: a rival, a big monster, three or more foes, or low health.

Steel Cyclone

Sellsword

Two ×1.75 strikes on every adjacent foe, then stoneskin (extra armor) for 6 s.

Red Frenzy

Reaver

4 s of ×1.5 melee damage with 20% life steal, plus haste and an instant 20% heal.

Starfall

Arcanist

A huge fire blast (3-tile radius) up to 9 tiles away. Leaves the area burning.

Sunburst

Lightbearer

A blast of light around the caster (4-tile radius), heals 50% and blesses for 8 s.

Smoke and Daggers

Cutpurse

Stuns everything within 2 tiles for 4 turns, heals 30%, leaps away if badly hurt, and grants 4 s of stealth.

Arrow Storm

Sharpshooter

A volley that covers a 3-tile radius up to 9 tiles away, at three times the bow’s dice.

Sacred Bulwark

Templar

Invulnerable for 3 s and heals 30%.

Stampede

Outrider

A 10-tile charge that tramples everyone beside the path (×1.5, stunned), then a ×2 strike on the target.

Lifeward

Mender

A full heal that also clears poison, slows, stuns and fear, then takes half damage for 5 s.

Death Mark

Shade

Blinks beside a rival or big monster within 10 tiles, strikes twice for ×2.5, and finishes it outright below 30% health.

Storm of Fists

Ascetic

Four rounds of strikes on an adjacent foe, then a 2-turn stun.

Tempest

Stormcaller

Lightning strikes up to 6 foes within 8 tiles (rival heroes first) and stuns each one.

Grasping Roots

Wildspeaker

An acid blast around the caster (5-tile radius) that roots everything for 3 turns and heals 25%.

The Hoard

Legendaries

Eighteen legendaries, each with a unique power. Only one of each exists per round. Every boss carries one, the guardian of the great hall carries one, and rare caches, supply drops and elite monsters very occasionally hold one. When a carrier dies, it drops for anyone to take.

Emberfang

Sword

Ignite

Bonus fire damage, and hits can set the ground under the target ablaze.

The Hungering Edge

Long sword

Devour

15% life steal, and every kill heals 30% of max health.

Cragmaul

War hammer

Quake

Every third melee hit shakes the earth: everything adjacent is stunned and takes 60% of the hit.

Voidreaver

Battle axe

Reap

Any hit on a hero below 15% health (monsters below 20%) kills them outright. Bosses are immune.

Frostbite

Dagger

Frostbite

Bonus cold damage. Hits slow the target, sometimes stun, and freeze the ground.

Gloamstring

Long bow

Splitshot

Every arrow splits: two more foes near the target take 60% of the hit.

The Starseeker Sling

Sling

Comet

One shot in four bursts like a falling star, hitting everything next to the target.

The Stormglass Staff

Staff

Arc

Bonus lightning damage, and every strike leaps to up to 3 nearby foes.

The Bramblecoat

Body armour

Thornwall

Attackers take 40% of their damage back, and one in four is snared. Also regenerates health.

The Mantle of Last Light

Robe

Undying

Cheats death once per round: back at 50% health and invulnerable for 2 s.

The Ironvow Plate

Plate armour

Bulwark

Takes a quarter less damage from everything.

The Aegis of Dawn

Shield

Aegis

Blocks one attack in five completely. Resists fire and cold.

The Galeboots

Boots

Windwalk

Much faster movement, and below 30% health blinks 5 to 8 tiles away from danger.

The Duskwalker Cloak

Cloak

Shadowmeld

Turns invisible when badly hurt, and ambushes hit 50% harder.

The Crown of Ages

Helm

Wisdom

+50% experience from everything, and sees farther.

The Bloodstone Band

Ring

Bloodpact

Wounds close on their own when not hit for a moment, plus a little life steal.

The Heart of the Mountain

Amulet

Titan

+30% maximum health.

The Eye of the Storm

Amulet

Overcharge

Abilities recharge 30% faster and ultimates twice as fast.

The Spoils

Loot and rarity

Gear comes in five colour-coded tiers. Every item also has an item level: loot found in dangerous places, or late in the round, is stronger.

TierExtrasStat scaling
CommonNo extra properties×1
Uncommon1 extra property×1.15
Rare2 extra properties×1.35
Epic3 extra properties×1.6
LegendaryA unique power×1.9
SourceWhat it rolls
MonstersSometimes drop gear: mostly common and uncommon, 12% rare, 3% epic.
Treasure cachesMostly uncommon, 22% rare, 6% epic, plus a healing draught and some XP.
Rare caches and supply dropsHalf rare, 28% epic, 2% legendary.
Elite monsters45% rare, 37% epic, 3% legendary.
BossesTheir legendary, two epics and a healing draught.
Death lootWhen a hero falls, everything they found scatters around the body for anyone to grab. Heroes go out of their way for it.
CalloutsEpic finds get a banner. Legendary finds get a big ★ callout, and carriers show ★ in their name tag.

The Climb

Levels and experience

Heroes level from 1 to 50 within a single round, and the gaps get huge. A big level lead decides most fights.

Level gapEvery 3 levels above a target gives +1 accuracy (up to +6), and every level above adds 3% damage (up to ×1.75). Low-level heroes barely scratch high-level ones.
Killing rivalsThe biggest source of XP: a large reward based on the victim’s level, plus a quarter of all the XP they had earned.
MonstersWorth more the higher their level, and more again when they out-level you. Killing far weaker monsters earns almost nothing.
Ascension shrinesGrant one full level, once. A few sit in outposts, and a new one erupts in the safe area every 90 seconds from the first minute. Heroes race for them. At level 50 a shrine fully heals instead.
Exploring and cachesNew ground and opened caches give a steady trickle of XP.
Name tagsShow each hero’s level and what it’s doing. Hero markers get a silver ring at level 15, gold at 30 and a burning ring at 45.

Monster levels

Monsters are level 1 near the drop points and get tougher the farther you go, up to level 32. Outpost guards are a few levels higher. Up close, monster levels are coloured by how dangerous they are to the nearest hero. Heroes leave sleeping monsters far above their level alone.

The Fight

Critical hits, deathblows and stealth

Critical hitsEvery hero gets +5% critical chance in the arena. Crits hit for double damage, more for some classes.
DeathblowsA critical hit rolls a second time. If that lands too, the target dies outright: “DEATHBLOW!” The chance is capped at 3.5% against heroes and 10% against monsters. Bosses and invulnerable heroes are immune.
StealthHidden heroes can’t be seen by rivals or monsters unless they’re right next to them. Viewers still see them, faint and wavering.
AmbushAttacking from stealth always hits and always crits, so it can deathblow. It also reveals the attacker.
Breaking stealthAttacking, casting, getting hit, time running out, or standing near firelight (fire or lava within 2 tiles, or burning yourself).
Who gets stealthShade and Cutpurse (Vanish), Cutpurse’s Smoke and Daggers, and anyone wearing the Duskwalker Cloak.

The Bloodlines

Races

Twelve races, each with its own strengths and one special trait. Add one to join, or let the game pick.

Human

+15% experience

Average at everything, and quick to learn.

Chat: human

Dwarf

+1 armour

Stocky and hard to kill. A little slow, but their skin is like stone.

Chat: dwarf

Thimblekin

+2 ranged accuracy and damage

Pocket-sized, with steady hands. Nothing they shoot seems to miss.

Chat: thimblekin, halfling

Moon Elf

+20% maximum mana

Frail night-scholars, deep in arcana.

Chat: elf, moon elf

Orc

+1 melee damage

Brutal fighters who are not overly bright.

Chat: orc

Star Elf

+2 sight radius

Far-sighted travellers with starlight in their veins.

Chat: star elf

Gnome

+25% gold found

Clever tinkerers who can smell gold through rock.

Chat: gnome

Scurrid

Resists poison

Whiskered tunnel scavengers with quick feet and iron stomachs.

Chat: scurrid, ratfolk, rat

Umbral Elf

Monsters are slow to notice them

Raised far from any sun. Monsters rarely hear them coming.

Chat: umbral elf, umbral

Wyrmblood

Resists fire, +1 armour

Descendants of an old dragon line. Strong, and unbothered by fire.

Chat: wyrmblood, dragon, wyrm

Veilborn

Mana regenerates twice as fast

Half in this world and half beyond it.

Chat: veilborn

Troll

Health regenerates three times as fast

Enormous and dim. Their wounds close while you watch.

Chat: troll

The Lords Below

Bosses

Huge, high-level monsters that kill low-level heroes in a few hits. Beat one and you get its legendary.

LairsAbout one lair for every 8 heroes (2 to 8 per round). The first two are level 16 and 22, and later ones climb to 50.
Rising bossesWhen the fourth collapse phase starts, a boss rises inside the safe area a few levels above most of the field. Chat can vote one in too.
ToughIgnore stuns and slows, hit everyone around them when surrounded, can’t be deathblown, and heal if you lure them away from their lair.
Who fights themHeroes run from bosses unless they are 4 or more levels above, and go hunting for them once they’re strong enough.
  • Snaggletooththe Kobold King
  • Gruzzlethe Goblin King
  • Abbot Malrecthe Drowned
  • Urgashthe Orc Warlord
  • Mother Skreevathe Brood Queen
  • Vorththe Bone Lord
  • Gormthe Troll Tyrant
  • Ignivyrthe Ember Wyrm
  • The Hollow KingLord of the Barrows
  • Xal’Thuunof the Rift

The Grounds

Arenas and hazards

Every round is a new procedural dungeon in one of twelve themes, with outposts full of caches, guards, fountains and shrines.

Natural Caves

Winding caves with ruins, underground streams and the odd acid pool.

Crypt

Darker than most. Packed with ruins and maze sections, with undead everywhere.

Volcanic Depths

Lava rivers with bridges, and fire vents that erupt every 14 s.

Frozen Caverns

Ice sheets, frozen rivers and pillared halls. Watch your footing.

Spider Nest

Webbed caves full of spiders, with acid pools. Webs burn.

The Riftlands

Huge halls and ruins split by lava, with acid and ice. Demons and elementals.

Flooded Halls

Ruins sunk in lakes and rivers. Great for anyone throwing lightning.

Elven Halls

Grand pillared halls and ruins.

Labyrinth

Mostly maze. Giants and beasts lurk in the corridors.

The Abyss

Dark, with lava rivers, acid and fire vents. Demons and undead.

Goblin Warrens

A sprawl of ruins full of goblins, kobolds and orcs.

Dungeon

Classic rooms and ruins, halls and the occasional maze.

Ground hazards

GroundEffect
FireBurns for 3% of max health every turn, and keeps burning for a moment after you leave. Spreads through webs, melts ice and boils off acid. Comes from fire spells, Starfall, meteors and volcanic vents.
AcidBurns for 3.5% of max health every turn and corrodes armour and aim.
WaterSlows you down and puts out burning heroes. Lightning arcs through connected water, shocking and stunning everyone in it.
IceSlippery. Frost magic freezes water into ice; fire melts it.
LavaRivers in volcanic, rift and abyss arenas, crossed by bridges.

Outposts and features

Treasure cachesGear, a healing draught and XP. Rare caches are better.
FountainsRestore 35% health and 40% mana. Hurt heroes seek them out between fights.
Ascension shrinesOne full level, single use. See Levels.
Great hallA central pillared hall guarded by a level-14 elite carrying a legendary.

The Chaos

Chaos events

When the collapse moves, chat votes on what hits the arena next. Type 1, 2 or 3 while the vote is on screen.

Meteor

Crashes into the biggest cluster of heroes, hitting everything within 3 tiles with fire and leaving a burning crater.

Healing rain

Every hero recovers 35% of their health, and every fire goes out.

Hoard imp

A tough little thief appears in the safe area carrying elite and rare loot and gold. Catch it before it escapes after about 50 seconds.

Monster surge

Packs of monsters burst out around the safe area, levelled to threaten the strongest heroes still standing.

Blood moon

Every monster wakes up and deals 30% more damage for the rest of the round.

Boss

A boss rises in the safe area, a few levels above most of the field, carrying a legendary.

The Crowd

Chat powers

No hero? You can still change the round. Each power needs enough of chat to agree, and the number scales with how many people are chatting, so nobody swings it alone.

cheer NAME

When enough of chat cheers a hero, they heal 20% and hit harder for 8 seconds.

boo NAME

When enough of chat boos a hero, they’re slowed for 3 seconds.

bounty NAME

Puts a price on a hero: 100 XP plus 50 per level, and it stacks. Rivals hunt them, and whoever lands the kill takes the XP. Bounty heroes show ◎ in their name tag.

drop

Fills the supply-drop meter. When it’s full, a crate of rare loot lands in the safe area.

pick NAME

A free prediction of the winner, open until half the heroes are down. The winner screen shows who called it.

The Grimoire

Chat commands

Type these in the live chat. The ! is optional: join and !join both work, as long as the command is the whole message.

CommandAlso worksWhat it does
joinplay, enterEnter the next round. Add a class, race and style in any order.
class NAMEChange your class for the next round.
race NAMEChange your race for the next round.
style NAMEmodeaggressive, balanced or cautious.
mehero, whereHighlight your hero and point the camera at it.
statsrankYour wins, kills and best finish.
1 / 2 / 3Vote while a chaos vote is on screen.
cheer NAMEhypeChat power: heal and empower a hero.
boo NAMEjeerChat power: slow a hero.
bounty NAMEhuntChat power: put a price on a hero.
dropsupply, airdropChat power: fill the supply-drop meter.
pick NAMEpredictPredict the winner.
classesList the classes on screen.
helpcommands, howShow the commands on screen.
leavequitStop playing. Type join to come back.