Step onto a corrupted tile. Draw from the Threat Deck.

That's the moment when you never know what's waiting.

Early game, you'll face Slimes - weak individually, but they split when wounded. Hit one for 2 damage and roll a 5 or 6? Now there's two of them. Goblin Patrols are smarter - they gang up, getting +1 attack when fighting together. Corrupted Wolves are worse. Fast, so their first attack can't be blocked. And they leave wounds that reduce your maximum HP until you return to the settlement.

But here's what makes the Threat Deck interesting: it evolves.

You start with just Tier 1 threats - manageable. Then you complete Story Quest 4, and Tier 2 gets shuffled in. Goblin Shamans that heal their allies. Elite Beasts that hit harder. Suddenly those corrupted tiles feel a lot more dangerous.

After Story Quest 6? Tier 3. Shadow Lords with corruption auras. Ambush parties that attack before you can react.

From the Monster Design Notes

"HP 6 | DEF 1 | ATK 3. WOUND: Reduces hero's max HP by 1 until Settlement heal. First attack cannot be blocked."

Every stat matters. Defense 1 means you need to roll extra hits to get through. Attack 3 means even your Warrior feels it. And that WOUND keyword? That's the corruption leaving its mark on you.

The deeper you go, the harder it gets. But by then, your heroes have grown too. Skill trees unlocked. Better equipment. A settlement full of bonuses.

It's an arms race against the darkness. And it never stops escalating.