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Dungeon extraction

Dark and Darker

Development

“Every door you push through is one you already own.”

The Dark and Darker module runs full-tile ESP, ranged silent-aim, class-aware melee timing, and loot-value routing. Boss encounters get their own tuning; the parry window is a readout, not a guess.

This module is under active development. Every feature listed below is a live snapshot of what’s currently in source — the page updates automatically on every deploy. Keys publish in the store the moment the module clears validation.

Feature enumeration

What the module does for the player.

Every category below is a live snapshot of what’s currently in source — each collapsible section holds the exact features, capability limits, and configurable knobs that ship with the module right now. The list updates automatically on every deploy.

Visibility (ESP)

5 features

Every entity resolved through stone.

  • Player + monster chams through walls with class read (Fighter / Wizard / Rogue / Ranger / Cleric / Barbarian / Warlock / Bard / Druid)
  • HP / stamina / mana / spell-charge bars visible through walls
  • Sound-cone visualiser with per-material damping (stone / wood / carpet)
  • Trap + hazard highlighter across the entire tile
  • Boss-room state indicator (uncleared / active / cleared)

Aim assistance

5 features

Ranged silent-aim, melee timing helper.

  • Ranged silent-aim — bow / crossbow / wand / staff projectile-velocity aware, PSilent-style trigger-only resolve
  • Aim prediction — per-weapon projectile drop + target-velocity + latency compensation
  • Melee auto-attack timing with weapon-swing-curve overlay
  • Auto-parry with attacker-class-window compensation
  • Bone selection — head / chest / weapon-arm

Combat helpers

5 features

Parry, riposte, follow — timed for you.

  • Riposte-follow chain advisor
  • Ritual-cast timing helper for boss encounters (Lich / Cyclops / Skeleton King)
  • Health-potion cast prediction for melee counter-hits
  • Auto-block-key with stamina-budget management
  • Auto-cast defensive spells on incoming skillshot prediction

Loot & mapping

6 features

Rooms rank themselves the moment you enter.

  • Loot rarity outline on every container and pile (Poor / Common / Uncommon / Rare / Epic / Legendary / Unique)
  • Priority room routing weighted by cumulative loot value
  • Full-tile minimap with fog-of-war removed
  • Safe-room route with class-appropriate cover preference
  • Extract portal countdown with elevation offset
  • Trader-value + market-history tag on every item pickup

Configuration surface

4 features

Per-class. Cloud-synced.

  • Per-class profiles auto-load on character select
  • Cloud-synced across every session
  • Global hotkeys rebindable per feature
  • Every feature independently toggleable mid-dungeon

Sight Beyond Stone 8 features

Marketing leads with full-tile ESP through walls plus class read, boss-room state, trap highlighter, and sound cones. The adapter's IEntitiesProvider + IRenderProvider (WorldToScreen)back all of it. This chapter is drawn as an alchemist's scrying page: enemy silhouettes rendered as woodcut figures inside a circle of eye-runes.

Class-Aware Player Chams

Draws player silhouettes through stone tinctured by class: Fighter azure, Wizard violet, Rogue sable, Ranger vert, Cleric or, Barbarian gules, Warlock purpure, Bard rose, Druid mossvert.

Monster & Boss Silhouettes

Undead, orcs, spectres and named bosses rendered as illuminated bestiary woodcuts with rune-ticked health above the head.

HP / Stamina / Mana / Spell-Charge Bars

Four-bar readout over each head in illuminated colors: vermillion for blood, umber for wind, azure for arcana, gilt for spell charge.

Sound-Cone Visualiser

Traces your own audible footprint as guttering torchlight on the floor, damped per surface: stone loud, wood muted, carpet whisper.

Trap & Hazard Highlighter

Pressure-plates, spike traps, tripwires and glyph-runes glow crimson through stone across the entire tile.

Loot Rarity Halo

Container and pile aura by rarity tier: Poor ash, Common bone, Uncommon verdigris, Rare azure, Epic amethyst, Legendary gold, Unique blackflame.

Boss-Room Sconce Indicator

A tiny sconce icon above each boss door — dark (uncleared), lit red (active fight), extinguished (cleared)

Enemy Torch-Cone (Vision) Overlay

Enemy AI vision cones drawn as a warm torch-splash on the dungeon floor so you can sidestep patrol arcs.

Steady Hand 6 features

Marketing promises PSilent-style ranged aim, projectile-drop prediction, bone selection, and auto-parry. The adapter exposes GetBonePriorityList, PredictImpact, and melee_timing/boss_timing/magic_cast state. This chapter is drawn as an archer's field manual….

Ranged Silent Aim (PSilent)

Trigger-only resolve for bow, crossbow, wand and staff — arrow leaves your hand where the server sees the target, not where your crosshair points.

Projectile Drop & Lead Prediction

Per-weapon gravity + muzzle-velocity + target-velocity + ping compensation, reading Combat::PredictImpact against the enemy's live velocity.

Bone Priority

Order the bone the resolver picks — head for kills, chest for wounds, weapon-arm to disarm mid-swing.

Auto-Nock (Bow Auto-Draw)

Auto-holds bow at maximum draw the moment a valid target enters FOV so first-shot damage is never under-drawn.

Melee Swing-Arc Overlay

Draws your weapon's actual damage arc on the floor tinted by weapon class — longsword sweep, dagger flick, warhammer overhead.

Aim Smoothing

Snap curve applied to silent-aim resolve — pure snap for keyboard clips, buttery ease for streamer-safe footage.

The Parry Ledger 7 features

Directly wraps the adapter's melee_timing mechanic (perfect_parry, fast_follow, recovery_zero, combo_force)plus player_movement:strafe_unlock. This is the heart of the 'Parry God' pack. Drawn as a ledger page ruled with staff lines showing parryWindow (ms)and fastFollowDelta plotted against opponent weapon class.

Perfect Parry (recovery zero)

Writes swingRecovery = 0 in the reactive window computed from anim.progress; parry lands on any swing regardless of class match.

Fast-Follow Combo

Chains the next swing inside fastFollowDelta with zero recovery — riposte-and-thrust in a single hold.

3
Recovery-Zero on Whiff

If the swing misses (no hit event on release), drops recovery to zero so you re-swing without the animation lockout.

Riposte-Follow Advisor

After a landed parry, prints a directional prompt on the HUD — thrust, sweep, or heavy — matched to your equipped weapon's fastest damage frame.

Strafe Unlock During Swing

Writes velocity * 1.6 through the swing window so you can trade around the opponent's arc instead of being locked in the animation.

Stamina-Budget Auto-Block

Auto-raises block on incoming swing detection but never dips stamina below the reserved evade budget.

Parry Ledger Panel

Rolling log of the last twenty parries with opponent class, incoming weapon, and hit/miss verdict — kept between raids for tuning.

20

Ritual & Cast Codex 7 features

Wraps magic_cast (cast_bypass, progress_force, lock_remove, ritual_bypass)and the auto-defensive-cast promise from the marketing site. Drawn as a spellbook chapter with concentric ritual circles inked into the margins that quietly rotate.

Cast Progress Force

Writes castProgress = 1.0 in the aligned tick window so windups end instantly — including ritual-tier spells whose channel is normally uninterruptible.

Stationary Lock Bypass

Zeroes stationaryLockTime — you keep moving through the cast, staff-and-wand casters no longer root.

Ritual-Circle Bypass

Writes ritualProgress = 0 to instantly complete circles inside the aligned tick — protected state carries into the next window for a dupe-safe follow-up.

Health-Potion Cast Predictor

Reads enemy castProgress against known potion durations and flags the mid-cast window as a green counter-hit interval for you.

Auto-Defensive Cast

Fires a ward or shield spell the moment the projectile predictor flags an inbound skillshot — auto-Zaphs, auto-wards, auto-Sanctuaries.

Spell-Charge Meter

Overlays your remaining charges per prepared spell and ticks the recharge on the same rubricated staff lines used by the parry ledger.

Ritual Circle Highlighter

Draws every active ritual circle on the dungeon floor with a progress ring, tinted by ritual class — vermillion for cursed, gilt for holy.

Loot Manifest & Cartography 8 features

Wraps loot_extract (loot_dupe, ritual_dupe, force_extract, reroll_rarity), inventory (container_dupe), plus marketing's loot rarity outline, market-value tag, priority room routing, and full-tile minimap. Drawn as a merchant's inventory sheet clipped to the right leaf with a folded parchment map peeking from beneath.

Container Dupe (openContainerWindow)

In the openContainerWindow sync tick, reads item qty and writes qty * dupeMult back — legendaries multiply cleanly, common junk stays 1x if rarity-gated.

Ritual-Protected Dupe

Cross-fires ritual_bypass + container dupe in the same aligned tick so the dupe writes land inside the protected replication window.

Rarity Reroll

When rarityMask flags reroll_ready, rolls the container's rarity mask up one tier — a rare crate rolls to epic, an epic to legendary.

1
Market-Value Tag

Pins the current trader value and rolling market-history line above every pickup so you know before you loot whether the tile is paying rent.

Priority Room Router

Weights each unexplored room by cumulative loot value inferred from container inventory and draws an inked arrow at door thresholds pointing to the richest next room.

Auto-Pickup Filter

Filters world-loot autopickup by rarity floor and market threshold — never wastes a bag slot on Common bread while a Legendary sword sits on the ground.

Full-Tile Minimap (Fog Off)

Right-leaf mini-parchment map with fog-of-war removed, showing chambers, corridors, doors, and boss-room state at a glance.

Safe-Room Cover Router

Overlays a class-aware safe-room path preferring shadow for Rogues, doorway funnels for Fighters, ritual circles for Warlocks, high ground for Rangers.

Boss Cantos 6 features

Wraps boss_timing (boss_parry_window)and marketing's ritual-cast timing helper for Lich / Cyclops / Skeleton King. Drawn as an illuminated bestiary page with a red-wax profile seal per boss and a swing-arc diagram plotted in ink.

Boss Parry God

Writes bossSwing.recovery = 0 and sets DND_MELEE_PARRY_EXPLOIT in the reactive frame — Lich cleaves, Cyclops sweeps, Skeleton King overheads all become parryable.

Boss Swing Predictor

Reads boss swingWindup and paints the imminent arc on the floor with a rubricated countdown numeral (frames-to-impact)in the margin.

Ritual-Boss Timing Helper

For channelled bosses (Cyclops eye-glow, Lich channel, Skeleton King rally)paints the channel bar and prompts the counter-cast frame.

Add-Clear Timing

Predicts add-spawn windows per boss and flashes an ink-blot on the doorway they'll emerge from four seconds ahead.

Boss HP & Phase Readout

Boss health drawn as rune-tick segments; each broken rune marks a phase threshold with a small red-wax seal that cracks when the phase triggers.

20
Post-Kill Loot Force

On boss death, auto-fires loot_dupe + force_extract on the boss chest in the same aligned tick so the legendary drop lands doubled and you portal out before campers close.

The Extract Portal 6 features

Wraps extract_pve (pve_extract_force)plus marketing's extract portal countdown, extract-camper detection, and alt-portal preview. Drawn as a torn map corner with a ring of portal glyphs; the active portal glows.

Portal Countdown & Elevation

Live countdown to every known portal with elevation offset so you don't run for a portal that's one floor above you.

Force Extract (evac low-timer)

Writes extractTimer down to the target value in the aligned tick — evac completes on the next server tick instead of waiting the full channel.

Alt-Portal Preview

Previews alternate drop-portal locations before you commit — hover a preview and the router redraws the safe path to it.

Extract-Camper Detector

Flags any player who has been within eight meters of a portal for more than twelve seconds with a red-wax 'CAMPER' seal above their chams.

Portal Pathfinder

Routes you to the safest known portal factoring camper flags, sound cones, remaining timer, and your class's cover preference.

PvE Priority-Loot Evac

On a solo-PvE dungeon, evacuates only after the highest-value uncollected chest on the current tile has been visited — otherwise flags the detour.

Scribe's Preferences 7 features

Marketing's configuration surface: per-class profiles auto-loading on character select, cloud sync, hotkey rebinding, per-feature mid-dungeon toggling. Adapter is backend-token gated. Drawn as the tome's dedication page with a signet ring at the top-left and a….

Per-Class Profile Auto-Load

Backend profile swaps automatically on character select — Fighter loads the parry-heavy pack, Wizard loads the ritual-bypass pack, Rogue loads the dupe-run pack.

Cloud Sync

Every profile change writes back through the backend token so a second machine on the same operator boots into the same setup.

Global Hotkey Rebinder

Every feature above exposes its keybind here as one iron key-tag — click a tag, press a key, done.

Panic Key (instant hide)

Instantly zero-alphas every overlay draw call — the tome slams shut, chams and arrows disappear, only the vanilla client remains on screen.

Menu Opacity

Adjusts the parchment leaves' translucency so the tome doesn't block the dungeon behind it mid-fight.

Torch-Flicker Intensity

Controls the ambient amber pulse warming the outer margins — dead for a static look, brisk for full dungeon atmosphere.

Backend --mech-params Editor

The torn parchment slip at the bottom edge — click it to hand-edit the raw --mech-params string that gates every action above.

TAB cycle · SPACE toggleESC closespec: darkanddarker.json · T-F04D