yo this is pretty sweet! i think the airborne mechanic is REALLY great and I especially like the way you implemented it. adding a z-level dimension to turn-based roguelikes often feels a bit gimmicky and hard to understand, but i feel you've come up with a really nice way of doing it with the UX of the y-offset and elevation number (i would honestly even go a step further and just eliminate the variable room heights and just have a fixed altitude cap everywhere). so many great ways this system could grow, and it would be super fun and satisfying to chain crazy combos of abilities (reminds me a bit of Wu Jian from DCSS). you've also managed to add a lot of pretty fleshed out systems (inventory, map, skills, identifiable items) so great work! it feels pretty complete to me as far as 7drls go. one question: it wasn't immediately clear to me if you gain any damage or evasion bonuses against enemies when you are at altitude 1. it sure feels like you do, but i'm not sure if i'm having a placebo effect lol.