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Compendium
Part of The Deep, the endgame: start here
Ember Breaches
Your Pyre Tier + 1. Every kill drops Embers to pick up, a Threat meter calls ambushes and a Warden, and Ember Chests let you choose the reward.
Schedule
- Every hour on the hour (UTC) one of the 25 campaign dungeons breaches and stays open for 55 minutes; then there is a short gap before the next. It is the same dungeon for every player in the world.
- To answer a breach you must have beaten Grukk (Act I), and your campaign must have reached the breaching dungeon: a breach never skips you ahead.
- The five Act finales breach less often (9% of hours between them).
- The Survey's Held Open node keeps an act's breaches open longer for you.
- Missing one costs you nothing but that hour: there is always another.
Inside a breach
- The dungeon plays at your Pyre Tier + 1, and every elite carries 1 extra affix.
- Every kill drops a glowing pile of Embers: walk over it to pick it up, like gold. Piles you leave behind are lost. Embers are yours for this run only and never saved.
- Every kill fills the Threat meter. At 33 and 66 an ambush pack jumps you (4–6 of the dungeon's own foes, one of them an elite); at 100 the Breach Warden arrives.
| Kill | Embers | Threat |
|---|---|---|
| Ordinary foe | 1 | +1 |
| Elite | 5 | +4 |
| Boss or vault guardian | 25 | +4 |
| The Breach Warden | 150 | · |
The Breach Warden
- A named boss drawn from the Descent's bosses (never the dungeon's own), with 2 extra affixes and 30% more health.
- Kill it and it drops a big pile of 150 Embers, a guaranteed Emberforged piece (legendary or better), a chart at the breach's tier and a 10% chance of a Survey Shard.
Ember Chests
One Ember Chest waits on the first floor and one on every floor after (at most 4 a run). Each one glows and shows as a key on your map, so you can head straight for it. Beat its guards, walk up, pay in Embers and choose the pool it rolls in. The odds are printed on the chest before you pay.
Every chest is guarded, and the guard grows with the chest's rank. The chest stays locked until its last guard falls; the guards wait around it and wake when they see you.
| Chest | Guards |
|---|---|
| First chest | An elite pack: 5–7 of the dungeon's foes, 2 of them elite |
| Second chest | A champion's pack: the same pack, led by a champion with 3 affixes |
| Third and later | A mini-boss (the dungeon's own when it has one, Breach-touched) with 4 more foes |
| Chest | Price | Rolls in the pool you choose |
|---|---|---|
| First chest | 75 embers | 1 |
| Second chest | 150 embers | 2 |
| Third and later | 300 embers | 4 |
| Pool | What's in it | Rarity odds, Pyre Tier 1–2 | Rarity odds, Pyre Tier 3+ |
|---|---|---|---|
| Weapon | A weapon or off-hand for your class. | epic 60% · legendary 40% | epic 55% · legendary 40% · mythic 5% |
| Armour | Helm, body, gloves, boots, cloak or belt. | epic 60% · legendary 40% | epic 55% · legendary 40% · mythic 5% |
| Jewellery | An amulet or a ring. | epic 60% · legendary 40% | epic 55% · legendary 40% · mythic 5% |
| Charts & Inks | A chart at the breach's tier when one is drawn, and inks for its Marks. | 1 chart and 2 random inks | same |
| Materials | A bundle of crafting materials for the breach's tier. | · | · |
| Mystery | Any slot, one rarity up from the gear pools. | legendary 92% · unique 8% | legendary 55% · mythic 40% · unique 5% |
| Breach tier | One roll |
|---|---|
| Tier 2 | 12 iron scrap + 5 arcane essence + 2 void crystal |
| Tier 3 | 12 iron scrap + 6 arcane essence + 3 void crystal |
| Tier 4 | 12 iron scrap + 7 arcane essence + 4 void crystal + 1 forgotten soul |
| Tier 5 | 12 iron scrap + 8 arcane essence + 5 void crystal + 1 forgotten soul |
| Tier 6 | 12 iron scrap + 9 arcane essence + 6 void crystal + 1 forgotten soul |
| Tier 7 | 12 iron scrap + 10 arcane essence + 7 void crystal + 2 forgotten soul |
| Tier 8 | 12 iron scrap + 11 arcane essence + 8 void crystal + 2 forgotten soul |
| Tier 9 | 12 iron scrap + 12 arcane essence + 9 void crystal + 2 forgotten soul |
| Tier 10 | 12 iron scrap + 13 arcane essence + 10 void crystal + 3 forgotten soul |
| Tier 11 | 12 iron scrap + 14 arcane essence + 11 void crystal + 3 forgotten soul |
| Tier 12 | 12 iron scrap + 15 arcane essence + 12 void crystal + 3 forgotten soul |
| Tier 13 | 12 iron scrap + 16 arcane essence + 13 void crystal + 4 forgotten soul |
| Tier 14 | 12 iron scrap + 17 arcane essence + 14 void crystal + 4 forgotten soul |
Falling & leaving
- If you fall (or go down), 50% of the Embers you carry (rounded down) scatter on the floor around you in 3–6 piles. Anyone in your party can pick them back up, you too once you're up again. The HUD shows what you stand to lose.
- Embers you still carry when you leave cool into essence at 10 Embers for 1 essence. Piles still on the floor are lost; the result screen counts them.
- The Survey can add Embers (Ember Magnet).
- Co-op: the party enters the leader's breach. Every kill drops a pile for each player (you only see your own, like gold), and every player carries and loses their own Embers. For now Ember Chests open for the party leader.