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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.
Embers and Threat per kill (dropped as a pile to pick up)
KillEmbersThreat
Ordinary foe1+1
Elite5+4
Boss or vault guardian25+4
The Breach Warden150·

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.

Who guards each Ember Chest
ChestGuards
First chestAn elite pack: 5–7 of the dungeon's foes, 2 of them elite
Second chestA champion's pack: the same pack, led by a champion with 3 affixes
Third and laterA mini-boss (the dungeon's own when it has one, Breach-touched) with 4 more foes
Ember Chests (one on the first floor, one on each later floor, at most 4 a run)
ChestPriceRolls in the pool you choose
First chest75 embers1
Second chest150 embers2
Third and later300 embers4
The six pools and their printed odds (per roll)
PoolWhat's in itRarity odds, Pyre Tier 1–2Rarity odds, Pyre Tier 3+
WeaponA weapon or off-hand for your class.epic 60% · legendary 40%epic 55% · legendary 40% · mythic 5%
ArmourHelm, body, gloves, boots, cloak or belt.epic 60% · legendary 40%epic 55% · legendary 40% · mythic 5%
JewelleryAn amulet or a ring.epic 60% · legendary 40%epic 55% · legendary 40% · mythic 5%
Charts & InksA chart at the breach's tier when one is drawn, and inks for its Marks.1 chart and 2 random inkssame
MaterialsA bundle of crafting materials for the breach's tier.··
MysteryAny slot, one rarity up from the gear pools.legendary 92% · unique 8%legendary 55% · mythic 40% · unique 5%
A Materials roll, by the breach's tier (your Pyre Tier + 1)
Breach tierOne roll
Tier 212 iron scrap + 5 arcane essence + 2 void crystal
Tier 312 iron scrap + 6 arcane essence + 3 void crystal
Tier 412 iron scrap + 7 arcane essence + 4 void crystal + 1 forgotten soul
Tier 512 iron scrap + 8 arcane essence + 5 void crystal + 1 forgotten soul
Tier 612 iron scrap + 9 arcane essence + 6 void crystal + 1 forgotten soul
Tier 712 iron scrap + 10 arcane essence + 7 void crystal + 2 forgotten soul
Tier 812 iron scrap + 11 arcane essence + 8 void crystal + 2 forgotten soul
Tier 912 iron scrap + 12 arcane essence + 9 void crystal + 2 forgotten soul
Tier 1012 iron scrap + 13 arcane essence + 10 void crystal + 3 forgotten soul
Tier 1112 iron scrap + 14 arcane essence + 11 void crystal + 3 forgotten soul
Tier 1212 iron scrap + 15 arcane essence + 12 void crystal + 3 forgotten soul
Tier 1312 iron scrap + 16 arcane essence + 13 void crystal + 4 forgotten soul
Tier 1412 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.