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v0.13.1 · 4 October 2026

Balance pass: every act, every class

How The Ember Depths was rebalanced in v0.13.1: death rates per act and class before and after, the level-20 fix, fairer World Tiers and the Effigy's nudge.

We play the whole campaign thousands of times with a bot that fights like an average player: it clears every pack, uses its skills, dodges most telegraphs, drinks at 40% health and equips its upgrades. Before this patch it died on Medium about once every eight attempts, and almost never at level 20. Medium is meant to sit between 15% and 35% for every class.

Medium, deaths per dungeon attempt (14 classes, 2 heroes each)

Act IAct IIAct IIIAct IVAct Voverall
before10%13%23%12%3%13%
after19%14%35%24%18%23%

What changed

  • Every dungeon's foes were re-measured and retuned so each act has real fights, with the first dungeons still gentle.
  • A level-20 hero gets a lot all at once (capstones, a sixth skill slot, a third attuned unique, Legend points), and Act V fell to almost no deaths. Foes from level 18 to 20 now scale up to meet it.
  • World Tiers past Normal already force Hard. They no longer add a steep extra climb on top, so a level-20 hero can start Veteran in campaign gear and grow into it with the new drops.
  • Bards: Performer's Flourish (finesse weapons use Charisma when it's your best stat), and Magical Secrets now adds damage, damage reduction and health.
  • Raise Dead, Pact Familiar and Conjure Animals last a little less than their cooldowns (about 65% uptime instead of permanent).
  • Gnome Cunning: +4% cooldown reduction and +2% dodge.
  • Vhoruun's Effigy notices when you're cruising: after three clean clears in a row (no death, never below half health) it tells you what the next mode pays.

Still on our list: ranged heroes and summoners (wizard, druid, warlock, necromancer) remain the most forgiving on Medium, and at World Tier 2 the gap between the toughest and the most fragile classes is still wide.

See also