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v0.5.0 · 29 September 2026

The difficulty overhaul: hard modes are systems now

What changed on Hard, Epic and Legendary in The Ember Depths: summon hunters, boss enrage, bigger packs, stingier stairs, and the full table of numbers.

A Legendary player wrote in to say they were breezing through. Quillon took it personally. The hard modes used to be the same dungeon with bigger numbers; now each one takes away a crutch: minions that tank everything, gear far above the curve, potion chugging, long careless boss fights and over-levelled heroes strolling through gentle dungeons.

What the hard modes do now

  • Summon hunters: on Hard 30% of foes walk straight past your minions and pets to reach you (50% on Epic, 70% on Legendary). Summons also take more damage, and melee swings cleave into the summons in front of them.
  • Bosses enrage: a boss still standing after 240 s on Hard (200 s Epic, 160 s Legendary) flies into a rage and hits harder every 15 seconds. A damage check, not a wipe timer.
  • Bigger packs, more elite packs and more affixes per elite (up to 4 on Epic and Legendary).
  • No rubber-banding down: on Epic and Legendary a fragile build no longer makes foes softer, and an over-geared hero meets tougher foes than before.
  • Stingier stairs: less healing between floors, and on Legendary no free flask charge. Potions drop less often. You lose 25% of carried gold when you fall on Legendary.
  • Over-levelled heroes back in early dungeons now meet foes raised to match them, without the gentle early-act discount.

Loot scarcity

Legendaries were raining. They drizzle now: the pity timer is slower, a boss's first kill no longer guarantees one, set pieces and Mystery Cache jackpots are rarer. The hard modes still pay more (XP, gold, magic find and a faster pity), just less than the danger they add. Legendary is for players who want the fight.

Every number, every mode

Difficulty modes, straight from the game's rule table
EasyMediumHardEpicLegendary
Foe HP / damage×1 / ×1×1.5 / ×1.5×2 / ×2×3 / ×3×4 / ×4
Rescaling floor (HP / dmg)×0.85 / ×0.75×0.9 / ×0.85×1 / ×1×1 / ×1×1 / ×1
Foe HP per sellswordnonenone+16%+23%+29%
Rescaling ceiling (HP / dmg)×1.35 / ×1.35×1.45 / ×1.45×1.6 / ×1.55×1.8 / ×1.7×2.5 / ×2.3
Pack size · elite packs×1 (max 8) · —×1.3 (max 10) · +10%×1.6 (max 12) · +18%×2 (max 16) · +28%×2.4 (max 20) · +38%
Extra pack per room—15% chance25% chance50% chance70% chance
Ordinary kills pay (loot, gold; XP is full)full67%50%37%28%
Elite affixesbaseline · max 3baseline, 50% chance of +1 · max 3+1, 30% chance of +1 · max 4+1, 50% chance of +1 · max 4+1, 80% chance of +1 · max 5
Elite HP / damage (extra)×1 / ×1×1.15 / ×1.1×1.3 / ×1.2×1.5 / ×1.35×1.7 / ×1.5
Boss damage (extra)×1×1×1.05×1.1×1.15
Boss soft enrageneverafter 240s, +10% per 15safter 200s, +15% per 15safter 160s, +20% per 15safter 120s, +25% per 15s
Elite & boss special cooldowns×1×0.95×0.9×0.85×0.8
Foe speed · aggro range×1 · ×1×1 · ×1.1×1.04 · ×1.15×1.06 · ×1.2×1.08 · ×1.25
Summon huntersnone30% of foes50% of foes70% of foes85% of foes
Damage summons take×1×1.3×1.5×1.75×2
Melee cleave onto summons—25%40%50%60%
Stairs: heal · flask35% · +135% · +125% · +120% · none15% · none
Potion drops×1×0.9×0.75×0.7×0.6
Gold lost on death10%15%20%25%30%
XP×1×1.2×1.4×1.6×1.8
Gold find · magic find— · —+20% · +25%+35% · +50%+50% · +80%+65% · +110%
Legendary pitynormal83% as long67% as long53% as long42% as long
Drop item levelfoe levelfoe level +2foe level +3foe level +4foe level +4
Elite dropsnormal oddsnormal odds≥1 rare+ each≥1 rare+ each≥1 rare+ each
Boss items4 + 1 epic+5 + 1 epic+6 + 1 epic+7 + 1 epic+8 + 1 epic+
Boss extra legendary———10% (25% unique)20% (30% unique)

Change it at any time at Vhoruun's Effigy by Hearthold's north gate (since v0.10.0; in a dungeon, a change applies from the next floor's foes). Hardcore heroes choose between Hard, Epic and Legendary only.

See also