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v0.19.0 · 13 October 2026

Ember Breaches: hourly world events

How Ember Breaches work in The Ember Depths: the hourly schedule, Embers and Threat, the Breach Warden, Ember Chests with printed odds, and the death rule.

Every hour on the hour (UTC), one of the 25 campaign dungeons breaches and stays open for 55 minutes, followed by a short gap. It is the same dungeon for every player in the world, so a breach is something you can do together at the same time. Missing one costs you nothing but that hour.

  • 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).
  • Inside, the dungeon plays at your world tier + 1, and every elite carries 1 extra affix.

Embers and Threat

Every kill drops a glowing pile of Embers on the floor. 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. Each kill also fills the Threat meter. At Threat 33 and 66 an ambush pack (4–6 of the dungeon's own foes, one of them an elite) jumps you. 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

Ember Chests stand in the dungeon, one on the first floor and one on each 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 you want it to roll in. The odds are printed on the chest before you pay.

Every chest is guarded. The first by a heavy pack (5–7 of the dungeon's foes, 2 of them elite), the second by a pack led by a champion with 3 affixes, and later ones by a mini-boss (the dungeon's own when it has one) with 4 more foes. The chest stays locked until its last guard falls.

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, and Survey bonuses

  • If you fall (or go down), 50% of the Embers you are carrying (rounded down) scatter on the floor around you in a few piles. Anyone in your party can pick them back up, you too once you're up again. The HUD shows what you'd lose.
  • Embers you carry when you leave cool into essence, 10 Embers for 1 essence. Piles still on the floor are lost, and the result screen says how many.
  • The Survey can add Embers (Ember Magnet) and keep an act's breaches open longer for you (Held Open).
  • In 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.

See also