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v0.10.5 · 30 September 2026

Harder pays better, and gear has a level

Hard, Epic and Legendary now drop higher item levels, rarer elite loot and bigger boss hoards, and every item has a level requirement.

What the hard modes pay

Harder modes pay in quality, not in a flood. There are more foes on Hard, Epic and Legendary, and each ordinary kill still pays only its share. The new rewards come from item level, elites and bosses.

  • Higher item levels. Everything foes and chests drop is 2 / 3 / 4 item levels above the foe on Hard / Epic / Legendary. That means better materials and stronger affixes. The bonus stops at the world tier's top level (20 on Normal), so the next world tier is still the way up.
  • Elites always pay. On Epic and Legendary every elite drops at least one rare or better item.
  • Bigger boss hoards. Bosses drop 5 / 6 / 7 items plus their epic-or-better piece (Medium: 4).
  • Legendary only: every boss has a 10% chance of an extra legendary. From level 10, 25% of those are a unique instead.
  • Legendaries still unlock at the same point in the campaign on every mode: a harder mode raises item levels, not how early legendaries appear.
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)

Level requirements

Every item now needs a hero level to wear: its item level − 4, whatever its rarity. What an on-level foe drops is always wearable, on every difficulty, but a level-1 hero can't wear endgame gear from the stash or a trade.

Required level = item level − 4 (at least 1, at most 20)
Item level158101216202430
Requires level1146812162020
  • The item card shows Requires Level N, in red when you're below it. Bag and stash tiles dim the icon and tag the level.
  • Items you can't wear yet still drop, and Salvage all and Sell junk never sweep away an upgrade you're growing into.
  • Sellswords follow the same rule at their own level. A hero who has reached level 20 keeps wearing its gear after a Rebirth.
  • Anything that raises an item's level raises its requirement too (a unique's Ascend always lands at your level). Smithy upgrades don't change it.
  • If a hero or sellsword was wearing something above its level, it went to your bag (or the stash when the bag was full) when you loaded. Nothing was lost.

See also