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- Harder pays better, and gear has a level
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 7 / 8 / 9 items plus their epic-or-better piece (Medium: 6).
- 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.
| Easy | Medium | Hard | Epic | Legendary | |
|---|---|---|---|---|---|
| Foe HP / damage | ×0.7 / ×0.6 | ×1 / ×1 | ×1.5 / ×1.5 | ×2 / ×2 | ×3 / ×3 |
| Rescaling floor (HP / dmg) | ×0.85 / ×0.75 | ×0.85 / ×0.75 | ×0.9 / ×0.85 | ×1 / ×1 | ×1 / ×1 |
| Rescaling ceiling (HP / dmg) | ×1.35 / ×1.35 | ×1.35 / ×1.35 | ×1.45 / ×1.45 | ×1.6 / ×1.55 | ×1.8 / ×1.7 |
| Pack size · elite packs | ×1 (max 8) · — | ×1 (max 8) · — | ×1.3 (max 10) · +10% | ×1.6 (max 12) · +18% | ×2 (max 16) · +28% |
| Extra pack per room | — | — | 15% chance | 25% chance | 50% chance |
| Ordinary kills pay (loot, gold; XP is full) | full | full | 67% | 50% | 37% |
| Elite affixes | -1 · max 3 | baseline · max 3 | baseline, 50% chance of +1 · max 3 | +1, 30% chance of +1 · max 4 | +1, 50% chance of +1 · max 4 |
| Elite HP / damage (extra) | ×1 / ×1 | ×1 / ×1 | ×1.15 / ×1.1 | ×1.3 / ×1.2 | ×1.5 / ×1.35 |
| Boss damage (extra) | ×1 | ×1 | ×1 | ×1.05 | ×1.1 |
| Boss soft enrage | never | never | after 240s, +10% per 15s | after 200s, +15% per 15s | after 160s, +20% per 15s |
| Elite & boss special cooldowns | ×1 | ×1 | ×0.95 | ×0.9 | ×0.85 |
| Foe speed · aggro range | ×1 · ×1 | ×1 · ×1 | ×1 · ×1.1 | ×1.04 · ×1.15 | ×1.06 · ×1.2 |
| Summon hunters | none | none | 30% of foes | 50% of foes | 70% of foes |
| Damage summons take | ×1 | ×1 | ×1.3 | ×1.5 | ×1.75 |
| Melee cleave onto summons | — | — | 25% | 40% | 50% |
| Stairs: heal · flask | 50% · +1 | 35% · +1 | 35% · +1 | 25% · +1 | 20% · none |
| Potion drops | ×1.3 | ×1 | ×0.9 | ×0.75 | ×0.7 |
| Gold lost on death | 5% | 10% | 15% | 20% | 25% |
| XP | ×0.85 | ×1 | ×1.2 | ×1.4 | ×1.6 |
| Gold find · magic find | −15% · −15% | — · — | +20% · +25% | +35% · +50% | +50% · +80% |
| Legendary pity | normal | normal | 87% as long | 74% as long | 63% as long |
| Drop item level | foe level | foe level | foe level +2 | foe level +3 | foe level +4 |
| Elite drops | normal odds | normal odds | normal odds | ≥1 rare+ each | ≥1 rare+ each |
| Boss items | 6 + 1 epic+ | 6 + 1 epic+ | 7 + 1 epic+ | 8 + 1 epic+ | 9 + 1 epic+ |
| Boss extra legendary | — | — | — | — | 10% (25% 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.
| Item level | 1 | 5 | 8 | 10 | 12 | 16 | 20 | 24 | 30 |
|---|---|---|---|---|---|---|---|---|---|
| Requires level | 1 | 1 | 4 | 6 | 8 | 12 | 16 | 20 | 20 |
- 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