1. Home
  2. What's new
  3. Marks

v0.19.0 · 13 October 2026

Marks: every Peril, Boon and Twist

All 43 Marks you can put on a chart in The Ember Depths: what each Peril, Boon and Twist does, its Danger, and how the printed rewards are worked out.

Marks are how you set a chart's difficulty yourself. Perils make the dungeon harder and each carries a Danger number; Boons pay extra and cost you nothing; Twists change the shape of the dungeon. The chart prints its total, such as "Danger 4: +32% rarity, +24% materials, +16% chart drops, +20% experience", before you step in. There are 30 Perils, 7 Boons and 6 Twists.

What each point of Danger adds (printed on the chart)
RarityMaterialsChart dropsExperience
Per Danger point+8%+6%+4%+5%
Corrupted Mark×1.5×1.5×1.5×1.5
Pristine clear+25%···

Perils

Perils: harder chart, better rewards
MarkWhat it doesDangerNotes
The HordePacks are 35% bigger.2·
QuickenedEveryone moves 25% faster, foes included.1·
Glass CannonYou deal and take +50% damage.3Scorch only
Dry FlasksPotions can't be drunk.3Scorch only
Iron HidesFoes have +35% health.1·
EmberfuryFoes deal +40% damage.2·
Quickened DeadFoes move 20% faster.1·
Smothered LightYour light shrinks; the dark closes in.1·
Ember RainEmbers fall on you every few seconds.2·
Twin ChampionsTwice the elite packs.3Scorch only
Vengeful DeadFoes burst into flame when they die.3Scorch only
Paired ElitesElite packs are led by two elites, and there are more packs.2·
Champions' MusterTwice as many elite packs.2·
BloodswornEvery elite is Vampiric.1·
Warded HostEvery elite is Warded.1·
Molten HostEvery elite is Molten.2·
RimeboundEvery elite is Frozen.2·
PlaguebearersEvery elite is Plagued.2·
Siege LineEvery elite is a Mortar.1·
BlinkersEvery elite is a Teleporter.1·
Arcane HostEvery elite is Arcane Enchanted.2·
WallbuildersEvery elite is a Waller.2·
JailersEvery elite is a Jailer.2·
UndertowEvery elite is a Vortex.2·
Mirror HostEvery elite is an Illusionist.1·
Trapped HallsThe rooms are trapped too, not just the long halls.1·
Mimic NestThree times as many chests bite back.1·
Nests & CagesBeast cages on every floor, held by elite guards.1needs the Menagerie
Guarded VaultsEvery treasure room is held by an elite pack.1·
Twin BossAt two-thirds health the boss calls up its shadow.3·

Boons

Boons: richer rewards, no extra danger
MarkWhat it doesNotes
BloodthirstEvery kill heals the party 3% of max HP.·
Rich Veins+50% materials.·
Gilded+75% gold.·
Well-Charted+25% chart drops, +15% chance of a chart one tier up.·
Hunter's MarkEvery foe gets two chances to drop a unique for your class.·
Experienced+30% experience.·
MenagerieTwice the beast cages and egg nests.needs the Menagerie

Twists

Twists: the shape of the dungeon changes
MarkWhat it doesNotes
Deeper StillOne more floor.·
Second VaultThe guardian's vault appears on a second floor.needs a dungeon with a mid-dungeon guardian
Hidden WaysA secret room on every floor.·
CaptivesPrisoners are held on the first three floors.·
Strange ShoresThe halls look like another place; the foes stay.·
Puzzle-BoundA puzzle on every floor.·

Rules

  • 4 Mark slots, 5 with a Survey Extra Mark Slot; the corrupted Mark takes one.
  • A chart that drops carries 0 to 2 Marks; you add the rest at the Lodge with Ember Ink (a random Mark of the ink's kind) or a Scribe's choice (pick one of 3).
  • A chart never holds the same Mark twice, and only one "every elite is …" Peril.
  • Some Perils can only arrive through a Scorch, as the chart's corrupted Mark (Glass Cannon, Dry Flasks, Twin Champions, Vengeful Dead). A corrupted Mark can't be erased, but it multiplies every reward line by 1.5.
  • Where the Mark echoes a Rite or Wager rule (the Horde, Quickened, Emberfury and the rest) it works exactly as it does there.

See also