- Home
- What's new
- Threat and taunts
v0.20.0 · 14 October 2026
Threat and taunts: who the monsters hit
How threat and taunts work in The Ember Depths 0.20: what builds threat, how it fades, when foes switch targets, taunts, Unswayed and dropping threat.
Monsters no longer flip a coin to pick a target. Each foe remembers who has hurt it lately, and goes for whoever matters most to it right now.
- Damage builds threat. A tank builds a lot more of it than anyone else; a healer's heals build a little (40% of the healing, shared by the foes nearby).
- Threat fades: it halves every 4 seconds, so a fight keeps moving. With no threat at all, a foe goes for whoever is closest.
- Switching takes a clear lead. A foe changes target only when someone has well over its current target's threat, and never twice in a blink.
- Taunts hold a foe on the tank for 3 seconds (half that on bosses) and leave the tank on top of its list, so it stays. A red crest over the foe shows it, blinking just before it ends.
- Unswayed. Taunting the same foe again within 8 seconds holds it for less time, and after the third it shrugs taunts off for 4 seconds (a grey crest).
- Defiance: a tank takes less damage from the foes it holds, so holding them is safe.
- Dropping threat. Damage dealers have dashes and talents that shed threat (and some hand it to the tank). A foe that slips away from your tank shows an orange "!".
- Taunts and interrupts always land, even when the attack roll misses. Sellsword healers let the tank pick up a foe before they hit it.
See also