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Endgame · v0.28.0

The Deep: the endgame

Everything that opens after the campaign, in the order you'll meet it: one short card per system, each with a link to its full page. The same cards are in the game under Help → The Deep.

Where it starts

The campaign ends with the Act V finale. That clear is the key to everything below.

  1. Step 1

    Clear Vhoruun's Pyre

    The last boss of the campaign. Its first clear opens the endgame.

    • The Cartographer has moved into the Lodge by the east wall.
    • Your finale clear left 3 charts. Raise the Lodge (free) and read one.
    • In the game, Help → The Deep has one card for each step on this page, and reaching level 20 shows where to begin.

    Where charts come from ›

  2. Step 2

    Level 20: Legend levels and Pyre Tiers

    Every level past 20 is a Legend level, worth one rank for your Brand. Each Pyre Tier is guarded by one of the Crowned.

    • Touching sigils of one colour form Bonds; 7 make a Great Bond.
    • Chart bosses and Breach Wardens drop sigils; the odds are printed.
    • Past 209 ranks, Legend levels bank as Surplus and light Flames.
    • Crown Shards drop from Wardens, chart bosses, chests and Descent records.
    • Set the sigil at the Effigy, then win the Audience.
    • A loss costs nothing. Earned tiers are never taken away.

    The Brand › Crest inlays › The Ember Court › Pyre Tiers ›

Charts and the Lodge

The daily loop: pick a dungeon, set its danger, run it, keep the map.

  1. Step 3

    Charts: dungeons you keep

    A chart is one dungeon at a depth tier from 1 to 16: read it to run it.

    • Read charts at the Lodge or the Adventure map's Charts card.
    • No falls means Pristine: richer loot and a shot at deeper charts.
    • Fall and the chart tears: run it again, minus Pristine.
    • Chart bosses always drop a chart; Pristine adds a deeper one 45%.

    Charts: tiers, Pristine and torn ›

  2. Step 4

    The Cartographer's Lodge

    The Lodge is where you read, mark, scorch and tear up charts.

    • Level 1: run charts and keep up to 40.
    • Level 2: ink Marks. Level 3: pick one of 3.
    • Level 4: the Survey. Level 5: Scorch and draw blank charts.
    • Tear up spare charts for materials and 50% of their inks.

    The Lodge's levels and verbs ›

  3. Step 5

    Marks: your difficulty dial

    Marks are up to 4 modifiers on a chart, and the chart prints what they pay.

    • Perils make it harder, Boons make it richer, Twists reshape it.
    • Each Danger point: +8% rarity, +6% materials, +5% XP.
    • Ink a Mark at Lodge level 2; erase one for 1 ink.

    All 43 Marks ›

Ember Breaches

The hourly world event, open to you since Grukk's Warcamp: the same dungeon burns for everyone.

  1. Step 6

    Ember Breaches: the hourly fire

    Every hour one dungeon breaches for 55 minutes, the same one for everyone.

    • One Pyre Tier harder; every kill drops Embers to pick up.
    • Threat 100 calls the Warden: a sure Emberforged legendary or better.
    • Guarded Ember Chests cost 75/150/300 Embers; you choose the pool.
    • Falling scatters 50% of your Embers on the floor.

    Ember Breaches ›

  2. Step 7

    Ember Chests and their guards

    Each floor hides an Ember Chest that glows and shows as a key on your map.

    • Every Ember Chest is guarded: the first by a heavy elite pack, the second by a pack led by a champion, later ones by a mini-boss. It opens once its last guard falls.
    • Pay 75 / 150 / 300 Embers for 1 / 2 / 4 rolls in the pool you choose; the odds are printed first.
    • The Breach Warden drops a sure Emberforged piece and a chart.

    Chests, pools and odds ›

Gear and the Forge

Deep loot comes Emberforged, and the Smithy becomes a crafting bench where nothing ever breaks.

  1. Step 8

    Emberforged gear, a tier up

    Emberforged items carry an extra line, top-quarter rolls and Forging Potential.

    • They drop from tier 6+ chart bosses and Breach Wardens.
    • Forging Potential (20–40) pays for the Forge; nothing ever breaks.
    • Survey Shards at the Merchant roll one in a slot you pick.
    • Only Deep uniques drop Emberforged.

    Emberforged gear ›

  2. Step 9

    The Forge: craft, never break

    At Smithy level 6 the Forge spends Forging Potential to improve Emberforged gear.

    • Reforge: reroll a line's value and keep the higher.
    • Temper: enchant a second line, choosing one of three.
    • Hone: raise one line's ceiling, once per item.
    • Each verb spends 3–8 potential, shown before you pay.

    The Forge: actions and costs ›

  3. Step 10

    Deep gear: endgame-only loot

    Deep sets, legendaries and uniques drop only in the endgame, always Emberforged.

    • Tier 6+ chart bosses drop Deep legendaries and set pieces.
    • Deep uniques: tier 8+ chart bosses, Wardens and Survey Shards.
    • Hone a Deep unique at the Forge to wake its third power.

    3 Deep sets and 20 legendaries › 12 Deep uniques ›

  4. Step 11

    Masterwork and Emberglass

    Masterwork climbs an Emberforged item through 12 ranks, paid in Emberglass.

    • Each rank: +4% to every magic line.
    • Ranks 4, 8, 12: a Great Work, your pick of three lines.
    • Emberglass: tier 6+ chart bosses, Wardens, shards, torn deep charts.
    • Unmake any time for 50% of the Emberglass back.

    Masterwork and Emberglass ›

  5. Step 12

    Seals and line ceilings

    Break an item's seals at the Smithy to enchant more than its one ✦ line.

    • Smithy level 5 breaks a first seal, level 6 every one after.
    • Each seal on the same item costs more; nothing is destroyed.
    • Every line has a ceiling (⌃): no single line passes it.
    • Resistances roll rarer, at most one per drop.

    Seals and their prices › Every ceiling ›

The Survey

The long build: every tier you chart Pristine steers what drops where.

  1. Step 13

    The Survey board

    Every tier you chart Pristine earns a Survey point, and a high clear pays the tiers you skipped.

    • Spend points on 31 nodes at Lodge level 4.
    • Nodes shape loot and maps only, never your hero's stats.
    • Respec at the Temple for 500 gold a point.

    All 31 nodes ›

  2. Step 14

    Survey Shards

    A Survey Shard buys one Emberforged roll in the slot you choose, at the Merchant.

    • From Pristine chart clears at Tier 8+ and from Breach Wardens.
    • Pick a set to roll one of its pieces.
    • The odds are printed before you spend it.

    Survey Shards ›

Races, boards and friends

What the Deep gives back besides loot.

  1. Step 15

    The Deep races

    3 new races are earned in the Deep, and all 12 races now have a heritage passive.

    • Undead: Fall in battle 15 times, or lose a hardcore hero. Death stops being the end.
    • Demon: Bring down a Breach Warden. Something in the pit takes note.
    • Blood Elf: Clear a Deep Chart at Tier 4 or deeper.

    Every race and its passive ›

  2. Step 16

    Boards and titles

    The deepest chart tier you clear climbs the Deepest chart leaderboard.

    • Tier 8: the Cartographer title.
    • Tier 12: the Deep-Charted title.
    • The Survey board tallies your Pristine clears at Tier 4, 8, 12+.

    Leaderboards › Achievements & titles ›

  3. Step 17

    Playing together

    A party runs the leader's chart or breach.

    • Pristine is each player's own: a friend's fall isn't yours.
    • Every kill drops Embers for each player; each carries their own.
    • For now Ember Chests and chart drops go to the leader.

    Co-op in a breach ›

Patch notes

All of this arrived in v0.19.0, The Deep Charts. The expanded notes have every rule and number: