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Compendium

Game modes & difficulty

Difficulty is a setting you can change at any time (Settings → Gameplay). The hard modes change the rules, not just the numbers; Legendary is meant to kill you.

Difficulty modes

  • Easy

    A gentler descent. Foes hit softer and fall faster.

  • Medium

    The intended challenge: bosses and packs will test you.

  • Hard Hardcore OK

    Bigger packs, nastier elites, foes that go for you past your minions. +20% XP and gold, +25% magic find.

  • Epic Hardcore OK

    Every pack is a fight and mistakes are punished; foes no longer ease off for a fragile hero. +40% XP, +35% gold, +50% magic find.

  • Legendary Hardcore OK

    Brutal. Expect to die: gear up, farm and learn every boss. Foes hunt you through your minions, bosses enrage, no flask refills on the stairs. +60% XP, +50% gold, +80% magic find.

Difficulty modes, straight from the game's rule table
EasyMediumHardEpicLegendary
Foe HP / damage×0.7 / ×0.6×1 / ×1×1.1 / ×1.1×1.3 / ×1.2×1.6 / ×1.4
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 · —×1 · —×1.05 · +3%×1.1 · +5%×1.15 · +8%
Elite affixes-1 · max 3baseline · max 3baseline, 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 / ×1×1.05 / ×1.05×1.1 / ×1.05×1.15 / ×1.1
Boss damage (extra)×1×1×1×1.05×1.1
Boss soft enrageneverneverafter 240s, +10% per 15safter 200s, +15% per 15safter 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 huntersnonenone30% of foes50% of foes70% of foes
Damage summons take×1×1×1.3×1.5×1.75
Melee cleave onto summons——25%40%50%
Stairs: heal · flask50% · +135% · +135% · +125% · +120% · none
Potion drops×1.3×1×0.9×0.75×0.7
Gold lost on death5%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 pitynormalnormal87% as long74% as long63% as long
  • Rescaling: foes flex toward your party's real power. The floor stops a fragile build from making them softer; the ceiling is how far they rise to meet an over-geared hero.
  • Elite affixes: 1, then 2 from monster level 8 and 3 from 18, adjusted per mode as shown.
  • Summon hunters walk past summons and pets to reach the heroes. Bosses never do; archers and casters do more often.
  • Soft enrage: a boss still standing after the time shown flies into a rage and hits harder every 15 seconds (6 steps at most).
  • Rites are always played on Hard. Hardcore heroes choose between Hard, Epic, Legendary.

World Tiers

Beat the campaign to raise the world's tier: tougher foes, better loot, higher item levels.

World TierHow to open it
NormalWhere everyone starts.
VeteranClear the Act V finale on Normal.
NightmareClear Act V on Veteran, or reach Descent depth 20.
Torment IReach Endless Descent depth 30.
Torment IIReach Endless Descent depth 40.
…Torment XEach further tier: 10 more Descent depths (Torment X at depth 120).

From World Tier 3 elites roll one more affix.

Hardcore

One life. No second chances. Death is permanent. Your hero, their gear and their bag are lost forever.

  • Death is permanent: the hero, their equipped gear and the hardcore bag go into the grave.
  • Hardcore heroes keep their own gold, stash, materials, town, sellswords and pets.
  • Hard, Epic or Legendary only.
  • No trading, no gifts, and parties only with other hardcore heroes.

Hardcore heroes brave the Depths on Hard, Epic or Legendary only. Hardcore duels are hardcore vs hardcore. An arena defeat is not a death.

When one falls, Quillon reads the eulogy and the name goes on the wall of the Hall of the Fallen. Every hardcore hero who fell in the Depths. Quillon keeps the book; the names don't come off.

Hardcore boards

  • highest level (living)
  • deepest Endless Descent
  • fastest campaign
  • Hall of the Fallen

Leaderboards · Hardcore deeds and titles

Daily Descent & Weekly Rite

Ten floors, today's seed, one scored attempt. How deep, how fast? A five-floor gauntlet under three Ember Mutators. Unlimited tries; your best counts. Everyone plays the same seed, the same map and the same Ember Mutators, solo, on Hard. Top 10 and top 1% finishes earn titles.

Every posted run earns a rite chest: 150 gold + 40 per hero level, 2 Arcane Essence and one rare item at your level.

Both rites are played on Hard, solo, on the same seed for everyone
Daily DescentWeekly Rite
Floors · mutators10 · 25 · 3
Attemptsone scored attempt a day (practice is free)unlimited; your best counts
Per floor reached+1000+1500
Per kill · elite · boss+10 · +40 · +300+10 · +40 · +500
Each time you go down−400−600
Clearing every floor+2500, plus 4 per second under 30 min+3000, plus 6 per second under 13 min
Dying−1000no extra penalty

Ember Mutators

A rite rolls its mutators from its seed, never more than one severe.

MutatorEffectTier
BloodthirstEvery kill heals the party 3% of max HP.Mild
Iron HidesFoes have +35% health.Mild
Leaky FlasksPotions heal half.Mild
QuickenedEveryone moves 25% faster.Mild
Smothered LightYour light shrinks; the dark closes in.Mild
Quickened DeadFoes move 20% faster.Mild
Cold HearthNo healing or flask on this floor's stairs.Nasty
Ember RainEmbers fall on you every few seconds.Nasty
EmberfuryFoes deal +40% damage.Nasty
Glass CannonYou deal and take +50% damage.Nasty
The HordePacks are 35% bigger.Nasty
Dry FlasksPotions can't be drunk.Nasty
Twin ChampionsTwice the elite packs.Severe
Vengeful DeadFoes burst into flame when they die.Severe

Vhoruun's Wager

At the top of each staircase the Ember Tyrant offers a pact: a curse on the next floor for a growing loot multiplier. Cash out at any staircase, or lose the pot when you die.

Curses: 9. Emberfury is +40% foe damage, Iron Hides +35% foe health. Cash out at any staircase; die and the pot feeds his fire. The cash-out chest holds up to 24 items (a guaranteed rare once the pot holds 3). No wager in Bramble Hollow, the Training Grounds, the rites or the arena.

Each Raise adds a curse and grows the pot's multiplier
StackLoot multiplierMagic find while cursedCurse drawn from
1×1.5+10%mild
2×2+20%nasty, then mild
3×3+35%severe, then nasty
4×4+50%severe, then nasty, then mild

The curses

CurseEffectTier
Leaky FlasksPotions heal half.Mild
Quickened DeadFoes move 20% faster.Mild
Iron HidesFoes have +35% health.Mild
Smothered LightYour light shrinks; the dark closes in.Mild
EmberfuryFoes deal +40% damage.Nasty
Cold HearthNo healing or flask on this floor's stairs.Nasty
Ember RainEmbers fall on you every few seconds.Nasty
Twin ChampionsTwice the elite packs.Severe
Vengeful DeadFoes burst into flame when they die.Severe