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Compendium · The Deep

Part of The Deep, the endgame: start here

Pyre Tiers

13 tiers, from Pyre I to Pyre XIII. Each one past the first makes foes tougher and loot better, and each is opened by an Audience with one of the Crowned.

What a tier does

  • Each tier above Pyre I adds +10 monster levels.
  • Foes hit harder and have more health, rarity odds improve and affix values rise 15% per tier.
  • From Pyre III, elites roll one more affix, and Mythic items start to drop.
  • From Pyre II on, the mode setting retires: the Heat dial rules the Depths, and the mode picked on Pyre I stays back to rule its campaign.
  • Item levels rise with the monster levels, so the deepest tiers are where the best gear rolls.
  • The deeper foes stand above your level, the harder they press: monster toughness and damage keep rising with the gap, and armor stacked far past what the tier was built for stops making you untouchable.

Heat rules, the Power cap and the run grade

  • Past Pyre I, the Effigy burns by Heat. Each band from Pyre II adds one named rule on top of the tougher numbers, shown on the Effigy before you go. Rules add decisions, never more foes, and they stack.
  • From Heat 80, Power past 1.6× what the Depths expect of your class counts at half, so gear alone can't turn the rules off.
  • A cleared Heat run is graded Bronze, Silver, Gold or Platinum (55, 75 and 90 points of 100) from clear time, falls, locks opened, blue casts answered and damage taken. Platinum also needs no falls and 80% of the answers. Each grade pays a little Emberglass, and the best grade of the week tops that band's weekly board. Runs with Longer warnings on are graded but never post. Hardcore never has Limited Revives: it keeps its one life.
The Heat rule ladder
Pyre bandRuleWhat it doesThe decision
Pyre IIThick HideElites wear one more modifier on their line: two things to read before you swing.Read the whole line.
Pyre IIINo QuarterA guard you have broken seals again sooner: the window to burst is shorter.Save your burst for the Break.
Pyre IVWardensEvery pack with a decision body also posts a warden: its Mender, Cantor or Warcaller wears a lock of its own.Two locks to open in one pack.
Pyre VKindledA pack left fighting too long grows fiercer, up to +30% damage and attack speed.Kill it fast.
Pyre VIScarce MercyFewer flasks drop, flasks heal less and fountains mend only part of what you lost.Spend healing like it is gold.
Pyre VIIDoom BellsEvery elite pack tolls a Doom Bell a while into the fight: a great blast on a hero, unless its captain's guard is broken first.Break its guard before the last toll.
Pyre VIII and upLimited RevivesThree falls a floor. The fourth stays down: no scroll, no Revivify, no partner can raise you. Hardcore keeps its one life instead.Stay up.

How to open a tier

Odds, pity and the Crowned in full are on The Ember Court.

  • Reach level 20 with any hero and the Ember Court opens. Each tier past Pyre I is guarded by one of the Crowned.
  • Gather the gate's Crown Shards (1 for Pyre II, up to 14 for Pyre XIII) and win an Audience at Vhoruun's Effigy. A loss costs nothing.
  • The Court opens tiers in order, one at a time. Tiers you have earned are never taken away.
How to open each Pyre Tier
Pyre TierGuarded byCircleCrown ShardsAudience monster level
Pyre IWhere everyone starts---
Pyre IIGrukk CrownedCircle of Embers130
Pyre IIIMorvaine AscendantCircle of Embers240
Pyre IVGutrot UnboundCircle of Embers350
Pyre VSeraphel RisenCircle of Embers360
Pyre VIVhoruun EnthronedCircle of Embers470
Pyre VIIGrukk, the Ash-KingCircle of Ash580
Pyre VIIIMorvaine of the Last PyreCircle of Ash690
Pyre IXGutrot, the Drowned CrownCircle of Ash8100
Pyre XSeraphel UnwingedCircle of Ash9110
Pyre XIVhoruun AshenCircle of Ash11120
Pyre XIIThe Court AssembledWhite Fire12130
Pyre XIIIThe White EffigyWhite Fire14140

What changed in version 0.22

  • A tier used to open by clearing the campaign again on your highest tier, and a deep Descent record could open a second tier with the same clear.
  • That rule is gone. The Descent now pays Crown Shards, and the Crowned guard the tiers instead.
  • Every tier you had earned before 0.22 is still yours.