Gameplay

Every run asks for a new answer

Survive enemy waves, collect drops, choose abilities, defeat bosses, and carry progress into the next attempt. This page covers the technical details behind every system.

An isometric run in progress with the eight-slot ability bar, equipped Disciplines, damage numbers, and the score, time, gold, and kill HUD
Waves, drops, and optional objectives all run at once. The HUD tracks score, time, gold, and kills.
Learned abilities and Discipline effects firing during a run, filling the arena with overlapping damage areas
Abilities fire automatically. Positioning decides how much of your damage actually lands.
A dense enemy pack under overlapping ability zones in the Crypt of Echoes, with large damage numbers
The boss closes the run. Active modifiers and the running score bonus stay visible throughout.

Run structure

How a run works

Each run takes place on one of the five levels and lasts 600 seconds (10 minutes). The level, enemy waves, and chest positions are generated fresh at the start of every run. Your goal is to survive long enough to kill the boss. If you die first, the run ends in defeat and no rewards are paid out.

Once the 10-minute limit is reached the run does not end — it enters Overtime. Hero regeneration, direct healing, and lifesteal stop immediately. After a 10-second grace period, Doom begins dealing increasing pure max-HP damage; if the boss is still alive after 120 seconds of overtime, the hero is killed. Enemy HP and damage also continue escalating every 30 seconds using the selected level's values:

Level HP gain / interval DMG gain / interval Post-limit multiplier
1 — The Forsaken Woods+12%+8%2.8×
2 — Crypt of Echoes+14%+9%3.0×
3 — Ashen Stronghold+13%+11%3.2×
4 — Blighted Catacombs+15%+10%3.3×
5 — Crimson Rift+16%+12%3.6×

Level generation

A new map every run

The map boundaries, chest positions, and decorative elements are procedurally generated at run start — no two runs look identical. Each level has its own boundary radius that defines the playable arena:

LevelArena radius (units)
1 — The Forsaken Woods850
2 — Crypt of Echoes900
3 — Ashen Stronghold900
4 — Blighted Catacombs950
5 — Crimson Rift980

Stepping outside the arena boundary deals 5% of max HP per tick of Darkness damage to the hero, pushing players back toward the centre of the arena. Enemies always spawn 1000 units away from the hero regardless of arena size.

Enemy waves

Escalating waves and pressure

Enemies are spawned in waves defined by a timeline — each wave specifies an active time window, spawn rate, count per tick, and enemy pool. Early waves are simple; by mid-run multiple families overlap and spawn rates climb. See the levels page for each level's boss.

The Pressure system caps regular wave pressure at 350 active and queued enemies. Regular wave spawning is blocked when the cap is reached. Above 70% pressure, new enemies receive scaling bonuses that peak at 100% pressure:

PressureEnemy HP bonusEnemy DMG bonusMovement speed bonusVisual scale bonus
0 – 70%0%0%0%0%
70 – 100%0 → +100%0 → +100%0 → +100%0 → +100%
100%+100%+100%+100%+100%

The pressure bar is hidden below 50% and fades in from 50–100%, so it only appears when the screen is getting genuinely dangerous. Summoned enemies and spawn-on-death effects bypass the cap.

Bosses also have burst protection: one resolved hit can remove at most 5% of maximum boss HP. Critical hits and Crushing Blow are included in that cap, while multi-hit abilities apply it independently per hit.

Hero levels & abilities

Level up by selecting abilities

Heroes start each run at level 1 and can reach level 9 within a single run. Every enemy kill drops XP. When enough XP accumulates the game pauses and an ability selection screen opens — pick one ability to add or upgrade. There is no auto-pick; the run stays paused until you choose.

XP required to reach the next level grows exponentially: XP needed = 200 × 1.35^(Next level). Each hero level also increases how much XP future kills reward by +5% per level above 1, partially compensating for the higher threshold. Between runs, Paragon levels are unbounded — there is no cap on long-term growth.

Each hero starts a run with one starter ability. During the run, any of the 21 active abilities and 12 passive upgrades can appear as choices. Each level-up offer tries to include 1 active ability and 1 passive upgrade when those pools have eligible choices, with the third slot filled flexibly from the remaining eligible pool. Active and passive abilities share one learned ability cap of 8, and each can continue leveling up to level 9. Active ability damage scales linearly while projectile count and pierce follow their own step progressions. For hero base stats see the Heroes page.

AbilityDamage typeDescriptionStarter for
Piercing Arrows
P Fire arrows that pierce through enemies in a line. Projectile count and pierce depth increase with level. Woodsworn
Magic Missiles
M Launch homing missiles that seek nearby enemies. Additional targets gained per level. Spellblade
Shuriken Toss
P · Po Throw shurikens in random directions. Pierce count increases with level. Nightreaver
Hurling Axes
P Throw spinning axes in fixed directions. Each axe passes through all enemies it hits. Bonebreaker
Lightning Smite
L Call down a lightning beam on multiple enemies. Half the damage splashes in a radius around each target. Lightbearer
Fire Missile
F Fire projectiles toward nearby enemies. Each missile explodes on impact in a radius.
Chain Lightning
L Launch a bolt that bounces between multiple enemies. Bounce count increases with level.
Chain Frost
C Launch a frost orb that jumps between enemies dealing damage. Bounces increase with level.
Arcane Orbs
M Summon orbs that orbit the hero and deal damage on contact. Orb count increases with level.
Frost Nova
C Unleash a frost ring around the hero that deals damage and slows all enemies hit.
Spinning Blades
P · L Summon blades that orbit the hero and deal damage on contact. Blade count increases with level.
Ballista Shot
P · F · L Fire a powerful bolt that pierces through enemies in a straight line.
Death Pulse
Po · M Emit a death wave in a radius dealing poison and magic damage.
Cloak of Darkness
M Surround the hero with darkness, dealing magic damage every 0.25 s to all nearby enemies. Tick speed is unaffected by Faster Cast Rate.
Seeking Missile
F · P Fire guided missiles that spiral toward random areas — a warning ring marks each impact point. Explosions deal area damage and stun. Missile count increases with level.
Mines
F · P Plant a mine that arms itself, then explodes for heavy damage in a radius around it.
Slash
P · C Slash in front of the hero in wide arcs, damaging and knocking back enemies. Arc count increases with level.
Frozen Orb
C · M Launch frost orbs that drift forward, releasing missiles at nearby enemies and slowing them. Orb count increases with level.
Fire Siphon
F · M Ignite fire spirals that revolve around the hero, burning enemies on touch. Spiral count increases with level.
Vortex
L · M Tear open cracks in the ground that pull enemies in and deal damage while they last. Vortex count increases with level.
Chains of the Damned
C · F · L · M Fling spectral chains across the field, dealing magic and elemental damage to every enemy they sweep across. Chain count increases with level.

Passive upgrades do not fire at enemies. They register as in-run stat sources and tune the build underneath your active abilities.

PassiveWhat it improvesRun impact
Extra Projectiles
Projectile count Adds more projectiles to supported active abilities.
Arcane Power
Magic damage Raises magical ability damage.
Martial Power
Physical damage Raises physical ability damage.
Lifesteal
Healing from damage Heals the hero for a portion of damage dealt.
Iron Skin
Armor Improves physical damage mitigation.
Ward Shell
Magic resistance Improves magical damage mitigation.
Gold Drop
Gold find Increases gold earned from drops.
Widened Blasts
Area of effect Expands supported ability areas.
Magnetic Reach
Pickup radius Lets the hero collect XP, gold, and drops from farther away.
Fleet Footwork
Movement speed Improves repositioning and escape potential.
Vital Surge
Max life Raises the hero's maximum HP.
Quick Casting
Faster Cast Rate Reduces cooldowns for supported active abilities.

Each hero also has three Disciplines — hero-specific active abilities with their own upgrade trees, replacing the old ultimate. See the Disciplines section below for details.

Drops & loot

What enemies leave behind

Every enemy death rolls independently for each eligible drop type, while XP always drops. The table shows base chances with no Magic Find. For Components, Potions, Hunter's Trophies, Reliquary Keys, Codex Tomes, and discipline Gems, Magic Find subtracts its value from the base denominator but can never improve a drop beyond 1 / 500: Drop chance = 1 ÷ max(500, Base denominator − Magic Find). Magic Find also improves the rarity mix of Components up to 500%. Gold is the other exception: its chance stays fixed, while Gold Find increases the amount dropped.

Drop typeMortalBrokenDamned
XP crystal100%100%100%
Gold1 / 25 (4%)1 / 25 (4%)1 / 25 (4%)
Component1 / 1000 (0.1%)1 / 1000 (0.1%)1 / 1000 (0.1%)
Discipline Gem1 / 750 (≈0.13%)1 / 750 (≈0.13%)1 / 750 (≈0.13%)
Potion (Weak)1 / 1000 (0.1%)1 / 1000 (0.1%)1 / 1000 (0.1%)
Potion (Normal)1 / 1000 (0.1%)1 / 1000 (0.1%)
Potion (Strong)1 / 1000 (0.1%)
Hunter's Trophy1 / 1500 (≈0.067%, archetype-specific)
Codex Tome1 / 10000 (0.01%, archetype-specific)
Reliquary Key1 / 25000 (0.004%)1 / 25000 (0.004%)1 / 25000 (0.004%)

Gold drops 1–3 gold on Mortal, 5–10 on Broken, and 25–50 on Damned, multiplied by the Gold Find stat: Gold dropped = round(Base gold × (1 + Gold Find ÷ 100)). Hunter's Trophies drop only on Damned difficulty. Their base chance is 1 / 1500 and Magic Find can improve it toward 1 / 500; successful rolls select a common, uncommon, or rare trophy from that enemy's archetype at 70 / 25 / 5 weights. Codex Tomes are also Damned-only: each eligible enemy has a base 1 / 10000 chance to leave one of the five Tome volumes associated with its archetype, improved by Magic Find under the same 1 / 500 floor. Discipline Gems drop from any enemy on any difficulty at a base 1 / 750, improved by Magic Find down to the 1 / 500 floor; a successful roll picks one of the six colours — Ruby, Sapphire, Topaz, Emerald, Amethyst, Diamond — with equal odds, and three of any colour can be cut into one of another. See Disciplines for how gems pace a tree. For full inventory item details, see the Inventory page.

Potions

Consumables and their effects

Potions drop in three tiers — Weak, Normal, and Strong — gated by difficulty. Health potions have 3× selection weight compared to other potion types, making them the most common potion drop. Duration scales with tier (5 / 7.5 / 10 seconds).

PotionEffectPotency (Weak / Normal / Strong)
HealthHeals max HP over duration25% / 50% / 75% max HP
HasteMovement speed & Faster Cast Rate+25% / +25% / +25%
PowerAll damage types multiplied+100% / +100% / +100%
InvincibleFull damage immunityFull / Full / Full
FrostSlows all enemies on screen50% / 75% / 95% slow
MagnetIncreases pickup radius+1000% / +1000% / +1000%
FocusCuts every equipped Discipline's remaining cooldown−5s / −10s / −15s

Difficulty

Mortal, Broken, and Damned

Three difficulty tiers are available. Completing a level unlocks the next level on the same difficulty and the same level on the next difficulty. Clearing all five Damned levels marks Endless mode as unlocked. Enemy HP and damage use one fixed 15-stage curve, so Broken level 1 is always harder than Mortal level 5 and Damned level 1 is always harder than Broken level 5. Future spawns also receive the in-run hero-level multiplier Enemy multiplier = 1.05^(Hero level − 1).

LevelMortal HP / DMGBroken HP / DMGDamned HP / DMG
1+0%+300%+1000%
2+35%+400%+1250%
3+80%+525%+1550%
4+140%+680%+1900%
5+220%+875%+2400%

Broken also uses +200% enemy defense and +10% movement speed; Damned uses +400% defense and +20% movement speed. Mortal rolls no random modifiers, Broken rolls 1, and Damned rolls 3.

Modifiers

Veil modifiers

Before a run, the Veil of Damned shows the active modifier stack. Mortal rolls no random modifiers, Broken rolls 1, and Damned rolls 3. Players can equip up to 3 discovered modifiers; equipped modifiers use owned level, while random modifiers can appear at any configured level for that run only.

Winning on Broken or Damned unlocks locked random modifiers that were active in that run at owned level 1. Unlocking is discovery; upgrades remain a separate progression step.

Random rolls Mortal 0 / Broken 1 / Damned 3
Equipped slots Up to 3 discovered modifiers
Rarity curve Common 40%, Uncommon 30%, Rare 15%, Epic 7%, Legendary 3%
Score Active modifier bonuses stack additively, with a 5% floor
Veil of the Damned screen showing the full modifier grid, active modifiers, and total score bonus
The full modifier grid, with owned levels, locked entries, and the running score bonus.
Modifier detail panel showing rarity, level five of five, effect text, and score bonus
Each modifier shows its rarity, current level, effect, and score bonus before you equip it.
A run in progress with the active modifier list and total score bonus shown on the left
During the run, the active stack and its combined score bonus stay on screen.

Score

How your run is rated

At the end of a run a base score is calculated from five components, then multiplied by the active modifier stack, level bonus, and run result:

ComponentValue
Total damage dealt1 point per 5,000 damage
Kills50 points per kill
Gold earned50 points per gold
Hero level reached50,000 points per level
Run time survived1,000 points per second

Final score formula: Final score = int(round(Base score × Score multiplier × Level bonus × Result multiplier)). Victory runs (boss killed) use a 125% result multiplier, while defeat uses 75%. Only Victory runs pay out rewards; defeat ends the run with no reward drops, though gold and XP earned during the run are kept.

Disciplines

Hero Disciplines

Disciplines replace the one-ultimate-per-hero model. Each hero has three Disciplines — hero-specific active abilities, each a root ability plus a small upgrade tree. You equip one at Paragon 0–9, a second at 10–19, and a third from Paragon 20. Equipping is free and can change between runs; the points spent inside a tree stay locked until a respec refunds the tree and its gems.

Every Discipline tree has six passive nodes at five levels each, and each level costs one Discipline point. Nodes fall into three buckets: they buff the Discipline itself (damage, radius, duration, cooldown, extra instances), buff the hero for the ability's window (a temporary stat source across all abilities), or debuff enemies for a duration (resistance break, slow trail, stun, bonus gold).

Discipline gems pace how fast you buy into a tree. Six colours — Ruby, Sapphire, Topaz, Emerald, Amethyst, and Diamond — drop from enemy kills at roughly 1 / 750, improving toward about 1 / 250 with Magic Find, and a cutting recipe converts three gems of any colour into one of another.

Spellblade Blink discipline screen with the node tree, points 16 of 20 spent, and the detail panel listing magical and lightning damage, area, cooldown, and a lightning resistance debuff
The Disciplines screen: allocate node levels on the left, read the resulting cast stats on the right, and swap between the hero's three Disciplines along the bottom.
HeroDisciplines
Woodsworn Bear Trap — heavy Physical damage and a stun on the first enemy in. Track — mark the nearest enemies, cutting Physical resistance and lighting them up for 15s. Shadowstep — dash through everything with brief immunity, dealing damage and knockback.
Spellblade Blink — teleport and detonate a magic blast at the start and end points. Spell Echo — automated abilities trigger one extra time for a few seconds. Elemental Exposure — pulse a wide zone that strips Magic resistance.
Nightreaver Death Mark — mark the nearest enemies, cutting Physical and Poison resistance for 15s. Vanish — enter stealth, then a short burst of damage, speed, and full evasion. Shadow Dash — dash through enemies; the more crossed, the stronger you fight briefly.
Bonebreaker Ground Slam — Physical damage plus a stun and knockback around you. Blood Rage — spend 15% current Life for a short offensive burst. Charge — charge forward, damaging and knocking back everything you plow through.
Lightbearer Divine Shield — full invulnerability for a few seconds. Consecration — holy ground that burns enemies and heals you each second. Holy Charge — for 5s, plough through enemies for a slice of their max Life and knockback.

See per-hero context and stat curves on the Heroes page.