Strategia
- Wczesne poziomy powinny ustabilizowac ruch, sustain i jeden pewny schemat obrazen.
- Okna bossow sa bramami map. Zachowanie cooldownow i zlota na bossa zwykle jest mocniejsze niz wczesne zakupy.
- Endless poszerza pule spawnujacych sie wrogow i zwieksza presje. Clear 30 minut to planowany warunek wygranej.
- Runy sa dla Paladina, Druida i Sorcerera; Knight opiera progres na broni i czarach bojowych.
Notatki Runtime
- Normal monster spawn times below are baseline director timings with no extra level/kill acceleration. Real runs can surface monsters earlier if the player snowballs, and entering the next map after a boss clear now adds four minutes of director pressure immediately.
- Monster kills award XP and shared gold, but equipment now comes from chests only. Gold resets when a new map starts, while both gold earned and chest costs rise by 34% per campaign map. Each Standard map deterministically spawns 3-10 unrevealed chests, with maps 1-2 on the lower end and later maps opening more room for exploration. Endless periodically backfills only when fewer than 3 unopened chests remain, and timed refills do not run in Standard. The chest rarity rolls when discovered, all revealed chest names stay Chest, and the color/cost shows whether the item roll floors at common, uncommon, rare, epic, or legendary.
- The normal clear rolls six distinct campaign bosses from an eight-boss pool. After the sixth boss clear, the final portal can end the run, or a red endless portal can continue into the Endless boss sequence one boss at a time.