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Strategy

  • Early levels should stabilize movement, sustain, and one reliable damage pattern before you chase luxury picks.
  • Boss gates are the map checkpoints. Saving cooldowns and chest gold for the map boss is usually stronger than overbuying early.
  • Endless mode widens the spawn pool and increases pressure. Treat the 30-minute clear as the planned win condition.
  • Runes belong to Paladin, Druid, and Sorcerer builds; Knight progression is balanced around weapon and combat-spell uptime.

Runtime Notes

  • 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.