Enemies are immune to stun and slow.
Run structure
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: Threat Escalation. Every 30 seconds enemies receive a permanent buff tick, growing increasingly dangerous the longer overtime continues. The overtime multipliers vary by level:
| 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
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:
| Level | Arena radius (units) |
|---|---|
| 1 — The Forsaken Woods | 850 |
| 2 — Crypt of Echoes | 900 |
| 3 — Ashen Stronghold | 900 |
| 4 — Blighted Catacombs | 950 |
| 5 — Crimson Rift | 980 |
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
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 the screen at 250 active enemies. Regular wave spawning is blocked when the cap is reached. Above 70% pressure, new enemies receive scaling bonuses that peak at 100% pressure:
| Pressure | Enemy HP bonus | Enemy DMG bonus | Movement speed bonus | Visual 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.
Hero levels & 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: 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 14 active abilities and 12 passive upgrades can appear as choices. 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.
| Ability | Damage type | Description | Starter for |
|---|---|---|---|
| Physical | Fire arrows that pierce through enemies in a line. Projectile count and pierce depth increase with level. | Woodsworn | |
| Magical | Launch homing missiles that seek nearby enemies. Additional targets gained per level. | Spellblade | |
| Physical | Throw shurikens in random directions. Pierce count increases with level. | Nightreaver | |
| Physical | Throw spinning axes in fixed directions. Each axe passes through all enemies it hits. | Bonebreaker | |
| Magical | Call down a lightning beam on multiple enemies. Half the damage splashes in a radius around each target. | Lightbearer | |
| Magical | Fire projectiles toward nearby enemies. Each missile explodes on impact in a radius. | — | |
| Magical | Launch a bolt that bounces between multiple enemies. Bounce count increases with level. | — | |
| Magical | Launch a frost orb that jumps between enemies dealing damage. Bounces increase with level. | — | |
| Magical | Summon orbs that orbit the hero and deal damage on contact. Orb count increases with level. | — | |
| Magical | Unleash a frost ring around the hero that deals damage and slows all enemies hit. | — | |
| Physical | Summon blades that orbit the hero and deal damage on contact. Blade count increases with level. | — | |
| Physical | Fire a powerful bolt that pierces through enemies in a straight line. | — | |
| Pure | Emit a death wave in a radius dealing true damage that bypasses all defenses. | — | |
| Pure | Surround the hero with darkness, dealing true damage every 0.25 s to all nearby enemies. Tick speed is unaffected by cooldown reduction. | — |
Passive upgrades do not fire at enemies. They register as in-run stat sources and tune the build underneath your active abilities.
| Passive | What it improves | Run impact |
|---|---|---|
| Projectile count | Adds more projectiles to supported active abilities. | |
| Magic damage | Raises magical ability damage. | |
| Physical damage | Raises physical ability damage. | |
| Healing from damage | Heals the hero for a portion of damage dealt. | |
| Armor | Improves physical damage mitigation. | |
| Magic resistance | Improves magical damage mitigation. | |
| Gold find | Increases gold earned from drops. | |
| Area of effect | Expands supported ability areas. | |
| Pickup radius | Lets the hero collect XP, gold, and drops from farther away. | |
| Movement speed | Improves repositioning and escape potential. | |
| Max life | Raises the hero's maximum HP. | |
| Cooldown reduction | Reduces cooldowns for supported active abilities. |
Each hero also has a unique ultimate ability that charges passively over time. See the Ultimate section below for details.
Drops & loot
Every enemy death rolls independently for each drop type. XP always drops. Everything else is chance-based, modified by the Magic Find stat: final chance = 1 / max(1000, base denominator − magic_find%). Magic Find caps at 500%, driving the minimum denominator to 1000.
| Drop type | Mortal | Broken | Damned |
|---|---|---|---|
| XP crystal | 100% | 100% | 100% |
| Gold | 1 / 25 (4%) | 1 / 25 (4%) | 1 / 25 (4%) |
| Component | 1 / 1750 | 1 / 1750 | 1 / 1750 |
| Potion (Weak) | 1 / 1750 | 1 / 1750 | 1 / 1750 |
| Potion (Normal) | — | 1 / 1750 | 1 / 1750 |
| Potion (Strong) | — | — | 1 / 1750 |
| Organ | — | — | 1 / 25000 (elite / boss only) |
| Reliquary Key | 1 / 50000 | 1 / 50000 | 1 / 50000 |
Gold drops 1–3 gold on Mortal, 5–10 on Broken, and 25–50 on Damned, multiplied by the Gold Find stat: round(base × (1 + gold_find% / 100)). Organs only drop from elite and boss enemies on Damned; Damned bosses always drop 1 organ. For full inventory item details, see the Inventory page.
Potions
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).
| Potion | Effect | Potency (Weak / Normal / Strong) |
|---|---|---|
| Health | Heals max HP over duration | 25% / 50% / 75% max HP |
| Haste | Movement speed & cooldown reduction | +25% / +25% / +25% |
| Power | All damage types multiplied | +100% / +100% / +100% |
| Invincible | Full damage immunity | Full / Full / Full |
| Frost | Slows all enemies on screen | 50% / 75% / 95% slow |
| Magnet | Increases pickup radius | +1000% / +1000% / +1000% |
| Ultimate | Advances ultimate bar | +5s / +10s / +15s |
Difficulty
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 stats receive a flat difficulty bonus at spawn, plus an additional per-hero-level multiplier of 1.05^(hero_level − 1) to both HP and damage.
| Difficulty | Enemy HP | Enemy DMG | Enemy DEF | Movement speed | Random Damned modifiers |
|---|---|---|---|---|---|
| Mortal | 0 | 0 | 0 | 0 | 0 |
| Broken | +400% | +400% | +200% | +10% | 1 |
| Damned | +1900% | +1900% | +400% | +20% | 3 |
Modifiers
Before a run, the Gate of Hell screen shows all active modifiers. Damned modifiers are rolled randomly based on difficulty (see table above) and cannot be removed — they make the run harder and increase score. Blessed modifiers are optional purchases in the Gate; they make the run easier but reduce score.
Each modifier belongs to a tier (S, A, B, or C) that determines its score impact:
| Tier | Damned (score bonus) | Blessed (score penalty) |
|---|---|---|
| S | +30% | −30% |
| A | +20% | −20% |
| B | +15% | −15% |
| C | +10% | −10% |
Enemies are immune to stun and slow.
Difficulty scaling ticks 30% more frequently.
Enemies can revive once at 25% HP after 5 seconds.
+1 enemy per spawn tick. Enemies have 20% less HP.
Enemies deal 35% more damage.
Enemies move 25% faster.
Low-health enemies gain speed and damage.
Enemies reflect 1% of physical damage taken.
Every 5th enemy is an elite with higher HP and damage.
The boss spawns with +100% HP and +50% damage.
Player ability cooldowns are increased by 25%.
You take 20% more damage from all sources.
Enemies have 60% more max HP.
Enemies gain 50% bonus armor.
Enemies gain 50% bonus magic resistance.
Enemies can evade physical attacks.
Your healing from all sources is reduced by 50%.
Bosses cannot heal.
Enemy boss armor is reduced to 0.
Enemy boss magic resistance is reduced to 0.
Increase hero experience gain by 20%.
Increase Magic Find by 25%.
Hero damage is reduced by 50%.
Increase hero damage by 100%.
Hero damage is reduced by 25%.
Increase hero damage by 50%.
Increase hero experience gain by 10%.
Hero damage is reduced by 15%.
Increase hero damage by 25%.
Increase hero movement speed by 15%.
Modifier impacts stack additively on the score multiplier. Running 3× S-tier Damned modifiers gives a score multiplier of 190% (100 + 30 + 30 + 30). The score multiplier has a minimum floor of 5%.
The Gate shows a total of 3 purchasable slots across all difficulties, plus any random Damned slots rolled at run start (1 on Broken, 3 on Damned).
Score
At the end of a run a final score is calculated from four components, then multiplied by the active modifier stack:
| Component | Value |
|---|---|
| Total damage dealt | 1 point per damage |
| Kills | 10 points per kill |
| Gold earned | 25 points per gold |
| Hero level reached | 100 points per level |
| Run time survived | 2 points per second |
Final score formula: int(round(base_score × score_multiplier)). Only Victory runs (boss killed) pay out rewards. Defeat ends the run with no reward drops, though gold and XP earned during the run are kept.
Ultimate
Each hero has a unique ultimate ability. The ultimate bar charges passively over time with a 120-second base fill time, reduced by Paragon investment at −5 seconds per Paragon level down to a minimum of 30 seconds. Ultimate CDR from other sources caps at 70%. Ultimates are activated manually — except Bonebreaker's, which fires automatically the moment the bar is full.
| Hero | Ultimate | Effect |
|---|---|---|
| Woodsworn | Tempest Volley | For 5 seconds: +10 projectiles, +100% evasion, +50% movement speed. |
| Spellblade | Arcane Surge | For 5 seconds: all ability cooldowns reduced by 50%. |
| Nightreaver | Death Mark | For 5 seconds: +50% critical chance, +100% critical damage, +75% armor reduction on all hits. |
| Lightbearer | Divine Wrath | For 5 seconds: all damage dealt becomes pure damage, bypassing armor and magic resistance entirely. |
| Bonebreaker | Warlord's Growth | Auto-fires on full charge. Each activation permanently grants +20% max HP, +20% physical damage, and +20% armor. Stacks indefinitely — the hero visually grows larger and redder with each stack. |