Estrategia
- Los primeros niveles deben estabilizar movimiento, sustain y un patron fiable de dano antes de buscar lujos.
- Las ventanas de boss son puertas de mapa. Guardar cooldowns y oro para el boss suele ser mejor que gastar temprano.
- Endless amplia el pool de enemigos y sube la presion. Trata la clear de 30 minutos como la victoria prevista.
- Las runas son para Paladin, Druid y Sorcerer; Knight progresa con arma y hechizos de combate.
Notas del 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. Every Standard map and the initial Endless floor deterministically place 8-13 unrevealed chests. Standard never refills them. In Endless, dropping below 3 unopened chests starts a recovery cycle with a fresh 8-13 target; one reserved chest teleports in every 30 seconds until that target is live. 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.