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Strategy

  • Early levels should stabilize movement, sustain, and one reliable damage pattern before you chase luxury picks.

  • Boss windows are map gates. 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.

Progress Anchors

  • 4
  • 22
  • 56
  • 104
  • 160
  • 232

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 map. Chests are opened by walking over them; normal chests roll the full rarity table, rare chests force rare-or-better equipment, and legendary chests force epic-or-better equipment.
  • The normal clear is now six wrapped maps. Map 6 unlocks ascension, but the run does not end: stepping back onto the cleared gate opens Map 7, Map 8, and so on. Endless maps keep rolling the final chest band and keep raising monster spawn rate each map.