How a fight resolves
A floor is one fight: your hero against a road of packs from the depth's zone, with the depth's named monster leading the last pack. It runs on the server at 10 ticks a second, and what you watch is the same fight played back. The Arena fights on the same rules; its own are at the end of this page.
The floor
- The packs
- a floor holds 14 bodies at depth 1, 97 at depth 100 and at most 250, from depth 282 on, the leader included. They stand asleep along the road and wake a knot at a time as you come near.
- Normal, magic, rare
- a normal body is the depth's monster without the depth's affixes. A magic body rolls 1 affix of its own from depth 15 and carries ×3.7–4.3 a normal body's health and ×1.3 its damage; a rare rolls up to 4, fewer on shallow floors, and carries ×6.5–9.8 health and ×1.5 damage. The lower number is depth 1, the higher from depth 100.
- The leader
- the depth's named monster with the depth's affixes, the ones its card shows: 80% of the card's health and 60% of its damage. At a gate depth the leader is the zone's boss. Below half health the leader enrages: it hits harder and moves faster.
- Winning
- the floor is won when every body on it is dead and every drop picked up. Won at your deepest depth, it opens the next one.
- Losing
- you lose the floor when you fall, when 90 s pass without you landing a wound, or after 1,500 s in all.
- Loot
- one drop per 35 of the depth's base count of bodies (that count stops at 100), at least one, and 2 more when a boss leads it. The leader's affixes add drops: +8% per difficulty point.
The road presses. On a floor the monsters carry more health again with depth and hit harder: not at all to depth 300, ×10 damage and ×2 health from 10,000 on, phased in by the logarithm of depth. A Lord's room and a Rising keep their own numbers.
The road eases. In a run's first thousands of depths, while the level and the tree are still growing, a floor's monsters carry less than the curve gives them (full strength up to depth 20): health ×0.7 at 60, ×0.4 at 150, ×0.28 at 300, ×0.22 from 1,000 to 1,899, ×0.27 from 1,900 to 2,499, ×0.4 from 2,500 to 3,099, ×0.56 from 3,100 to 3,799, ×0.75 from 3,800 to 4,599, the full curve from 4,600; damage ×0.7 at 60, ×0.4 at 150, ×0.28 at 300, ×0.3 from 1,000 to 1,899, ×0.34 from 1,900 to 2,499, ×0.46 from 2,500 to 3,099, ×0.61 from 3,100 to 3,799, ×0.77 from 3,800 to 4,599, the full curve from 4,600 (by depth, phased in by its logarithm). A Lord's room and a Rising keep their own numbers.
The resist penalty. Every resistance is lowered by the depth being fought: −15 from depth 1,000, −30 from depth 4,000, −60 from depth 10,000, flat after. Gear, the tree and the elixirs answer it; the sheet shows the penalty of your frontier.
The floor's mods. From depth 300 a floor rolls mods of its own, as a map does: 1 from 300, 2 from 2,000, 3 from 5,000, 4 from 10,000. Each does one thing and pays for itself in drops and in bodies; the depth card names the next floor's, and the next attempt rolls again. Fecund — +35% monster life (+13% drops, +5% bodies); Savage — +22% monster damage (+19% drops, +7% bodies); Fleet — monsters move 25% and attack 30% faster (+16% drops, +7% bodies); Armoured — monsters have +60% armour (+12% drops, +5% bodies); Resistant — monsters have +30% to every resistance (+12% drops, +5% bodies); Empowered — monsters' ailments land 25% more often (+12% drops, +5% bodies); Deadly — monsters critically strike 25% of the time (+16% drops, +6% bodies); Antagonist's — twice the rares (+17% drops, +5% bodies); of Stasis — you cannot regenerate life (+14% drops, +5% bodies); of Smothering — you recover 50% less (+16% drops, +6% bodies); of Exposure — −10% to your maximum resistances (+19% drops, +7% bodies); of Impedance — you move 30% slower (+12% drops, +5% bodies).
Every move is announced. A monster's move — a body's own or the leader's — is wound up first (0.8s for a normal body, 0.7s magic, 0.6s rare, 0.7s the leader) with a mark where it will land, and lands on whatever stands there then. Your reflex is a 20% chance to step out of a mark, 0.02 more per point of Dexterity, 60% at most; a blow you stepped out of misses.
Rarity. A magic pack shares one affix; a rare rolls its own. Magic and rare bodies carry ×1.3 and ×1.5 a normal body's damage, then trade it for speed: they swing 20% and 33% faster and hit that much less a blow. Rares per hundred bodies: 4 from 1, 6 from 2,000, 8 from 5,000. A gate boss is the depth's peak: 0.6 of its own definition against a champion's 0.8.
The road comes to you. A monster still far from you runs — at ×1.6 its pace, ×2.2 from depth 10,000. From depth 300 a knot you wake calls its whole pack and the next one down the road, archers and casters run in to their own range as well, and a rare body leaps into your reach and slams, or, a caster or an archer, blinks beside you and bursts. Some rares carry Of the Vortex and drag you to them from 7 tiles. 10% of the bodies there (25% from depth 10,000) carry a volatile core that flies at whoever killed them, and 20% of the packs (45%) stand a post up that calls more of the pack to it every 3.5 s until it is broken.
Your hit
- A hit
- your skill's damage, your flat damage and Increased Damage, ±10%, then the crit. A crit multiplies by 1 + Critical Damage, from a base of +50%.
- Physical
- meets the monster's armour. Armour counts more against small hits and less against big ones.
- Fire, lightning, cold, chaos
- each meets the monster's own resistance, lowered by your penetration and by Exposure; a resistance can be pushed down to -50%.
- Endurance, Frenzy and Power charges
- up to 3 of each before anything raises the cap; a stack lasts 10 s from the last one gained. An Endurance charge: 4% less damage taken. A Frenzy charge: 4% more damage and 4% more speed. A Power charge: +40% increased critical chance.
- Rage
- up to 30 before anything raises the cap: 1% more attack damage per point. It starts to fade 2 s after you last gained any. You build it where something says so: the Rage support and Hook and Haul on their hits, tree and ascendancy nodes that grant Rage on hit or when hit, a few uniques on a dodge. The red icon over your skills counts it, and stands at 0 for any build that can build it.
- Empowered attacks
- a warcry's promise: your next attacks after the shout hit harder, as the shout says, and every attack spends one. The gold icon over your skills counts the attacks left.
- Impale
- a sword impales on 20% of its hits; skills, supports and the tree add chance. An impale holds 10% of the hit's physical damage, counted before the monster's armour, and each of the next 5 hits it takes, from anyone, pays that out again as physical damage, which armour does reduce. It falls out after 8 s regardless.
- Two-hander
- hit ×1.25, and 1 more affix on the weapon (not on a bow).
- Dual wield
- +30% attack speed (+45% for two daggers), the off-hand at 60%, and the second weapon blocks 25% of hits.
- Heavy Blow
- two-handers only: +50% per full roll for each second of the swing beyond the first, −20% attack speed per roll, to a floor of -60%. Four full rolls on a maul with no haste: -60% attack speed, a 4.7 s swing, ×8.5 per blow.
Ailments
What a hit can inflict follows its damage type, never the weapon: physical bleeds, physical and chaos poison, fire ignites, lightning shocks, cold chills and freezes. Each is rolled on its own, so one blow can bleed and ignite at once.
- Chance
- your base chance to Bleed, Poison or Ignite is 0%. All of it comes from your gear, tree, masteries, ascendancy and gems, and a critical strike always ignites.
- Bleed
- 70% of the hit's physical damage per second for 5 s. A monster carries one bleed of yours; a stronger one replaces it. While the monster is not stunned or knocked back, your Aggravation makes it tick harder.
- Poison
- 17.5% of the hit's physical and chaos damage per second for 2 s. A proc lands 3 poisons, up to 20 on one monster, more with Poison Stacks. A monster that dies poisoned on a floor passes half of the poison it still held to the nearest monster within 2 tiles.
- Ignite
- 98% of the hit's fire damage per second for 2 s. A monster carries one ignite of yours; a stronger one replaces it.
- Shock
- every lightning hit, never rolled: the monster takes more damage for 4 s, more the bigger the share of its health the blow took.
- Chill
- every cold hit, never rolled: the monster is slowed 5–30% for 4 s, by the share of its health the blow took.
- Freeze
- a cold blow taking 5% of the monster's health freezes it, and a cold crit 40% of the time. A freeze lasts 0.5–3 s by the size of the blow. The leader is never frozen unless a unique says so.
- The dials
- Increased Damage over Time and each ailment's own Multiplier add into one increase on the tick; Ailment Duration stretches the seconds; Ailment Effect raises a shock and a chill.
A monster's blow is a mix of damage types, and each part keeps a flat 12% chance × its share for its own status — physical bleeds, physical and chaos poison, fire ignites, cold chills, lightning shocks — twice that for the status its type is known for; its own affixes add on top. What each type carries is in the Bestiary.
Your defences
- Dodge
- attacks only: a spell, a breath or burning ground goes through it. Dodge Rating becomes a chance: rating / (rating + K) × 50%, K growing with the depth (a full medium suit of the depth gives 40%). Cap 75%.
- Block
- Block Chance against a blow in reach; a projectile is blocked at half your chance. A blocked blow is stopped whole; Half-Guard lets 65% through. Block Chance caps at 75%: Block Strength lifts that ceiling 1% for every 3, Guard and set bonuses lift it too, never past 90%.
- Armour
- cuts the physical part of a blow: armour / (armour + k), where k grows with depth and with the weight of the blow. A blow of 5% of your health meets it whole, a heavier one gets through more, a small one meets more. Cap 75%.
- Resistance
- each element meets its own, chaos meets Chaos Resistance. Cap 75% (+15 with Maximum Resistances).
- Barrier
- takes a blow before your health, all but its chaos: chaos goes straight through. It knits back 0.5% a second the whole floor through, faster with Barrier Recharge Rate; taking a hit does not stop it.
- Stagger
- a blow of a tenth of your life, or a knight's bash, staggers you for a moment.
- Flasks
- your life flask is drunk on its own when you run low: 3 charges, each 28% of your health over 3 s, a charge back per 14 kills. A magic body counts 3.5, a rare 6.
Depth, and what it does to monsters
Monster health, damage and armour ride one quadratic curve, and the gear budget rides the same shape — so past depth 20 the monsters carry an extra ×(1 + 0.17 × ln(depth / 20)) that gear never gets. Past depth 2,000 a second term raises monster damage ×(1 + 0.6 × ln(depth / 2,000)), capped at ×1.5.
The first 50 depths are eased: monsters open at 60% and fade up to full.
Fight length. Past depth 50 a monster carries up to ×4 health and 50% of the damage, phased in by the logarithm of depth and full from 1,000.
The level of your gear does not change what a monster carries: a monster deeper than your item level is the same monster it is for anyone.
What a monster resists before any affix, and what the affixes add, is under Enemy modifiers; what each type carries and asks for is under the Bestiary.
Ceilings
Your items keep their rolls; what is over the top does nothing.
| Stat | Ceiling |
|---|---|
| Armour reduction | 75% |
| Overwhelm and Crush together | 40 points |
| Culling Strike | 25% |
| Critical Chance | 100% |
| Critical Damage | no ceiling |
| Increased Damage, Physical, Elemental, Damage over Time | no ceiling |
| Bleed / Poison / Ignite Multiplier | no ceiling |
| Attack and Cast Speed | no ceiling on the bonus; a swing or a cast never comes sooner than one tick, 10 a second |
| Attack Speed, the floor | -60% |
| Dodge | 75% |
| Block Chance | 75%, up to 90% with Block Strength, Guard and set bonuses |
| Block Strength | no ceiling; every 3 lift the block ceiling 1% |
| Life Steal, each kind | 30% |
| Resistance | 75% (+15 with Maximum Resistances; an elixir's resistance fills up to the ceiling, only its own «+% to the resistance ceiling» lifts it) |
| Reflex, a step out of a mark | 60% |
| Recoup | 50% |
| Status Avoidance | 75% from gear · 100% with the tree, masteries and paths |
| Status Chance | 100% |
Attributes are read as effective points: a gear affix's points are scaled to the item level of your gear — one max-rolled affix is 100 effective points — so the raw sum on your items can be thousands while the fight pays by a few hundred; the profile prints the effective points with the raw sum in brackets. Strength pays +2% melee damage and +0.5% life per 10 effective points (melee only: a bow or a spell takes nothing from it), Dexterity +0.8% attack speed and +2% dodge rating, Intelligence mana and barrier.
The stats themselves are under Affixes.
In the Arena
The Arena fights on the floor rules above: your whole kit against a copy of another player's, in one room.
- Gear and runes
- every piece is re-levelled to item level 100, every rune fights at level 1.
- The trees
- the passive tree and the Prestige Tree stay home. Your path fights.
- Scale
- every blow and every heal between the two sides ×0.12. From 60 s the blows grow 10% of themselves a second.
- A round
- 90 s. If both stand at the clock, the higher share of life left wins.
- A series
- best of 3: the first to 2 rounds takes it.
Every mark
On a floor the marks hang under each monster's health bar and in your own row.
Statuses
What a hit leaves on a monster or on you. In a Lord's or a Rising's room, the number on a mark in your row counts the boss's stacks on you.
Bleed- 70% of the hit's physical damage per second for 5 s. Armour does not reduce it, and a stronger bleed replaces a weaker one. A monster's bleed on you: 14% of its blow per second for 5 s.
Ignite- 98% of the fire damage dealt per second for 2 s. One per monster (two with Hungry Fire); a stronger one replaces it. A crit always ignites.
Poison- 3 stacks per poison, each 17.5% of the hit per second for 2 s, up to 20 stacks. Chaos Resistance reduces the whole tick.
Shock- The monster takes +5% to +50% damage for 4 s; a bigger hit shocks harder. On you: +12% damage taken.
Chill- The monster moves and attacks 5% to 30% slower for 4 s. On you: 12% slower.
Frozen- A cold hit of 5% of the monster's health freezes it for 0.5 to 3 s; bosses are not frozen. On you: a cold hit of 8% of your life, up to 2 s, then 4 s before it can freeze you again.
Stun- Your Stun Chance stopped the monster for a moment. It cannot be stunned again for a few seconds, and bosses ignore it.
What weakens a body
Marks that make a monster, or you, easier to hurt.
Wound- On you: a monster's bleed or poison, or a Withering monster's blow, taking life every second.
Exposed · Fire- The monster's fire resistance is lowered. On you: an Exposing monster's blow lowered all your elemental resistances.
Exposed · Lightning- The monster's lightning resistance is lowered.
Exposed · Cold- The monster's cold resistance is lowered.
Crush- A maimed monster moves and attacks slower. On you: maimed, so you move 30% slower, or a Sundering monster's blow made your armour count for less.
Blind- A blinded monster misses some of its attacks. On you: 25% of your hits miss.
Staggered- On you: a heavy blow or a bash, and you cannot act for a moment.
Hexed- Your curse or your mark is on the monster.
Impale- A blade left in the monster: each of its next 5 hits taken deals 10% of the impaling hit's physical damage again, within 8 s. Swords impale on 20% of their hits.
On your side
What your build is holding up in your row.
Barrier- Takes hits before your life and refills 0.5% a second. Chaos damage goes past it.
Thorns- A melee monster that hits you takes damage back.
Fortify- Your melee hits Fortify you: 15% less damage taken while it lasts.
Guard- A guard skill raised your armour for a moment.
Elemental Overload- A crit raised your elemental damage for a few seconds.
Arcane Surge- Your spells deal more damage and cast faster for a few seconds.
Leech- Life leech is running: your hits are giving you life back.
Overload- Overload Signet: a crit deals nothing extra, and for a few seconds after one your elemental damage is +40%.
Monster and unique effects
What a unique leaves on a monster, or a monster's fire, cold or lightning leaves on you.
Scorch- Scorchbrand: no burn; each ignite lowers the monster's fire resistance more. On you: −10 to your fire, cold and lightning resistance for 3 s.
Sap- Sapping Coil: its shock adds no damage taken; each one makes the monster hit softer. On you: your hits deal 10% less for 3 s.
Brittle- Brittle Crown: no freeze; each one raises your crit chance against the monster. On you: monsters crit you on 15% more of their hits for 3 s.
Built up
What your build has stacked up. The number on it counts how many. Runes, tree nodes and your mark skills say what grants a charge or Rage.
Endurance charges- 4% less damage taken each, up to 3 before anything raises the cap; the stack lasts 10 s from the last one gained.
Frenzy charges- 4% more damage and 4% more speed each, up to 3 before anything raises the cap; the stack lasts 10 s from the last one gained.
Power charges- +40% increased critical chance each, up to 3 before anything raises the cap; the stack lasts 10 s from the last one gained.
Rage- 1% more attack damage per point, up to 30 before anything raises the cap. It starts to fade 2 s after you last gained any. The icon stands at 0 for any build that can build it.
Empowered attacks- A warcry's promise: your next attacks after the shout hit harder, as the shout says, and every attack spends one. The number on it counts the attacks left.