Levels and prestige
Every body a floor fells pays experience, won or lost: more for a magic, rare or leading one, and more the deeper the floor. A hero far above a depth earns less there. The level runs from 1 to 100.
What a level gives
Each level is one point for the passive tree, and nothing else gives points. Levels 8, 16, 24 and 32 open the aura slots. A rune in a slot takes a tenth of the experience and levels with it: a rune worn from the first floor reaches level 20 when you reach level 43, and 28 at level 60. Runes drop by your level, the last ones from level 60, and none asks for a level to be worn.
The level cap
Your level stops at 30. Each step of the Prestige Tree's Ascent raises the cap by 10: 7 steps, up to 100. Experience stops at the cap.
The ladder
With the cap fully raised, a hero pushing all the way reaches level 100 near depth 20,000.
| Depth | Level, cap fully raised |
|---|---|
| 100 | 6 |
| 300 | 16 |
| 1,000 | 35 |
| 2,000 | 48 |
| 4,000 | 62 |
| 6,000 | 70 |
| 10,000 | 82 |
| 15,000 | 92 |
| 20,000 | 100 |
| Level | Experience in all |
|---|---|
| 10 | 61,693 |
| 20 | 843,709 |
| 30 | 4,742,836 |
| 40 | 17,905,634 |
| 50 | 54,607,467 |
| 60 | 146,749,362 |
| 70 | 363,906,163 |
| 80 | 855,129,128 |
| 90 | 1,934,009,687 |
| 100 | 4,250,334,444 |
Prestige
A prestige opens when a run has cleared depth 2,000. It resets your level, the passive tree's points, the depth, your gear and bag, your runes and their experience, and your souls. The tree waits as a plan of ghost nodes; take them back by hand as the points return. It keeps the Prestige Tree, your start and path, pets, titles and Plus.
It pays prestige points for the depth the run cleared, each point sooner than the last: 1 at 2,000, 2 at 2,500, 9 at 4,000, 65 at 10,000. The same depth pays again on another run.
| Run cleared | Prestige points |
|---|---|
| 2,000 | 1 |
| 2,500 | 2 |
| 3,000 | 3 |
| 4,000 | 9 |
| 5,000 | 15 |
| 10,000 | 65 |
| 20,000 | 217 |
The Prestige Tree
The other side of the Tree: 124 steps on 28 chains, 580 points to fill. Step k of a chain costs 2k − 1 points (1, 3, 5, 7, 9). A chain opens once the step it branches from is held. Every step stays through every prestige.
| Chain | Steps | Each step |
|---|---|---|
| Might | ||
| Life | 5 | +5% life |
| Attack | 5 | +5% attack damage |
| Spell | 5 | +5% spell damage |
| Elements | 5 | +5% fire, cold and lightning resistance |
| Chaos | 5 | +5% chaos resistance |
| Hellforged | 3 | +5% attack and spell damage, +5% life |
| Ascent | ||
| Ascent | 7 | Level cap +10 |
| Quick Study | 5 | +10% experience |
| Head Start | 5 | Start each run 10 levels higher (never above the cap) |
| Rune Hunger | 5 | +10% rune experience |
| Mana | 5 | +5% maximum mana |
| Enlightened | 3 | +15% experience and +15% rune experience |
| Legacy | ||
| Fast Descent | 5 | Start each run deeper, with gear for it: 250 / 500 / 1,000 / 1,500 / 1,900 |
| Kept Souls | 5 | Keep 10% of your souls through a prestige |
| Forge Memory | 5 | +40 item levels on your starting gear |
| Kept Runes | 3 | Keep the skill runes of slots 1, 2 and 3 through a prestige, one slot a step, with their levels |
| Kept Supports | 5 | Keep the support runes of each kept skill slot through a prestige, one socket a step, with their levels |
| Heirloom | 3 | Keep one more item of your choice through a prestige |
| Spoils | ||
| Soul Tithe | 5 | +10% souls |
| Fortune | 5 | +5% item rarity |
| Stride | 5 | +5% chance a won floor clears the next one too |
| Kennel | 5 | +20% pet experience |
| Fleet Foot | 5 | +10% walking speed between fights |
| Ferryman’s Favour | 3 | +10% loot from Risings and Raid Lords, +10% Stray chance |
| The ring | ||
| Tempered | 3 | +2% maximum resistances |
| Provisions | 3 | Each new run begins with a loot cache to open (a haul of cards rolled at your start depth), one more per step |
| Brazier Abuser | 3 | +5% brazier bonus, for you |
| Plunder | 3 | +5% item quantity |
To give a step back, hold it: it returns its own price in points and costs 5,000 souls.