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The climb

12 halls. A boss every 4. You pick the next hall on a 2D tower map (click or Enter). After the fight you loot, pick one of three powerup cards, then ready up to return to the map.

Death of the whole party ends the climb. Leaving the tower abandons it. Floor and powerups are gone. Gold, gear, and XP already taken stay. If everyone leaves, that climb cannot be continued later. A disconnect or crash can rejoin the same party code while the host still has that climb. Clearing floor 12 is a full clear. Higher torment is the replay hook.

Torment

Host sets torment in the lobby. It scales foe toughness and the item level band of loot.

Torment Foe HP Foe damage Item levels
T1 ×1 ×1 1–12
T2 ×1.28 ×1.16 21–32
T3 ×1.55 ×1.32 41–52
T4 ×1.9 ×1.52 61–72

Floor affixes

Normal halls roll one pack affix. Boss halls skip the pack and spawn only the boss.

Affix Effect
Haste Foes move and strike faster
Dense A thicker pack fills the hall
Armored Foes take less damage
Volatile Deaths explode around you
Hunters More elites in the pack

Bosses

Floor 4 — THE WARDEN

Spread the slams. Stack in the ring. One body breaks the seal.
Kind warrior. HP multiplier ×15 versus a normal pack foe.

Floor 8 — THE BELL

Bait the beam. Stand in the gaps. Split to the two bells.
Kind mage. HP multiplier ×18.5 versus a normal pack foe.

Floor 12 — THE HOLLOW KING

Skyfire on your feet. Stack in the safe quarter. Soak the throne together.
Kind mage. HP multiplier ×22 versus a normal pack foe.

Boss chests always drop an item. Boss gold is triple the floor purse. After a boss, living players get a modest heal and a full mana refill.