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.
Host picks the mode in PLAY or the party lobby: Classic, Rush, or TIME ATTACK.
Rush¶
A dungeon you walk. Six chambers and connecting halls — pull one pack, or greed and die. The last door opens into the Warden's hall. You start at the far entrance, not in the boss room. The layout does not reroll. One clock bar, 400s, with gold and silver marks. Finish inside 180s for a rare (tiny legendary chance on T3+). Inside 270s for magic. Before the clock dies for common. Depleted: nothing. No powerup picks. No extra chests. Drag packs into the Warden's hall and burn them with him. When a phase tears the party into the void, hall trash stays put and does not follow; choir and island adds still fight you there. If an ally drops, walk to them out of combat to raise them.
Time Attack¶
Arenas on a 48s clock. Each clear buys time (20s, 18s, 16s, 15s, 14s, 12s, 10s, 8s then 8s) and a powerup card. The clock pauses while you pick. The clock hitting zero opens a loot room. Chests scale with rooms cleared, cap 3, and the last break is a rare. Wipe: no chests.
Torment¶
Host sets torment in the lobby. Foe HP follows the same affix curve as that torment's loot band (T1 is iLvl 1–12, T4 is built for iLvl 61+). Undergeared climbs hit a wall; matching iLvl keeps the fight even.
| Torment | Foe HP | Foe damage | Item levels |
|---|---|---|---|
| T1 | ×1 | ×1 | 1–12 |
| T2 | ×1.7 | ×1.52 | 21–32 |
| T3 | ×2.5 | ×2.1 | 41–52 |
| T4 | ×3.35 | ×2.7 | 61–72 |
Packs¶
Most of a hall is trash melee (80% of the pack). One or two shooters plant in the back and fire — they do not kite the room. Close once. Elites pick up one extra: warriors charge like a goatman, archers leap, mages nova. Champions drop a meteor. Pack telegraphs are red — same avoid color as a boss slam. A life flask still covers a couple of trash swings — the scary damage is on a telegraph you can walk out of.
| Kind | Role | Melee | Kit |
|---|---|---|---|
Bone swarm (minion) |
melee | 12 | melee only |
Skeleton warrior (warrior) |
melee | 14 | elite charge (26) — A red line telegraph, then a rush. |
Bone archer (rogue) |
archer | 11 | arrow (18) — A red bolt at your feet. Step aside.; elite leap (24) — A red disk on your feet, then a leap slam. |
Bone mage (mage) |
caster | 10 | bolt (20) — A red fire bolt at your feet. Step aside.; elite nova (16) — A red burst around the mage. Chill.; champion meteor (28) — A red sky drop on your feet. Move. |
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 |
Party¶
A larger party does not inflate foe HP or damage. The hall fills out instead: more bodies, split packs, extra elites to peel, and a higher wake cap so the company is noticed. Hits from one skeleton stay the same.
| Party | Extra bodies | Packs in the hall | Wake cap | Pack cap | Extra elites | Champion from |
|---|---|---|---|---|---|---|
| 1 | +0 | 1 | 7 | 28 | +0 | 10 |
| 2 | +4 | 2 | 10 | 32 | +1 | 10 |
| 3 | +7 | 3 | 13 | 35 | +2 | 8 |
| 4 | +10 | 3 | 16 | 38 | +3 | 7 |
Choir adds, soul pads, and extra gauntlet disks follow living players. Named bosses keep their HP budget. Full kits and phases live on Bosses.
Bosses¶
Floor 4 — THE WARDEN¶
Spread the slams. Stack in the ring. Break the seal, then burn.
Kind warrior. HP ×19 versus a pack foe. Damage ×1.72.
Floor 8 — THE BELL¶
Bait the beam. Stand in the gaps. Silence the choir, then dump cooldowns.
Kind mage. HP ×22 versus a pack foe. Damage ×1.95.
Floor 12 — THE HOLLOW KING¶
Claim your soul in the void. Soak the throne. Dance the hollow night.
Kind mage. HP ×22 versus a pack foe. Damage ×2.28.
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.