The Descent
An endless procedural dungeon under Emberhold for level 30, solo or a party of 1-5. Its entrance is a pale silver rift beside the Rift of Ash, in Emberhold's north corner.

How a run works
- Every floor is generated from your run's seed and the floor number, so no two runs are alike, and everyone in the party sees the same floor.
- Start deep: you may start at any floor up to one past your deepest completed (a party uses its best member's; the others are carried).
- Each floor has a safe landing with a choice (a blessing, a curse, or descend at once), 0-4 rolled modifiers, elites with affixes, and a Warden guarding the stair down.
- Every 5th floor a named boss from 18 bodies, with generated names and two to four moves, never the same body twice running.
- Death ends the run. The fallen watch the rest of the party.
- Difficulty is depth alone (plus party size): monster levels climb a little with depth, then their health and damage keep growing.
Depth bands and themes
| Band | Floors | Themes |
|---|---|---|
| The Shallows | 1–5 | Ash Halls, Dripping Deeps, The Gnawing Warrens, The Ossuaries |
| The Ash Halls | 6–10 | The Ember Sanctum, The Cinder Throat, Ash Halls, The Deep Seam |
| The Deep | 11–20 | The Rimeglass Deeps, The Frozen Halls, The Drowned Halls, The Sunken Abbey, The Buried Sun, Dripping Deeps |
| The Hollow Dark | 21–35 | The Root-Choked Depths, The Ossuaries, The Molten Rifts, The Frozen Halls, The Gnawing Warrens, The Deep Seam, The Ember Sanctum |
| The Quiet Reaches | 36–∞ | Halls Where Nothing Rings, The Hushed Hollows, The Unlit Crypt, The Root-Choked Depths, The Molten Rifts, The Rimeglass Deeps |
Modifiers
Each floor rolls up to four of these, shown on the landing.
- Feeble: You deal 25% less damage.
- Sour Blood: Healing received -25%.
- Slow Draught: Potion cooldowns +50%.
- Thin Air: Mana regeneration -30%.
- Stout Foes: Monsters have 20% more health.
- Frenzied: Monsters attack 15% faster.
- Crowned Packs: Elites are twice as common.
- Volatile: Monsters burst on death (move out of the circle).
- Smouldering: Elites leave burning ground behind them.
- Rimed Floors: Ice underfoot: you move 10% slower.
- Gloom: Darkness: you see less of the floor.
- No Rest: No health regeneration out of combat.
- Reckless: You deal and take 30% more damage.
- Glass: Critical hits +50% damage, maximum health -20%.
- The Fading: Monsters fade out of the world and back.
- The Hush: Sound stops. Something is listening.
- Inversion: The dark turns pale. The light is wrong.
Blessings
- Ember Heart: +10% damage dealt.
- Iron Skin: -10% damage taken.
- Deep Breath: +30% mana regeneration.
- Warm Hands: +15% healing received.
- Long Wick: +10% maximum health.
- Quick Step: +8% move speed.
- Keen Eye: +25% critical damage.
- Echo Tithe: +25% Echoes of the Deep.
Curses
Optional: a harder next floor for a better reward.
- The Deep Toll: Next floor: monsters +35% health and damage. Reward: an extra chest, +60% Echoes.
- The Black Candle: Next floor: one more modifier and twice the elites. Reward: +1 item level on its chests, +50% Echoes.
Elites
Elites carry one affix, two past floor 20 and three past 40: Shielded, Hasted, Vampiric, Splitting, Fiery, Frozen.
Rewards
- Echoes of the Deep for every floor and boss, spent at the Descent's vendor (character effects: Grave Motes, Pale Moths, Frost Breath, Slow Runes, Torn Pages and potions).
- Magic Find grows with every floor while you are down there.
- Prismatic gear from floor 5: very rare at first, more likely the deeper you go, and better from bosses than chests. See Prismatic gear.
- World-boss uniques from Descent bosses from floor 20.
- Ledger milestones and titles the first time you clear floors 5, 10, 15, 25, 35, 50, 75, 100.
- Weekly boards in the game: the deepest run, and the fastest deathless runs to floors 10, 25 and 50, solo and in a party.