Game Modes
Mode-level constants for Endless and Rift challenge runs. Status and battle-clock mechanics live in the Glossary.
Endless
Scoring
EndlessModeScore = endlessFloor + bonusScore + 2 * difficultyIndex
bonusScore: +1 per IncreaseEndlessModeScore event reward. Each difficulty index above the base adds 2 to score.
Edge case: The difficulty bonus is applied only when the selected difficulty index is not the maximum (6); at the top difficulty the bonus term stays 0.
Difficulties
| Index | Stage difficulty | Modifiers |
|---|---|---|
| 0 | 1 | - |
| 1 | 1 | Heroes start battles at 90% HP |
| 2 | 2 | - |
| 3 | 2 | Surviving-hero shard reward reduced by 1 |
| 4 | 2 | Item slots unlock with hero rank |
| 5 | 3 | - |
| 6 | 3 | Act boss carries a buff relic |
Enemy scaling
Endless enemy growth uses E = 0.43092*cycle + 0.07815*cycle^2,
where cycle is floor divided by 3 and rounded down. See the Enemies endless-scaling panel
for the per-enemy rules.
Rift (Challenge) mode
Max hero deaths10
Wins per class3
Challenge shop tax
tax = start + (shopVisits - 1) * growthPerShop
| Act | Start | + per shop |
|---|---|---|
| Act 1 | 10 | 2 |
| Act 2 | 15 | 3 |