About 8 taps per second. Faster tapping doesn't add damage.
After a tap strike, the next tap is ignored for
0.12 seconds. Any tap inside that window is
simply dropped, so tapping faster than roughly 8 times per second
gains nothing. Taps are also ignored while your hero is stunned.
The Tap Frenzy skill strikes on the same
0.12-second rhythm and shares the limit with your own taps, so
tapping during Tap Frenzy doesn't add extra strikes.
Multiplicatively. Two 10% reductions give 19%, not 20%.
Each reduction applies to the damage that's left after the
previous one, so stacking more of them has diminishing returns.
Effects that increase Damage Taken multiply in the same way.
Damage Taken = (1 − r₁) × (1 − r₂) × …
Two 10% reductions: 0.9 × 0.9 = 0.81 → you take 81%, a 19% reduction
10% reductions
Damage taken
Total reduction
1
90%
10%
2
81%
19%
3
72.9%
27.1%
5
59%
41%
Exception — companions: damage reduction from
your companions is added together first, so two companions with
10% each give 20%, not 19%. This counts companions in your party
and companions working in a town building (except the Training
Grounds). Their combined total can't go above 90%, and it then
multiplies with your other sources as one source.
Talents 10% and 6%, companions 10% and 8%:
0.90 × 0.94 × (1 − 0.10 − 0.08) = 0.90 × 0.94 × 0.82 = 0.694
→ you take 69.4%, a 30.6% reduction
Order of a hit: Armor reduces it first, then a critical hit
multiplies it, then Damage Taken applies, and finally shields
absorb what's left.
Additively. Two 10% sources give 20%, up to a maximum of 95%.
All Dodge Chance bonuses are added together. A dodged attack is
avoided completely: it never reaches Armor, Damage Taken or your
shields. Dodge Chance above 95% has no extra effect.
Enemy strength depends on depth: how far you are across all zones combined.
Each zone continues where the previous zone's first 100 waves
left off, so Zone 2 wave 1 is as strong as Zone 1 wave 101.
Depth = (zone − 1) × 100 + wave
Health grows 12% per wave up to depth 21, 8% per
wave up to depth 51, and 6% per wave up to depth 551.
After depth 551, regular enemies gain 5.95%
Health per wave and bosses gain 6.11%.
On top of that, Health growth eases off between depth 551 and
951: from depth 951 on, enemies have 22% of the Health the
growth rates above would give.
Bosses (every 10th wave) have 8× the Health of
a regular enemy at the same depth, before their own bonuses.
Past depth 551 their faster growth widens that gap to about 16×
by depth 1001.
Attack Power grows more slowly than Health and
isn't affected by the regular/boss split above.
Armor is the enemy's base Armor plus one per
depth (depth 500 adds 499 Armor).
Each enemy type and affix (Warded, Frenzied, …) adds its own
multipliers on top.
See exact numbers for any zone and wave in the
Enemy stats tool.
Once your highest wave in a zone this run reaches
100, that zone's World Boss can appear.
A new World Boss is scheduled every 2 hours.
It appears in one of your unlocked zones, within 10 waves of
your highest wave there.
Once it appears, you have 60 minutes to find
and defeat it. A fight that's already in progress isn't cut
short when time runs out.
Ascending resets your run, so after an Ascension you need to
reach wave 100 in a zone again.
In town, the Vanguard Outpost shows when the
next World Boss will spawn, and the
Signal Tower lets you prioritize a World Boss
you've already unlocked.
Gather them at resource spots: each one is in a different zone.
Resource
Zone
Zone unlocks at
Wood
1 · Meadow Road
Start
Stone
2 · Bandit Pass
Wave 100 in Meadow Road
Iron
3 · Frozen Fen
Wave 100 in Bandit Pass
Travel to the zone from the Map.
A round button with the resource's icon appears on the combat
screen. Tap it to go to the zone's resource spot.
Your hero gathers from resource nodes instead of fighting
waves. Tap the button again to return to the waves.
If you close the game while gathering, gathering continues
offline. Companions with Wood, Stone or Iron Gathering traits
increase what you collect, and some produce resources passively.
No. Artifact rarity depends only on how deep you are.
Item Rarity bonuses (such as the Sanctum boon) only affect
equipment. Artifacts drop from Loot Chests, a
rare enemy that sometimes appears in regular waves, and can also
come from Caravan deliveries. Higher rarities unlock as you go
deeper (see depth). For Caravans,
depth is the Caravan's own wave, which rises with the Shards you
load, not the wave you're fighting on.
Rarity
Unlocks at depth
For example
Chance at depth 1001+
Common
1
Zone 1 wave 1
80.2%
Rare
401
Zone 5 wave 1
14.4%
Epic
601
Zone 6 wave 101
4.0%
Unique
801
Zone 6 wave 301
1.0%
Legendary
1001
Zone 6 wave 501
0.32%
The Enemy stats tool shows the
exact odds for any zone and wave.