The difficulty of a run is picked by the party leader on the party board or with /dparty difficulty <difficulty>. It changes how big the crypt is, how tough and how numerous the mobs are, and how many Sewer Shards the reward chests pay. If nobody chooses, the run uses Medium.
Multipliers#
| Setting | Easy | Medium | Hard |
|---|---|---|---|
| Room count | x0.75 | x1.0 | x1.3 |
| Mob health | x0.8 | x1.0 | x1.5 |
| Mob damage | x0.75 | x1.0 | x1.4 |
| Mob count (solo) | x0.8 | x1.0 | x1.3 |
| Extra mobs per additional party member | +30% | +30% | +30% |
| Sewer Shard payout from reward chests | x0.7 | x1.0 | x1.6 |
| Mining surge after a clear | +10% for 1 hour | +15% for 2 hours | +20% for 3 hours |
| Weekly prize board | No | No | Yes |
See Dungeon Surges and Weekly Prizes for the surge and the weekly board.
Room count#
The crypt is built from a room budget of 10 minimum, 18 target and 28 maximum rooms on Medium. The multiplier scales all three numbers.
| Difficulty | Minimum | Target | Maximum |
|---|---|---|---|
| Easy | 8 | 14 | 21 |
| Medium | 10 | 18 | 28 |
| Hard | 13 | 23 | 36 |
Rooms are grouped into up to three levels of roughly four to eight rooms each, followed by the boss door and the boss arena.
Mob count and party size#
Every additional party member adds 30% of the base count. The multiplier on the mobs stocked in rooms (hand-placed groups and automatically stocked rooms) is:
difficulty mob count x (1 + 0.3 x (players - 1))
| Players | Easy | Medium | Hard |
|---|---|---|---|
| 1 | 0.80 | 1.00 | 1.30 |
| 2 | 1.04 | 1.30 | 1.69 |
| 3 | 1.28 | 1.60 | 2.08 |
| 4 | 1.52 | 1.90 | 2.47 |
A room that was designed to hold mobs always keeps at least one. Rooms stocked automatically hold 2 to 8 mobs. The mob count multiplier does not change wave fights, mini-bosses or the boss. See Dungeon Run Mechanics.
Health and damage#
- The health multiplier applies to the regular room mobs when they spawn. Wave mobs, mini-bosses and the boss keep the base health listed on Dungeon Mobs and Dungeon Bosses.
- The damage multiplier applies to every hit that a dungeon mob, wave mob, mini-boss or boss lands on a player.
What does not change#
- Score values, grade thresholds and time bonuses are the same on every difficulty. See Dungeon Scoring and Loot.
- The number of reward chests depends on your grade, not on the difficulty. Only the Sewer Shard amounts are multiplied.
- There is no entry cost on any difficulty.
See also#
- Entering the Dungeon for how to choose the difficulty
- Dungeon Mobs for the base stats that the multipliers are applied to