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wiki/events/the_abyss
Wiki › Events › The Abyss
The Abyss

The Abyss

Description

The Abyss is the endless, deck-building roguelike endgame. Each run drops you into a procedurally themed pocket of the void; clearing it raises your Abyss depth, and depth is what scales both the danger and the rewards. Between runs you spend Abyss Coins on permanent upgrades, building a capped deck that only comes alive inside the Abyss.

Access Requirements

Reach Exalted reputation with the Adventurer Guild and complete the Trionis questline (Floor 10). The entrance is in Haven (Floor 5 city). Each run consumes one Abyss Key; you receive a free Copper Key when you first unlock the Abyss.

Depth and Scaling

Every successful run advances your Abyss depth, and HOW FAST you clear decides by how much. Higher depth means tougher enemies and larger Abyss Coin and experience payouts. Depth carries over between runs (until a season reset) and is what the Abyss leaderboard ranks you by.

Clear Rating

Finishing a run grades it on the clock, and the grade is your depth gain:

S - under 5 minutes
+3 Abyss depth.

A - 5 to 10 minutes
+2 Abyss depth.

B - over 10 minutes
+1 Abyss depth.

The grade is shown on a card when the run ends. Since depth scales enemies, pushing for S ranks is how you outrun your own gear - and how you climb the leaderboard fastest.

Encounters

Each run rolls ONE encounter, announced on the entry banner. Deeper runs unlock the more dangerous types:

Horde
Clear a pack of void monsters. The default encounter, always available.

Swarm
A flood of fast, fragile Swarmlings. Unlocks around depth 8.

Elite Pack
A handful of tanky Void Bruisers backed by lesser void monsters. Unlocks around depth 5.

Survival
Outlast a timer instead of a kill count. Waves keep rising from the ground around you until the clock runs out. Moving relocates the fight but never ends it, so position matters more than distance. Unlocks around depth 12.

Gauntlet
Clear a series of timed waves that rise from the ground near you and close in. Unlocks around depth 6.

Boss Rounds

Every 5th depth level a procedurally generated boss spawns on top of whatever encounter you rolled, with its own telegraphed abilities and randomized appearance. You must defeat it to complete the run.

Abyss Keys

Keys are consumed on entry whether or not you finish, and the tier decides how many modifiers roll for the run. Keys drop from Floor 11 and beyond.

Copper Key
1 random modifier

Bronze Key
2 random modifiers

Silver Key
3 random modifiers

Golden Key
4 random modifiers

Key Modifiers

Modifiers roll per run and can be positive or negative. They range from simple stat swings to rule changers such as Cursed Ground (your tile ignites if you stand still too long, telegraphed first), Vampiric (enemies heal from the damage they deal), Adrenaline (each kill grants a brief haste), and Reanimator (slain enemies can rise once at reduced health).

Map Modifiers

Some keys also roll map-wide modifiers that reshape the whole encounter: Teeming (more enemies), Volatile (enemies explode on death, telegraphed), Frenzied (faster and more aggressive), and Fortified (tougher enemies).

Reward Scaling

Risk equals reward: every active NEGATIVE modifier raises the run's Abyss Coin and experience payout. The total bonus is shown on the entry portal as a 'Reward +X%' line, so a harsher key pays out more.

Abyss Coins

Finishing a run pays Abyss Coins straight into your banked currency balance - there is no coin item to pick up or drop on the floor. Coins are spent on Abyss Upgrade Tomes (the deck) and on dissolving upgrades.

Monster Drops

Void monsters drop like any other creature in the tower: unique items and random cards, straight from the kill, with the same announcements and reveals.

What sets the Abyss apart is the rate. Void monsters have no floor of their own, so their drops are banded by YOUR progress instead - the Abyss always pays at the rate of the highest floor you have reached, however deep in the run you are.

Depth then improves it further. Diving deeper raises the chance of a unique dropping AND the odds that a card you open turns out Epic or Legendary. The bonus starts too small to notice and climbs slowly with your Abyss depth, stopping at a ceiling - it rewards diving, not parking. The boss of a Boss Round drops a little better than the lesser void monsters.

Abyss Merchant

Beside the Abyss entrance in Haven. Sells the Abyss Upgrade Tome at a price that climbs with every tome you have already bought, and remains the reliable source of charms in the tower.

The Deck: Permanent Upgrades

Between runs you build a permanent deck of upgrade cards. They only take effect INSIDE the Abyss and are the long-term power curve of the endgame - the reason to keep diving deeper. (This is separate from the Card Collection deck.)

Buying and Picking
Buy an Abyss Upgrade Tome from the Abyss Merchant (its price climbs with each tome you buy), then USE the tome to open a picker showing 3 upgrade offers. Pick one to add it to your deck or to level an upgrade you already own. The pick itself is free - the tome is the cost - and the 3 offers are locked to that tome, so there is no re-roll.

Deck Slots
Your deck has 4 ACTIVE slots and 4 PASSIVE slots. Active upgrades fire on a trigger or timer (novas, pulses, strikes); passive upgrades are always-on bonuses (resistances, lifesteal, on-hit and on-kill effects). The picker only offers upgrades that still fit your free slots, plus level-ups of what you already own.

Rarity Caps
So a deck cannot just stack the strongest cards, rarity is capped across the whole deck: at most 1 Legendary and at most 2 Epic upgrades. Higher rarities are rarer in the picker - common offers appear roughly six times as often as legendary ones.

Leveling
Each upgrade has a maximum level, and leveling raises its effect by a fixed amount per level up to its cap. Defensive upgrades that reduce damage are additionally bounded by a global damage-reduction cap, so they can never make you invulnerable.

Dissolving (Respec)
Right-click an upgrade in the MY UPGRADES tab and confirm to dissolve it, freeing the slot for an Abyss Coin cost that scales with the levels you invested. Dissolving lets you re-shape a deck toward a new build; it does not lower the tome price.

Sample Upgrades
Passives: Bulwark (resistance while surrounded), Momentum (damage that builds as you chain kills and fades if you stop), Duelist (damage that ramps while you stay on one target), Second Wind (a heal and a brief shield when you drop low), Executioner, Bloodthirst, Lifeweave (lifesteal), Frostbite (on-hit chill), Soul Harvest (a burst every several kills), Detonate (corpses explode), Glass Cannon (more damage for more risk). Actives: Voidstorm, Chain Lightning, Frost Nova, Meteor Rain, Sanctuary (a healing pulse), and the legendary Stormlord.

Leaderboard and Season Titles

The Abyss leaderboard ranks players by depth and shows each ranked player's full upgrade deck as a row of mini cards. At season's end the standings become permanent ACCOUNT titles that persist across seasons: the top 50 earn 'Abyss Vanguard' and the top 3 earn 'The Voidcrowned'. Each title is stamped with its season (PS for the pre-season, then S1, S2, and so on), so they collect over time.

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