Darkest Depths

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SpoilerBanner.png Warning. This section contains spoilers. You may wish to postpone reading further until you've played the related content.


"Do you really think you can save them Player?"


Darkest Depths is a bonus dungeon found in the Celsian Isles. Up to four players can participate in the dungeon together and, similarly to Ephemeral Corridors, it can be played an infinite number of times in a week.

Unlocking

Within the Celsian Isles ocean, there are three entrances into the depths surrounded by warped flora. Entering any of these sends the player to the lobby. Players can either look for these entrances themselves or start the quest in Breachpoint, where they will be given the location of one via compass. The quest is complete upon entering the lobby.

Entering the Dungeon

In a similar fashion to Strikes, only a limited number of players may enter an instance. Up to four players may enter the same instance.

Hitting the button on the starting door will give players a random ability each.

Death

Dying in the Depths doesn't shatter anything, but each player only gets one life. Upon dying in the dungeon, players will be sent to their own reward room, with loot depending on their group's Treasure Score at the time of death (more info further). The only exit to the reward room is a pair of doors that, when entered, send the player back to the lobby.

Depth Trinket

The Depth Trinket is a special item given in the first two rooms of an instance. Left-clicking with it in mainhand will keep track of your party members, your room number, and the number of spawners that need to be broken in a room in order to advance. Right-clicking with it in mainhand or inventory will open a GUI listing player's abilities, as well as their teammate's abilities. Shift+left clicking will show the delve modifiers applied to the run after floor 3 in endless.

Floors

The Darkest Depths is categorized into three floors, each with it's own enemies and theming. Floors consist of ten rooms each, with the last room always being the boss of that area.

Room Generation

Located at the end of each room is a door with a button on a obsidian block. Pressing this button will open a GUI for room selection with 1-5 options available. Here, players may choose which room to generate, determining the size of the room and the rewards upon clearing. If the room has not been cleared, pressing this button will instead say how many more spawners need to be broken in order to generate the reward and advance. If the room has been cleared by breaking the majority of the spawners in this room, a reward chest will be generated at the last spawner required.

Normal Rooms

Normal rooms are relatively small rooms.

Elite Rooms

Elite rooms are much larger rooms with many more spawners compared to normal rooms. The rewards are typically much better as well, granting more treasure score or better abilities.

Treasure Reward

Opening the reward chests generated by Treasure rooms will cause it to disappear and will add to the group's Treasure Score (3 score in Normal rooms and 5 score in Elite rooms). Bug currenctly not fixed: Generate next room before treasure reward been claimed will cause it lose its function, meaning the treasure scout is lost forever.

Ability Reward

Each player will be granted 3 abilities of varying rarities that they may select via opening the chest or opening Depth Trinket GUI. Elite rooms are more likely to have much higher rarities (even Legendary). Each player's options are different and the selection will not affect other player's options.

The very first room in each instance will always be a special kind of Normal Room with no spawners but Ability Reward, granting the player an ability and an aspect.

Upgrade Reward

Each player will be shown 3 of their abilities with higher rarity than what they currently have. Selecting an upgrade will increase the ability to that rarity, overall making it more powerful. Normal rooms will typically only upgrade abilities up one rarity, while elite rooms will usually upgrade abilities up two rarities. If the player doesn't have at least three abilities capable of being upgraded, the selection will accommodate, giving less options or no options at all if the player cannot upgrade anything.

Twisted Rooms

Twisted Rooms are a special variation of Upgrade Rooms, featuring a much larger floor-dependant room. It rarely appears in the center of the room selection GUI as obfuscated text. Upon completion of the room, the reward will appear like an upgrade room reward. These upgrades are of a rarity higher than Legendary and can only be upgraded to it via Twisted rooms.

Utility Rooms

Utility rooms have no spawners, but also have none of the typical rewards listed above. Instead, they will have some special interaction or reward, ranging from extra Treasure Score, special music discs, or even overpowered potions that can only be used in the dungeon.

Boss Rooms

Boss rooms are always generated every ten rooms, signifying the last room of the floor. Here, players will fight the boss of the floor; Hedera, Venom of the Waves for Floor 1, Davey, Void Lieutenant for Floor 2, and Gyrhaeddant, the Nucleus for Floor 3. Defeating the boss will kill any minions left alive and will send the players to the starting room of the next floor shortly afterwards.

Completion of a boss room will increase the Treasure Score by (8 * Floor Number) + 2.

Utility Rooms

When a Utility Room is generated, it will spawn one of the following rooms:

  • A room with a totem with a button in the middle that will spawn exclusively on floor 1. Activating the button will allow you to remove a single ability of your choice. This can only be used once per floor per person.
  • A similarly room with a totem with a button in the middle but only will spawn exclusively on floor 2. Activating the button will allow you to remove a single ability of your choice and gain an ability in the same slot but from the categories of skills that you don't have. This can only be used once per floor per person.
  • A small room with brewing stands. Within these stands contains a drinkable Regeneration potion lasting 20 minutes, an Instant Drink Instant Health IV potion with 6 seconds of Strength III, a splash potion with 4 seconds of Resistance V (unkillable), and a splash potion with 30 seconds of Absorption V. These potions will be dropped upon leaving the dungeon.
  • A zigzag room with a one-time slot machine. Activating the slot machine will give 1-5 Treasure Score.
  • A room with an enderchest, a jukebox, a button, and a training dummy. Pressing the button gives 1 Treasure Score. Inside the jukebox is an uncommon disc dependent on what floor it is.
    • Floor 1 Disc - Magical Jazz
    • Floor 2 Disc - Davey's Deep Cuts
    • Floor 3 Disc - Brimstone Hardbass
  • A room with a single button in the middle and colored particles surrounding it. Pressing the button will remove a random ability from the closest player and give them two more abilities of the same rarity. This can only be used once per floor per person.
  • There is a workshop-like room that will spawn exclusively on floor 3. Hitting one of the buttons on the floor will summon 4 random weapons. These items, just like the potions found in the potion utility room will be dropped from player inventories upon leaving the dungeon.
    • Actypoh: A powerful wand with Thunder Aspect, Mainhand Regeneration, and 100% Spell Power.
    • C'thedrros: A netherite axe with massive attack damage, Bleed, and Quake.
    • Etrexa: A netherite sword with high attack damage, Sweeping Edge, and Life Drain.
    • Yxojh'zha: A netherite scythe with high damage and attack speed, armor, Ability Power, Fire Aspect, and Ice Aspect.

Abilities

Down in the Depths, your class is disabled. Due to this, players must obtain abilities within the Depths instead. These abilities not only include abilities similar to certain class skills, but some entirely new ones as well. Each player gets a free ability at the start and can get more via completion of reward rooms. They can also upgrade their current abilities by clearing upgrade rooms. The Depth Trinket can be used to keep track of party member's abilities.

There are seven categories of abilities; Dawnbringer, Earthbound, Flamecaller, Frostborn, Shadowdancer, Steelsage, and Windwalker. Players may only have one of each activation (i.e. shift-left click with weapon, swap key, shift-fire with bow, etc.) active skill at once. Players are additionally not limited to one category, and can select any ability given to them. However, players will only have access to 4 of the 7 trees per run and will be random each run. Because of this, players can buy special talismans corresponding to each tree from Mittens in the Depths lobby for 64 Voidstained Geodes each. Enabling a talisman guarantees that category for the player in normal mode or Rigged Endless, but only increases the chance of getting the category to 75% in Endless. Each player may only have one talisman enabled at a time.

Every ability has six rarities, increasing in performance based on said rarity. The rarities from worst to best is Common, Uncommon, Rare, Epic, Legendary and Twisted. Abilities can only become Twisted rarity as a possible upgrade selection in Twisted Rooms or from sacrificing a Twisted ability for two more in the specific Utility Room.

Abilities listed in charts below have X / X / X / X / X / X to signify stat changes between rarities from worst to best.

Dawnbringer

Bestows active and passive buffs to allies including speed, damage, resistance, and healing.

Dawnbringer Abilities
Name Trigger/Type Effect Cooldown Notes
Bottled Sunlight Sneak + Right Click (melee) Throw a luminescent bottle. If you or an ally walk over it, you both gain 8 / 10 / 12 / 14 / 16 absorption health for 30 seconds and the durations of negative potion effects get reduced by 10 seconds. If the bottle is destroyed or not grabbed, it quickly comes off cooldown. 30s
Enlightenment Passive All players in your party gain 1.3x / 1.?x / 1.?x / 1.?x / 1.?x / 2.0x experience. Does not stack if multiple players have the skill. Additionally, your chances of finding higher rarity abilities are increased by 3% / 4% / 5% / 6% / 7% / 10%.
Lightning Bottle Passive For every 2 mobs that die within 32 blocks of you, you gain a lightning bottle, which stack up to 12. Throwing a lightning bottle deals 6.0 / 7.5 / 9.0 / 10.5 / 12.0 / 15.0 damage and applies 20% slowness and 10.0% / 12.5% / 15.0% / 17.5% / 20.0% / 25.0% vulnerability for 3 seconds. Lightning bottles are kept upon death and leaving the dungeon. However they will do nothing unless the user has this ability.
Radiant Blessing Left Click (melee) Enchant players within 18 blocks, including yourself, with 20% resistance and 12% / 15% / 18% / 21% / 24% / 30% increased damage for 10 seconds. 22s
Rejuvenation Passive All players within 12 blocks of you (including yourself) heal 5% of their max health every 5.0 / 4.5 / 4.0 / 3.5 / 3.0 / 2.5 seconds. A given player will only be healed by the highest Rejuvenation that affects them.
Soothing Combos Combo Every third melee attack applies 10% / 12.5% / 15% / 17.5% / 20% speed and Haste I for 2.0 / 2.5 / 3.0 / 3.5 / 4.0 seconds to players within 12 blocks, including the user.
Sundrops Spawner Break Whenever a player in your party breaks a spawner, there is a 20.0% / X / X / X / X chance of spawning a sundrop. Picking up a sundrop gives 20.0% speed and Resistance I for 8 seconds. Spawn chance stacks with other players in your party who have the skill, up to 100%.
Totem of Salvation Swap Hands (melee) Summon a totem that lasts 15 seconds. The totem heals all players within 5 blocks by 8% of their max health every 2.0 / 1.75 / 1.5 / 1.25 / 1.0 / 0.5 seconds. If a player has full health, the healing will be converted into absorption that lasts 5 seconds and caps at 4 health. Healing from the totem is 50% more effective on allies. 40s
Ward of Light Right Click (melee) Heal nearby players within 12 blocks in front of you for 32.0% / 40.0% / 48.0% / 56.0% / 64.0% of their max health. 12s

Earthbound

Resolute tank with capabilities of taking aggro and granting resistance to self, armed with minor crowd control.

Earthbound Abilities
Name Trigger/Type Effect Cooldown Notes
Bramble Shell Passive Whenever an enemy deals melee or projectile damage to you, they take 8.0 / 10.0 / 12.0 / 14.0 / 16.0 damage.
Bulwark Passive You block the next melee attack that would have hit you, nullifying the damage. 18/16/14/12/10/7s
Crushing Earth Right Click (melee) Right click while looking at an enemy within 4 blocks to deal 8 / 10 / 12 / 14 / 16 damage and stun them for 1.0 / 1.25 / 1.5 / 1.75 / 2.0 seconds. 8s
Earthen Combos Combo Every third melee attack gives you 8.0% / 10.0% / 12.0% / 14.0% / 16.0% resistance for 4 seconds and roots the enemy for 1.25 seconds.
Earthen Wrath Swap Hands (melee) Swap while holding a weapon to redirect all damage allies take from mobs (excluding percent health damage) to you at a 35.0% / 37.5% / 40.0% / 42.5% / 45.0% / 50.0% damage reduction for 6 seconds, then do a burst damage in a 6 block radius around you, dealing 80% / 100% / 120% / 140% / 160% / 200% of original damage absorbed. 30s
Earthquake Sneak (bow) Shooting a bow or trident while sneaking causes an earthquake 1 second after impact. The earthquake deals 20 / 25 / 30 / 35 / 40 / 50 magic damage to mobs in a 4 block radius, silencing for 4.0 / 4.5 / 5.0 / 5.5 / 6.0 / 7.0 seconds and knocking upward. 16s
Entrench Spawner Break Breaking a spawner roots mobs within 6 blocks for 1.0 / 1.25 / 1.5 / 1.75 / 2.0 / 2.5 seconds.
Stone Skin Right click + sneak (melee) Right click while sneaking to gain 15% / 18.75% / 22.5% / 26.25% / 30% resistance and 4 / 5 / 6 / 7 / 8 knockback resistance for 5 seconds. 12s
Taunt Left click + sneak (melee) Left click while sneaking and holding a weapon to have all enemies within 12 blocks target you, and you gain 1.0 / 1.25 / 1.5 / 1.75 / 2.0 absorption for every enemy afflicted, up to 6, for 8 seconds. 18s
Toughness Passive Gain 10.0% / 12.5% / 15.0% / 17.5% / 20.0% / 25.0% max health.

Flamecaller

Caster of strong burst AOE abilities and potent damage over time.

Flamecaller Abilities
Name Trigger/Type Effect Cooldown Notes
Apocalypse Lifeline When your health drops below 25%, deal X / 50 / X / X / X damage in a 5 block radius. For each mob that is killed, up to 5, heal 10% of your max health. 75s
Detonation Passive If an enemy dies within 8 blocks of you it explodes, dealing 2 / 3 / 4 / 5 / 6 / 8 magic damage in a 2 block radius to other enemies. Bypasses iframes, and deaths from Detonation can trigger Detonation again.
Fireball Right Click (melee) Right click to summon a 3 block radius fireball at the location you are looking, up to 8 blocks away. The fireball deals 10.0 / 12.5 / 15.0 / 17.5 / 20.0 / 25.0 magic damage and sets enemies ablaze for 3 seconds. 6s
Flame Spirit Spawner Break Breaking a spawner summons a spirit that deals 5 / 6 / 7 / 8 / 9 / 13 damage in a 4 block radius every second for 3 seconds and sets affected mobs on fire for 2 seconds.
Flamestrike Sneak + Right Click (melee) Right click while sneaking to create a torrent of flames, dealing 15.0 / 17.5 / 20.0 / 22.5 / 25.0 damage to all enemies in front of you within a 6 block cube around you, setting them on fire for 4 seconds and knocking them away. 10s
Primordial Mastery Passive All ability damage is multiplied by 1.08 / 1.1 / 1.12 / 1.14 / 1.16 / 1.2.
Pyroblast Sneak + bow Shooting a projectile while sneaking fires an exploding projectile, which deals 20 / 25 / 30 / 35 / 40 / 50 magic damage within a 4 block radius of it and sets nearby mobs on fire for 4 seconds upon impact. 12s
Pyromania Passive All fire tick damage on enemies within 20 blocks of you is increased by 2.0 / 2.5 / 3.0 / 3.5 / 4.0 / 6.0, and fire damage goes through invulnerability frames. Stacks if multiple players have the skill.
Ring of Flames Sneak + Left Click (melee) Left click while sneaking and holding a weapon to summon a ring of flames around you that lasts for 8 / 9 / 10 / 11 / 12 / 14 seconds. Enemies on the flame perimeter are dealt 4 / 5 / 6 / 7 / 8 / 10 damage every second, and they are inflicted with Bleed I and set on fire for 4 seconds. 18s
Volcanic Combos Combo Every third melee attack deals 6 / 7 / 8 / 9 / 10 / 12 magic damage to enemies in a 4 block radius and sets those enemies on fire for 3 seconds.
Volcanic Meteor Swap Hands (melee) Swap hands to summon a falling meteor location where you are looking, up to 25 blocks away. When the meteor lands, it deals 40.0 / 50.0 / 60.0 / 70.0 / 80.0 damage in a 6 block radius, but the damage is reduced depending on the distance from the center. 25s

Frostborn

Manipulates the flow of combat by debuffing enemies with ice generating abilities and high damage potential.

Frostborn Abilities
Name Trigger/Type Effect Cooldown Notes
Avalanche Swap Hands (melee) Swap hands to shatter all ice blocks within a radius of 10, dealing 30 / 35 / 40 / 45 / 50 / 60 magic damage to enemies on the shattered ice. Affected enemies are rooted for 2 seconds. 20s Cannot be cast if there is no ice in the vicinity.
Cryobox Lifeline When your health drops 25%, gain 4 / 5 / 6 / 7 / 8 / 10 absorption hearts for 12 seconds, knock enemies away, and encase yourself in a cage of ice for 15 seconds. 90s The ice box doesn't have corners blocked, so mobs may hit players within through the corners. Additionally, the forming of the box can trap other entities within.

Enemies within 2 blocks of the cryobox forming will be teleported on top of the box.

Frigid Combos Combo Every third melee attack deals 2 / 3 / 4 / 5 / 6 / 8 damage to all mobs within 4 blocks and applies 20.0% / 25.0% / 30.0% / 35.0% / 40.0% / 50.0% slowness for 2.0 seconds to affected mobs.
Frost Nova Sneak + Left Click (melee) Left click while sneaking and holding a weapon to unleash a frost nova, dealing 6 / 8 / 10 / 12 / 14 damage to all enemies in a 6 block cube around you and afflicting them with 25.0% / 30.0% / 35.0% / 40.0% / 45.0% slowness for 4 seconds. All mobs and players within range are extinguished if they are on fire. Nearby blocks are replaced with ice for 6 seconds. 18s
Frozen Domain Passive When standing on ice, gain 10.0% / 12.5% / 15.0% / 17.5% / 20.0% / 25.0% speed and regain 5.0% of your max health every 2.0 / 1.75 / 1.5 / 1.25 / 1.0 / 0.75 seconds. Effects last for 5 seconds after leaving ice.
Ice Barrier Sneak + Right Click (melee) Right click while sneaking and holding a weapon to place an ice marker. Placing a second marker within 5 seconds and within 20 / 25 / 30 / 35 / 40 blocks of the first marker forms a wall of ice connecting the two points, lasting for 8 / 10 / 12 / 14 / 16 seconds. Cooldown is refunded if no second marker is placed. Mobs that break the barrier will be given 50% slowness for 2 seconds. 20/18/16/14/12s
Icebreaker Passive Damage you deal to mobs that are on ice is multiplied by 1.24 / 1.28 / 1.32 / 1.36 / 1.4 / 1.48. Damage you deal to mobs that are debuffed but not on ice is multiplied by 1.12 / 1.14 / 1.16 / 1.18 / 1.2 / 1.24. Does not work with ice not placed by Frostborn abilities.
Ice Lance Right Click (melee) Right click to shoot an ice lance that travels 8 blocks and pierces through mobs, dealing 12.5 / 15.0 / 17.5 / 20.0 / 22.5 / 27.5 magic damage and applying 20% slowness and weaken for 2 seconds. 6s
Permafrost Spawner Break Breaking a spawner spawns ice around it that lasts for X / 11 / X / X / X seconds. Additionally, ice placed by abilities will last 2 / 3 / 4 / 5 / 6 seconds longer.
Piercing Cold Sneak + Bow Shooting an arrow while sneaking instead shoots an enchanted beam of frost that deals 14 / 17 / 20 / 23 / 26 damage and leaves a trail of ice below it that lasts for 8 seconds. 11s

Shadowdancer

Skilled in single target melee damage, especially against bosses and elites.

Shadowdancer Abilities
Name Trigger/Type Effect Cooldown Notes
Advancing Shadows Right click (melee) Right click and holding a weapon to teleport to the target hostile enemy within 12 blocks and you gain 20 / 25 / 30 / 35 / 40 / 50% melee damage for 5 seconds. If you are holding a shield in your offhand, you will gain the damage buff but not be teleported. 18s
Blade Flurry Sneak + Right Click (melee) Right clicking while sneaking and holding a weapon to deal 8 / 10 / 12 / 14 / 16 / 20 damage in a 3 block radius around you. Affected mobs are silenced for 1.0 / 1.25 / 1.5 / 1.75 / 2.0 / 2.5 seconds and knocked away slightly. 6s
Brutalize Passive When you critically strike you deal 9% / 12% / 15% / 18% / 21% / 27% of the damage to enemies in a 2 block radius and knock them away from the target.
Chaos Dagger Swap Hands Swap hands to throw a cursed dagger that stuns an enemy for 3 seconds (rooting bosses instead). The next instance of melee or projectile damage you deal to this mob within 5 seconds is multiplied by 2.0 / 2.25 / 2.5 / 2.75 / 3.0 / 3.5. If this damage kills the target, gain stealth for 1.5s. The dagger prioritizes nearby Elites and Bosses but can hit any mob in its path. 22s
Cloak of Shadows Sneak + Left Click (melee) Left click while sneaking and holding a weapon to throw a shadow bomb, which explodes on landing, applying 20% / 25% / 30% / 35% / 40% / 50% weaken for 6 seconds in a 5 block radius. You enter stealth for 1.5 / 1.75 / 2.0 / 2.25 / 2.5 / 3.0 seconds upon casting and the next instance of melee damage you deal within 4 seconds deals 40 / 50 / 60 / 70 / 80 / 100% more damage. 15s
Dark Combos Combo Every third melee attack applies 0.15 / 0.1875 / 0.225 / 0.2625 / 0.3 / 0.375 vulnerability for 3 seconds.
Deadly Strike Passive Your melee damage is multiplied by 1.1 / 1.125 / 1.15 / 1.175 / 1.2.
Dethroner Passive All damage you deal to elites is multiplied by 1.14 / 1.175 / 1.21 / 1.245 / 1.28 / 1.35. All damage you deal to bosses is multiplied by 1.1 / 1.125 / 1.15 / 1.175 / 1.2 / 1.25.
Dummy Decoy Sneak + Shooting a bow while sneaking fires a cursed arrow. When the arrow lands, it spawns a dummy decoy at the location with 30 / 35 / 40 / 45 / 50 / 60 health that lasts for up to 10 seconds. The decoy aggros mobs within 8 blocks on a regular interval. On death, the decoy explodes, stunning mobs in a 4 block radius for 1.0 / 1.25 / 1.5 / 1.75 / 2.0 / 2.5 seconds. 25s
Shadow Slam Passive When you fall more than 3 blocks, landing causes a slam, dealing 2.0 / 2.5 / 3.0 / 3.5 / 4.0 / 5.5 damage per block fallen in a 3 block radius. Falling more than 1.5 blocks and damaging an enemy also generates a slam and cancels fall damage.

Steelsage

Master of ranged abilities with dual AOE and single target damage capabilities.

Steelsage Abilities
Name Trigger/Type Effect Cooldown Notes
Firework Blast Sneak + Right Click (melee) Right click while sneaking and holding a weapon to shoot a firework that deals 16 / 20 / 24 / 28 / 32 damage to enemies within 4 blocks of its explosion. The damage is increased by 10% for every block the firework travels, up to 32 / 40 / 48 / 56 / 64 damage. 12s
Focused Combos Combo Every third critical arrow shot deals 1.2 / 1.25 / 1.3 / 1.35 / 1.4 / 1.5 times damage and applies Bleed 2 for 3 seconds. Additionally, arrows you shoot bypass arrow immunity.
Metalmancy Swap Hands (melee) Swap hands while holding a weapon to summon an invulnerable steel construct. The Construct attacks the nearest mob within 32 blocks. The Construct prioritizes the first enemy you hit with a projectile after summoning, which can be reapplied once the target dies. The Construct deals 10.0 / 12.5 / 15.0 / 17.5 / 20.0 / 25.0 damage and taunts non-boss enemies it hits. The Construct disappears after 10 / 11 / 12 / 13 / 14 / 18 seconds. 32s
Projectile Mastery Passive Your projectile damage is multiplied by 1.1 / 1.125 / 1.15 / 1.175 / 1.2 / 1.25.
Rapid Fire Left Click (bow) Left clicking with a bow shoots a flurry of 4 / 5 / 6 / 7 / 8 / 10 arrows in the direction that you are looking that deal 12 damage, bypassing iframes. 18s These arrows are affected by bow stats as well (i.e. each arrow can trigger Point Blank, Sniper, Recoil, etc.)
Scrapshot Sneak + Left Click (melee) Left clicking while sneaking and holding a weapon to fire a blunderbuss shot that goes up to 8 blocks, in a cone that deals 30 / 37 / X / X / X / X projectile damage and knocks you backward. Damage is decreased for every block of distance after the first 4 blocks. 10s
Sharpshooter Passive Each enemy hit with a critical arrow or trident gives you a stack of Sharpshooter, up to 8. Stacks decay after 4 seconds of not gaining a stack. Each stack increases your arrow and trident damage by 2.5% / 3.2% / 3.8% / 4.4% / 5.0% / X.
Sidearm Right Click (melee) Right click while holding a weapon to fire a short range flintlock shot that goes up to 14 blocks, stopping at the first enemy hit, dealing 12 / 15 / 18 / 21 / 24 / 30 projectile damage. If it kills a mob, the cooldown is reduced by 2 seconds. 4s
Split Arrow Passive When you shoot an enemy with an arrow, the nearest enemy within 5 blocks takes 40% / 50% / 60% / 70% / 80% / 100% of the arrow's damage. Bypasses iframes.
Steel Stallion Lifeline When your health drops below 25%, summon and ride a horse with 60 / 70 / 80 / 90 / 100 / 120 health that disappears after 10 / 11 / 12 / 13 / 14 / 16 seconds. While you are riding the horse, all damage you receive is redirected to the horse, including the damage that triggered this ability. The horse has a speed of 0.20 / 0.24 / 0.28 / 0.32 / 0.36 / 0.44 and a jump strength of 0.5 / 0.6 / 0.7 / 0.8 / 0.9 / 1.1. 90s
Volley Shift + Bow Shooting an arrow while sneaking shoots a volley consisting of X / 10 / 12 / 15 / X arrows instead. Only one arrow is consumed, and each arrow's damage is multiplied by 1.6 / 1.7 / 1.8 / 1.9 / 2.0. 12s

Windwalker

An arsenal of movement abilities and crowd control, allowing precise maneuvers and quick escapes.

Windwalker Abilities
Name Trigger/Type Effect Cooldown Notes
Aeromancy Passive All damage you deal while airborne is multiplied by 1.12 / 1.15 / 1.18 / 1.21 / 1.24 / 1.3. Additionally, all damage you deal to airborne mobs is multiplied by 1.056 / 1.07 / 1.084 / 1.098 / 1.112 / 1.156.
Dodging Passive You dodge the next projectile or potion attack that would have hit you, nullifying the damage. 16/14/12/10/8/6s
Guarding Bolt Shift + Left Click (melee) Left click the air while sneaking and looking directly at a player within 25 blocks to dash to their location. Mobs in a 3 block radius of the destination are dealt 12 / 14 / 16 / 18 / 20 / 24 magic damage, knocked back, and stunned for 1.0 / 1.25 / 1.5 / 1.75 / 2.0 / 2.5 seconds. 24s
Howling Winds Swap Hands Swap hands to summon a hurricane that lasts 6 seconds at the location you are looking at, up to 6 blocks away. The hurricane pulls enemies within 16 blocks towards its center every 1.0 / 0.9 / 0.8 / 0.7 / 0.6 seconds. 25s
Last Breath Lifeline When your health drops below 40%, all your other Windwalker abilities' cooldowns are reset, and abilities from other trees have their cooldowns reduced by 40% / 50% / 60% / 70% / 80% / 100%. You gain 10.0% / 12.5% / 15.0% / 17.5% / 20.0% / 25.0% speed for 6 seconds, Resistance 5 for 1 / ? / ? / ? / ? / ? seconds and mobs within 5 blocks are knocked away. 60s
One With the Wind Passive If there are no other players in a 10 block radius, you gain 8% / 10% / 12% / 14% / 16% / 20% resistance and 16% / 20% / 24% / 28% / 32% / 40% speed.
Restoring Draft Passive Falling more than 4 blocks heals you by 0.2 / 0.3 / 0.4 / 0.5 / 0.6 / 0.8 health per block fallen (up to 12 blocks). All fall damage is canceled.
Skyhook Sneak + Bow Shooting a projectile while sneaking shoots out a skyhook. When the skyhook lands, you dash to the location and reduce all other ability cooldowns by 1 / 1 / 1 / 1 / 1 / 2% per block traveled). 16/14/12/10/8/4s
Slipstream Right Click (melee) Right click to knock all enemies within 4 blocks away from you and gain Jump Boost 3 and 20% speed for 8 seconds. 16/14/12/10/8/4s
Windwalk Sneak + Right Click (melee) Right click while sneaking to dash in the target direction, applying X / X / X / X / 25% / X Vulnerability for 5 seconds to all enemies dashed through, and apply Levitation 1 to non-elites dashed through for 2 seconds. Gain immunity to melee damage for half a second when triggerd X / X / X / X / 10 / Xs
Whirlwind Spawner Break Breaking a spawner knocks back all mobs within 3 blocks with a speed of 0.8 / 1.0 / 1.2 / 1.4 / 1.6 / 2.0. Additionally, you receive 10.0% / 12.5% / 15.0% / 17.5% / 20.0% / 30% speed for 6 seconds.

Aspect

In the first generated room in an instance, there will be a button on crying obsidian. Pressing it will open a GUI where the player may select one of three random aspects. One of the choices may also be "Get a Random Ability" which, as it implies, grants a random ability. Players may also choose to select from all 5 different options by spending 12 CCS.

Aspect selection will no longer appear after this room, so not selecting an aspect will mean the player will not have an aspect for the rest of the run.

Aspects
Name Effect Note
Aspect of the Axe You deal 1 extra damage with axe attacks and gain 15% attack speed.
Aspect of the Bow Your shift fire with bow ability has 25% reduced cooldown, and you have a 50% chance for arrows to not be consumed when using a bow or crossbow.
Aspect of the Scythe While holding a scythe, you gain an independent level of life drain and 5% damage reduction.
Aspect of the Sword You deal 1.5 extra damage with sword attacks.
Aspect of the Wand You deal 1 extra damage with wand attacks, and all abilities casted with a wand benefit from 35% of the wands spell power.

Endless

After completing the Depths, players will be able to purchase an Endless Mode key from the gatekeeper for 48 CCS and 4 Voidstained Geodes. In Endless Mode, completing room 30 (or floor 3) will instead send the player to floor 4, which is essentially floor 1. The floors will loop continually until all players die. Every loop also adds a few delve modifiers to increase the difficulty significantly. Upon death, the player will be sent to the reward room as always and, if proceeding past room 30, will have a global announcement acknowledging how far they got.

Utility room options will be 1/3 as common starting at floor 4. Additionally, after floor 15, players will take 10% extra damage per 3 floors.

Every loop of a boss will increase the boss' HP by 1.15x the HP of the previous fight, with no cap. For example, the second fight of a boss will have 1.15x the base HP and the third fight of the boss will have 1.3225x the base HP. To counter this, bosses will not receive health and speed modifiers from delve points. Repeated bosses will also periodically summon enemies from the floor.

As mentioned earlier, Talismans will only increase the chance of getting it's respective ability type to 75% in Endless. However, using a Rigged Endless Key will guarantee the talismans selected for the players.

Completion of Floor 6 allows the player to purchase the Otherworldly Myiopsitta parrot from the Parrot Bell for 32 Voidstained Geodes

Completion of Floor 12 rewards the player with the Blind Eye of Faimynyw trophy as well as the ability to purchase the Otherworldly Myiopsitta (U) parrot from the Parrot Bell for 64 Voidstained Geodes if they have purchased the Otherworldly Myiopsitta.

Loot

The loot in the reward room will spill on the floor, increasing depending on the Treasure Score obtained before death.

  • CCS and Depths Uncommon Potions
  • Voidstained Geodes: Treasure Score / 12 (ex: getting 50 Treasure Score will grant 4 Geodes and a 2 / 12 chance of a fifth)
  • Depth Artifacts: Treasure Score / 250
  • Abyssal Amulet: Treasure Score / 4500
  • Twisted Pomes: 1 / 50
  • Blackstone: Capped at 4 stacks per run
  • Cooked Porkchops: Capped at 1 stack per run

After beating floor 12 the player receives Blind Eye of Faimynyw. As the 56pt delve trophy for Darkest Depths.

Trivia

  • During the first week of Depths launching, there were 8 different shards dedicated to it. Now there are only 3.
  • Mobs in Depths will not despawn, even if players log out.
  • Spawners in Depths are immune to TNT explosions.