Guide

Ascend Guide

How the game's systems actually work, the numbers behind them, and calculators for planning your next upgrade.

Tools

Combat

How fast can I tap?#

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.

How does damage reduction stack?#

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% reductionsDamage takenTotal reduction
190%10%
281%19%
372.9%27.1%
559%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.

How does Dodge Chance stack?#

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.

How do enemies get stronger?#

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.

Progression

How do I unlock World Bosses?#

Reach wave 100 in a zone during your current run.

  • 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.
ZoneWorld Boss
1 · Meadow RoadElderheart Warden
2 · Bandit PassSablefang Kingpin
3 · Frozen FenFrostvein Oracle
4 · Ash DunesCinderstorm Regent
5 · Titan RuinAuric Prime Conduit
6 · Starfall SpireStarseer Paragon

Resources

Where do I get Wood, Stone and Iron?#

Gather them at resource spots: each one is in a different zone.

ResourceZoneZone 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
  1. Travel to the zone from the Map.
  2. A round button with the resource's icon appears on the combat screen. Tap it to go to the zone's resource spot.
  3. 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.

Artifacts

Does Item Rarity affect artifact drops?#

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.

RarityUnlocks at depthFor exampleChance at depth 1001+
Common1Zone 1 wave 180.2%
Rare401Zone 5 wave 114.4%
Epic601Zone 6 wave 1014.0%
Unique801Zone 6 wave 3011.0%
Legendary1001Zone 6 wave 5010.32%

How does artifact attunement work?#

Each attunement level makes the artifact's effects 2% stronger. A failed attempt lowers the level by 1.

  • Attuning needs a Scholar, either in your party or assigned to the Anomaly Study.
  • Every attempt costs Echo Dust and Sigils, whether it succeeds or not.
  • Success chance starts at 75% and drops as the level rises. Each Scholar level adds 0.02% (almost +20% at level 999). It never goes below 5%.
  • A failed attempt lowers the level by 1, never below 0.
  • Unique artifacts' talent effects aren't boosted by attunement.
R = rarity (Common 1, Rare 2, Epic 3, Unique 4, Legendary 5) L = the level you're attuning to Echo Dust = 15 × R × ⌈L × (L + 4) / 5⌉ Sigils = 5 × R × ⌈L × (L + 9) / 10⌉ Success = 75% − 9% × ln(L) + 0.02% × Scholar level (5% – 100%)