V1.5.1 Monster and items scale decrease


The biggest balance pass the tower has had. Nothing is reset and nothing is taken away — but almost every number in the game is now on a different scale. Read the first two lines even if you skip the rest.

— ⚔️ Monsters —

Monsters on floor 500 are now roughly what floor 300 used to be. Every floor band was re-cut and the deep end was halved. If you were stuck at 300, the same character should be able to walk to about 500. Armor was re-cut the same way.

Minerals and XP were re-banded to match. XP is now exactly 1.5× minerals on every band, so the two can never drift apart again. Early and mid floors pay more; the very deep tail pays a little less.

Monsters land their hits more often as you descend, and dodge slightly less. Past floor ~1,000 you can no longer expect to simply out-accuracy them — dodge, parry and block are the answer there.

— ⚒️ Item power —

Item power grows far more slowly with depth. The old curve doubled roughly every 35 floors and had reached numbers nobody could read — a deep item was worth more than the entire rest of a character. The numbers on your gear will look dramatically smaller. So do the monsters’: this is a change of scale, not a nerf aimed at you.

Every item you already own was recalculated onto the new curve when you logged in. Floor, tier, and which stats rolled are all untouched — an item keeps its identity and its place in the pecking order.

— ✨ Bonus stats —

Bonus stats used to grow in a straight line with depth and never stop. That was fine when the tower ended at floor 300; it is not fine now that it runs to 10,000. They now level off: unchanged up to floor 300, then growing ever more slowly forever. A belt from floor 2,000 gives around 200% XP where it used to give 700%.

Belts, cloaks and amulets were the worst offenders and were cut hardest — their rarity bonus is now half what it was, and they now sit on the ring Loot Rarity ladder, so their top tiers cost twice as much to unlock.

Thorns were rebased upward against that cut — they were unplayable and are now roughly twice as strong as crit damage on the same item.

Fixed: stats like explore speed, cooldown reduction and damage reduction could stack past 100% on a single item, which flipped the maths negative — exploration was collapsing to one second. Every such stat is now hard-capped at 90% per source.

— 🎲 Loot Rarity —

Loot Rarity from your floor now only counts up to T15. Above that, only the Loot Rarity you built — from gear, collections, talents, guild and relics — raises your cap. Depth alone was handing out T25 in every slot, which made the entire stat pointless for everyone who had actually invested in it.

If you are deep but never built Loot Rarity, your drop tiers will fall. That is the change working. Floor-derived rarity also no longer buys extra rolls or benefits from Greed.

Below floor 700 nothing changes at all — that is the point where floor rarity used to stop mattering anyway.

— 🌌 Elsewhere —

Cosmic bosses were re-anchored to the new monster curve, so they hit as hard relative to their band as they did on release.

Ancient gear’s bonus-stat budget was cut again — it banks through reincarnations, so it is held to a tighter standard than gear you find fresh.

Item tooltips now read their numbers from the same code the fight uses. Two long-standing lies are gone: cloaks never actually gave the armour they claimed, and class bonuses to gloves and shields were missing from the preview.

— ⬇️ Floor pressure —

Deep-floor pressure was softened and widened. The penalty to crit, dodge, parry and block goes from −0.1% per floor above 50 to −0.04% per floor from floor 1. That is a large net gain with depth: those four chances used to hit zero for every build around floor 1,050 — fine for a 300-floor tower, absurd for a 10,000-floor one. They now survive to about floor 2,500.

In exchange, pressure now presses on two more things. Your % armor penetration is divided by 1 + 0.02%×floor, and the %HP damage you deal by 1 + 0.04%×floor. At floor 1,000 that is pen ÷1.20 and %HP ÷1.40; at floor 3,433 you need 200% penetration to fully ignore armour and %HP hits land at half strength; by floor 10,000, 300%. Flat penetration is untouched. None of it applies in the Abyss, trials, the arena or town.

— 🌳 Talents —

The six Tier XI keystones now have 3 ranks each. Rank 3 is at or above what the single rank used to give, so the ceiling went up — but rank 1 is weaker than the old rank 1, and if you hold one today it will get worse until you put two more points into it. Full Swing: max damage +30% → +15/25/35%, min +5% → +4/7/10%. Annihilation: +2.5% → +1/2/3% per DoT stack. Death Sentence: crit chance ×0.4 → ×0.8/0.6/0.4, crit damage ×4 → ×1.5/2.35/4. Colossus: +500 flat armour → +400/700/1000 and now +2/3.5/5% armour on top. Unkillable: %HP damage taken ×0.8 → ×0.9/0.8/0.7. Untouchable: incoming hit chance −10% → −4/7/10%.

Ten talents had their ceilings raised, so late characters have somewhere to keep spending: Rend 250 → 1,000 (and it now also grants +0.01% armour pierce per rank), Nimble 60 → 120, Parry Training 50 → 100, Block Mastery 100 → 150, Keen Eye 150 → 200, Cool-Headed 50 → 100, Potency 50 → 100, Aura Master 100 → 200, Explorer’s Pace 50 → 100 (per rank 0.5% → 0.4%) and Master’s Craft 100 → 250 (per rank 5 → 4 skill levels).

— 🛡️ Block power —

The hard ceiling on block power is gone. It used to stop dead at 85% (95% for Guardian), which meant every point past that was wasted. Block power is now uncapped and follows one rule: every 90 points cuts the damage that gets through a block by ×10. So 90% → 90% blocked, 180% → 99%, 270% → 99.9%, 360% → 99.99%, 450% → 99.999%. Below 90 nothing changed at all. Guardian’s perk raised the old ceiling, so with no ceiling to raise it becomes +25 block power instead — the same thing it was worth before.

— ✨ Perseverance —

The bar and the payout now rise together. It used to be a fixed level 1,000 for 1 point plus one more per 250 levels above it, which made “sit at 5,000 and cash out” strictly better than the intended reset-and-climb loop. Now each perseverance costs 250 more levels than the last and pays one more point: 1,000 → +1, 1,250 → +2, 1,500 → +3, and overshooting the bar adds nothing.

There is now a respec. It costs 250💎 and the same wipe an ascension performs — level, talents and STR/AGI/VIT — while granting no new points and not advancing your count. Because the point rule changed shape, banked points had no honest conversion and the whole block was reset to zero; the three players affected are being compensated directly.

Perseverance talents retuned: attack, max HP and armour +3% → +2.5% per level, XP +3% → +4%.

— 🌀 The Abyss —

New: Abyssal Pressure. Every Abyss fight now drains you for 0.5% of your current HP per second, doubling every 20 seconds — ×8 at one minute, ×64 at two. It is the fight’s clock: no Abyss encounter can now run past roughly three minutes, however the numbers on either side line up. Resists soften each tick but cannot outlast the doubling.

— 🎓 Skills —

Actives: Divine Wrath 15% → 20% of current HP. Vampire Strike cooldown 7s → 4s, heal 30% → 20%, armour ignore 33% → 35%. Fireball cooldown 2s → 1.5s, and both it and its burn now scale faster with level. Execute, Darkness and Holy Light all scale faster with level, as does Poisonous Hit’s poison.

Triggers: Knowledge 0.7s → 0.67s of cooldown removed per proc. Poisoned Blade scales faster with level.

Passives — stronger: Accuracy +5% → +7%, Cutting stance accuracy +20% → +25%, Turtling block chance +5% → +6%, Enhanced Soul 20% → 25%, Absolute Will 15% → 20%, Appraiser +5 → +20 loot rarity, Slippery 13% → 15%, Attention negative-event chance ×0.8 → ×0.9, Pacifist enemy-event chance ×0.667 → ×0.7 — the last two also now scale more slowly with level, which is where their cost was moved.

Passives — weaker: Hallow +10% → +8% true damage, Puncture +15% → +12%, Swift Strike +5% → +4%, Headhunter +40% → +35% status chance. Hallow, Puncture, Harmony, Spiked Armor and Turtling all scale faster with level to compensate; Armored Weapon scales slower.

Expedition is now capped at 90% exploration-time reduction. Efficiency’s second half finally works: timed encounters resolve 20% faster as before, but that reduction now scales with the skill’s level instead of being a flat number the tooltip promised and the game ignored (also capped at 90%).

— 👑 Classes —

Saint: skill cooldown reduction 50% → 40%, empowered 60% → 50%. Warlock: empowered now also lifts aura strength 5% → 10%. Alchemist: 3 → 4 potion slots, ingredients found ×2 → ×3, and empowered raises the double-brew chance 25% → 35%. Lucky One: loot rarity +25 → +40, exploration time −10% → −20%.

Market King’s merchant stock now rolls a 1-tier-narrower tier window — merchant only, monster drops are untouched. It stacks with the Purge trophy.

— 🏺 Ancient merchants —

The merchant encounter has two new faces. From floor 150 there is a 5% chance of an ancient merchant selling ancient equipment, and from floor 250 a 2% chance of one dealing only in ancient jewellery. The rare cloak-and-belt merchant keeps its 10% from floor 11. They are expensive: ×200 the sell value against the ordinary stall’s ×50. Market King is served the wider ancient slot pool — ten slots instead of seven — with his usual tier bump on top.

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