Tier and Level Gating
tier(floor) = floor((max(1, floor) - 1) / 5)
required_level(floor) = 1 + 4 * tier(floor)
checkpoint floors = multiples of 5
level 60 path target = floors 71-75
stretch tier = floors 76-80
Item and Rarity Scaling
| Rarity | Power multiplier | Value multiplier |
| Common | 1.00 | 1.00 |
| Magic | 1.12 | 1.85 |
| Rare | 1.38 | 4.20 |
| Epic | 2.55 | 14.00 |
item_score = ATK*1.45 + DEF*1.2 + HP*0.18 + HEAL*0.22 + MOVE_SPEED*180
Base Rarity Probability by Floor
| Floor range | Magic | Rare | Epic |
| 1-4 | 5.0% | 0.6% | 0.015% |
| 5-9 | 7.0% | 1.1% | 0.060% |
| 10-14 | 9.0% | 1.8% | 0.120% |
| 15-20 | 11.0% | 2.8% | 0.240% |
| 21-30 | 13.0% | 4.2% | 0.500% |
| 31-40 | 16.0% | 6.0% | 1.000% |
| 41+ | 18.0% | 8.2% | 1.800% |
elite loot quality bonus examples:
dragon = drop 28.0% + rarity boost
archon = drop 30.0% + stronger rarity boost
sentinel = drop 34.0% + precision-caster bonus
hydra = drop 39.0% + apex-caster bonus
titan = drop 42.0% + strongest rarity boost
Enemy Population / Scaling
desired_enemy_count = min(14 + floor*2 + tier*3, cap)
cap = 52 (floors < 41), 64 (floors >= 41)
base_hp = floor((18 + floor*5) * (1 + tier*0.55))
base_atk = floor((3 + floor) * (1 + tier*0.4))
base_xp = floor((8 + floor*2) * (1 + tier*0.3))
base_gold = floor((2 + rand(5+floor)) * (1 + tier*0.22))
enemy_move_speed = base_enemy_speed * (1 + 0.02 * floor)
special ranged archetypes:
dragon = 1 projectile
archon = 1 stronger projectile
sentinel = 1 fast laser shot
hydra = 3-way projectile spread
Loot / Economy / Death
loot_roll_on_kill = 12.5% baseline
elite_drop_bonus:
brute = 16.0%
ogre = 20.0%
dragon = 28.0% + rarity bonus
archon = 30.0% + stronger rarity bonus
titan = 42.0% + strongest rarity bonus
shop_buy_multiplier(consumable) = x10
shop_buy_multiplier(equipment) = x25
death_penalty = floor(0.10 * xp_need_for_current_level)
if xp_after_penalty <= 0:
no death, hp set to max(1, floor(35% of hpMax))