Biomes & Floors

The descent runs 100 floors across six biome acts. Every 10th floor is an act-climax boss fight; each act also has one earlier mid-act “guardian” boss floor. Enemy count per floor only ever grows, and the number of waves fought back-to-back on a single floor ramps by act (a deeper act spreads the same per-floor headcount across more, smaller waves).

Act Biome Floors Waves/Floor Boss Floor Guardian Floor Enemies/Floor (start–end)
Act 1 Verdant Ruins 1–18 5 10 14 10–27
Act 2 Lightless Caverns 19–36 6 30 28 28–46
Act 3 The Undead Halls 37–54 7 50 46 47–65
Act 4 The Frozen Reaches 55–72 7 70 64 66–83
Act 5 The Molten Depths 73–90 8 90 82 84–102
Act 6 The Abyss 91–100 9 100 96 103–113

Swipe to see the full table →

See the Enemies section for each biome's roster, and Combat Mechanics for how a floor's waves are fought.

The Six Biomes

Act 1: Verdant Ruins

Overgrown ruins where the descent begins. Goblins and wolves ease a fresh vessel into the fight.

Floors1–18
Enemies10
GuardianThornclad Warden
Act BossGnarlroot, the Elder Treant

Act 2: Lightless Caverns

Lightless tunnels beneath the surface, crawling with bats and slimes in the dark.

Floors19–36
Enemies12
GuardianGloomfang, the Cavern Sentinel
Act BossThe Hollow King

Act 3: The Undead Halls

The undead halls. Here the dead do not stay down, and every kill can rise again.

Floors37–54
Enemies12
GuardianThe Grave Keeper
Act BossMortis, the Bone Tyrant

Act 4: The Frozen Reaches

The frozen reaches, a white silence where the cold itself wears you down.

Floors55–72
Enemies14
GuardianRime Sentinel
Act BossGlacius, the Frozen Wyrm

Act 5: The Molten Depths

The molten depths. Fire is the enemy that never tires, and the horde runs hot.

Floors73–90
Enemies14
GuardianCinderback Warden
Act BossPyraxis, the Molten Lord

Act 6: The Abyss

The final descent. Its denizens drink your vitality with Withering, and floor 100 holds the last boss of all.

Floors91–100
Enemies12
GuardianThe Hollow Watcher
Act BossNyxara, Devourer of Worlds