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. For the story behind the six acts, see Read the full story of the descent.

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
Enemies16
GuardianThornclad Warden
Act BossGnarlroot, the Elder Treant

What Was Here

The trees close overhead and the light goes green and old, older than a forest this young should be able to grow. Roots run down at an angle no living tree chooses, straining toward something under the soil that pulls harder than water ever does. You feel the ground tilt beneath your boots, so slowly you could almost call it patient. Why does the ground keep going down.

Act 2: Lightless Caverns

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

Floors19–36
Enemies16
GuardianGloomfang, the Cavern Sentinel
Act BossThe Hollow King

What Was Here

The stone here does not answer a torch the way stone should, it swallows the light instead of throwing it back. A throne room waits somewhere below, empty and swept clean, and the walls around it are not rock so much as something rock shaped itself into out of habit. Whatever holds this ceiling up is older than the mountain hiding it. What is the dungeon made of.

Act 3: The Undead Halls

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

Floors37–54
Enemies16
GuardianThe Grave Keeper
Act BossMortis, the Bone Tyrant

What Was Here

They stand in ranks that never break, a hundred armors from a hundred years, and not one turns to look at you as you pass. You understand, here, that the dungeon remembers every soul that enters it, and that this was never only a saying. Somewhere in these ranks stood the last hero to carry your legend. Where do the kept go. Is that where you go.

Act 4: The Frozen Reaches

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

Floors55–72
Enemies16
GuardianRime Sentinel
Act BossGlacius, the Frozen Wyrm

What Was Here

The sky above these ruins is not your sky, and its sun went out long before you arrived, leaving only a cold white memory of daylight. Worshippers still kneel in the ice, praying to a frozen god for a sun that will never return. This world was never Valdren's, it was swallowed once already, from somewhere else entirely. All at once you understand that this has happened before. She.

Act 5: The Molten Depths

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

Floors73–90
Enemies16
GuardianCinderback Warden
Act BossPyraxis, the Molten Lord

What Was Here

The fire here has burned so long it stopped being fire and became the shape of the place. The oldest worlds she has swallowed melt together at this depth, names lost and folded into one furnace. Something enormous moves in the heat below, and it is not part of the dungeon. It is the dungeon, wearing the mountain like a coat. No native champion has ever climbed out. Why not.

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
Enemies16
GuardianThe Hollow Watcher
Act BossNyxara, Devourer of Worlds

What Was Here

The walls stop pretending to be stone this deep, and what beats beneath your feet is unmistakably a heart. Standing this close, you understand why every native champion fell here, they were always hers, the instant they stepped below, though the god has never said so. You are native to nothing she owns. That is the bargain, finally visible. What happens to a kept soul when her heart stops.

The Six Infernal Biomes

Clearing Nightmare floor 100 opens a second, harder descent: Infernal (see the Beginner's Guide for its full unlock requirements). It runs the same 100 floors, the same boss-every-10th-floor cadence, and the same guardian floor placement as the base world above, but through six entirely new biomes with their own enemies, guardians, and act bosses. Every drop on Infernal is rare quality or better, and floor 100 holds Abraxion, the Infernal Sovereign, the true final boss of the game.

Act 1: The Cinder Wastes

The outer wastes of the Infernal descent. Ember-touched vermin and slag hounds meet the first hero who reaches this tier.

Floors1–18
Enemies12
GuardianCinderwatch Sentinel
Act BossAshmaw, the Cinder Tyrant

What Was Here

The heat here has a temper, hostile and old, nothing like the borrowed fires of the world above. This ground was never Valdren's. This is Ashkar, a hell she has been chewing on for a thousand years without once finishing the meal. Its lords still stand, and they hate her far more than they will ever bother hating you. You are simply in the way tonight.

Act 2: The Brimstone Reach

The cult-haunted reach. Brimstone cultists and sulfur widows answer to something that answers back.

Floors19–36
Enemies12
GuardianBrimstone Warden
Act BossSulfen, the Brimstone Matriarch

What Was Here

Sulfur crusts every surface like a wound that never finishes scabbing over. Ashkar does not surrender ground the way the worlds above did, it fights back from the inside, and something in these fumes still refuses to be kept. The matriarchs of this ruin answer to no one, least of all the thing trying to swallow their home whole, and certainly not to you.

Act 3: The Ashfen Mire

The ash-choked undead mire. Ashfen wraiths and cinderbone stalkers rise from ground that never stopped burning.

Floors37–54
Enemies12
GuardianThe Ashfen Keeper
Act BossMoraxis, the Ashfen Revenant

What Was Here

Ash falls here that never reaches the ground, caught forever between burning and settling, the way this whole realm is caught between being eaten and refusing to go down. Revenants walk the fen who died defending a world that has not finished dying. They do not know you belong to the god above. They only know you are here, and to them, that is enough.

Act 4: The Furnace Deep

The forge-deep. Furnace golems and ember harpies guard a heat that never cools.

Floors55–72
Enemies12
GuardianFurnace Warden
Act BossVulkar, the Furnace Colossus

What Was Here

The furnaces of this realm have never gone cold, not in all the years she has spent trying to finish them. Something colossal tends them still, out of spite as much as duty, keeping Ashkar's fire lit against a devourer who has already swallowed six other worlds whole. It has never once asked the god above for help. It never will, and it does not expect you to either.

Act 5: The Voidforge

The void-touched smithy. Hollow wraiths and forgebound horrors hammer at something that should not exist.

Floors73–90
Enemies16
GuardianVoidforge Overseer
Act BossNullgrave, Lord of the Voidforge

What Was Here

Here the dark is not empty, it is forged, hammered flat by something that builds weapons out of a realm already half consumed. Ashkar's overseers do not fight for her and do not fight for the Light Above either. They fight because a realm not yet finished being eaten is still, in their reckoning, theirs to defend, from both of you.

Act 6: The Inferno Throne

The throne room of the Infernal descent. Abraxion, the Infernal Sovereign, waits on floor 100, the true final boss of the game.

Floors91–100
Enemies16
GuardianThe Inferno Sentinel
Act BossAbraxion, the Infernal Sovereign

What Was Here

This is as deep into Ashkar as anything has ever mapped, and its sovereign has never once knelt to the thing trying to swallow him. He fights her from inside her own mouth, a thousand years running, and he will fight you too, because you carry the mark of a god who has never sent Ashkar so much as one kind word. Nobody down here is on your side.