Trials
Three optional handicaps, each with something in return. Take none, one or all three.
Trials appear at the foot of hero select once your best floor is 10 or deeper, which a free player can reach. Tap one to turn it on; its card shows the rule and the reward.
| Trial | Rule | Reward |
|---|---|---|
| Endurance | Enemies have +35% health. | Start with +25 gold. +1 gem every 5 floors. |
| Fury | Enemies deal +25% damage. | Elites and bosses drop an extra item. |
| Scarcity | Refreshing the market costs double. | The merchant sells at market prices. |
In practice
- Endurance makes every fight longer, which brings the turn-11 clock closer. The 25 gold at the start buys a piece or two of the first market, and the gems come at floors 5, 10, 15 and so on.
- Fury is the dangerous one: every enemy hits a quarter harder, so every Heavy does too. In return every elite and boss (not the Wardens) drops a second piece of etched gear, a boss's being Epic or better.
- Scarcity doubles the price of refreshing the market and removes the merchant's 25% markup below the first depth. It costs you early and pays you late.
Trials stack with Greed. A Daily Descent comes with its own one or two, the Season Descent has none, and a seed code carries its own. A winning run's end screen lists them: "Trials: Fury".
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.