Peril levels and ranked runs explained
What each Peril level changes, how ranked duels work, and how to earn Aether.
Once you can reach the boss, the game gets harder through Peril levels, and from Peril 7 you can play ranked.
Peril levels
Winning a run unlocks the next Peril. Each level adds a new rule, and the rules from lower levels stay in effect.
| Peril | Name | What changes |
|---|---|---|
| 1 | Fewer Hearts | You start with 2 lives instead of 3 |
| 2 | More Curses | Every entrance hero carries an extra curse |
| 3 | Lean Start | You start with 5 gold instead of 10 |
| 4 | Armed Enemies | Enemies wear trinkets from the first battle, and more often |
| 5 | Veteran Enemies | Enemies reach levels 2 and 3 earlier |
| 6 | Slim Pickings | Battle rewards offer 4 heroes instead of 5 |
| 7 | Inflation | Shop prices rise 25%, and rerolls start 1 gold higher |
| 8 | Poor Treasure | Treasure rooms offer 2 trinkets or 25 gold |
| 9 | Deadly Ambushes | Ambushes are more common and stronger |
| 10 | Empowered Boss | The boss army has +25% health and +1 power |
What to change as Peril rises
From Peril 2, read the curses at the Entrance. Some are close to harmless on the right hero, and others can wreck a hero. Blunted is dangerous on a low-power hero, and Frail hurts a hero with little health.
From Peril 3 or 4, don’t rush into a two-hero fight. With less gold and armed enemies, the first battle gets dangerous. If you can, find a Shop or Tavern first, so you bring a third hero. Five gold is enough for one Shop hero at these levels.
From Peril 7, plan your gold more carefully. Everything costs more, so rerolls and restocks need more thought.
From Peril 8, Treasure rooms are weaker. Don’t go far out of your way for one.
At Peril 10, make sure your team can survive a tougher boss army. It hits harder and lasts longer. See the boss guide.
Ranked runs
Ranked unlocks at Peril 7. In a ranked run, you play through the tower as usual, with duels against other players’ saved teams, also known as ghosts. These come on floor 5, on floor 10, and once more after the boss.
Ghosts are saved teams, usually from other players’ runs, so expect builds that are more refined than most monster groups. A loss costs you a life and lowers your rating, and a win raises it.
Tips for the duels:
- Have five heroes by floor 5. A full team of low-level heroes usually beats a few higher-level ones at this stage.
- Check your lineup before each duel. Slot order can decide a fight. Think about who gets hit first, and who your Bolts and Thunderclaps will reach.
- Reach level 3 on a hero or two before floor 10. This is where many teams stall.
- Learn from losses. After a duel, the replay shows exactly what the enemy team did. If a particular team keeps beating you, look at what it uses and work out an answer.
Earning Aether
Aether buys new champions, at 400 each. Ranked duels are the main source, with later duels paying more. Ilse and Pip are free, so you can reach ranked with either of them. See the champion tier list for ideas on which to buy first.
Next guide: How to beat the bosses and the most dangerous fights