Their gear, vault, mastery and progress are gone. The shared bank and your Seals are not affected.
Type to confirm.
Stat Reference
EVERDEEP IDLE
How the game works
The Basics
Your hero fights automatically. You choose the skills, gear, pets, loadouts and runs. When a fight is too hard, farm gear, adjust the build and try again.
Keyboard Shortcuts
Desktop shortcuts pause while you are typing in a text box.
Esc Close menu or go back
Enter Confirm
Space Pause or resume
E Expeditions and Runs
Q Idle Queue
C Crafting
K Skills and Skill Tree
L Gear and Loadouts
R Relic Stash
P Companion
M Mastery
J Journal and Stats
A Achievements
S Settings
T Top Off
U Use relic
1 to 6 Switch loadout
? This help
Death and Recovery
Death sends you back to the start of the current act. You never lose more than one act of campaign progress. Farm or change your build if the same fight keeps stopping you.
Classes
Sorceress: Elemental spells, status effects and crowd control.
Warrior: Builds Rage and spends it through Execute, Last Stand or Item Find.
Rogue: Chooses Assassin, Toxicologist or Mage Hunter in the Spec tab. Schemes add a separate utility bonus. The schemes are High Roller, Pilfer and Heist.
Ranger: Chooses Hunter, Arcane Archer or Trapper in the Discipline tab. Forestcraft passives are in the Passive tab. Rangers can Scout bounties and tame companions.
Combat
A campaign zone has 15 enemies in Normal, 20 in Nightmare and 25 in Hell, followed by its boss. There are five acts per difficulty. Clearing Act 5 opens the next difficulty. You can use Top Off during regular fights and boss fights.
Status Effects
Fire can burn, lightning can shock, cold can chill or freeze, and physical damage can bleed. Status Effect improves the chance and duration. Ailment Damage improves burn, bleed and poison damage.
Skills and Loadouts
You gain skill points from levels and some campaign milestones. Act 1 and Act 5 each award a point the first time you clear them on a difficulty. A new difficulty awards two more. Spend points in Skill Levels.
Gear and Skill Loadouts holds your Builds, Auto-switch rules and Loot Priorities. Auto-switch can choose a build for farming, bosses and special runs. A full respec is free before Desolation. Later respecs use free charges first, then cost more gold each time.
Gear, Loot and the Set Bank
The rarity order is Normal, Magic, Rare, Unique, Set and Artifact. The game compares ordinary drops against your equipped gear and Vault using the active loadout's Loot Priorities. Lock a slot if you do not want it replaced. Uniques, sets and artifacts that need a decision go to Pending Rewards.
Set pieces can be moved into the Set Bank from the Vault, regular Bank or Pending Rewards. It holds 250 pieces and can filter complete sets, incomplete sets and duplicates. Sets grant bonuses at two and five equipped pieces. Withdraw an item when you want to equip or craft it.
Gloves focus on direct hits. Their affixes include recovery, ailments and on-hit effects. These effects trigger once per damaging attack, not again from echoes, splash, damage over time, companions or thorns. Gloves unlock in the Everdeep.
Town
After a boss you can visit town to shop, gamble, check the Bounty Board, use blessings and manage other unlocked systems. The game pauses while the town screen is open.
Reforging
Reforging costs 50 gold and works on Magic and Rare items. It keeps the number of affixes and rerolls them. Fortune favors Encounter Damage and Echo. Ruin favors Damage and Ailments. Tempest favors Speed and Recovery. Ember favors elemental damage. Bulwark favors defensive stats. Bramble and Warding join the pool in Desolation.
The first reforge has a 5% chance to destroy the item. That chance rises by 5 points each time the same item is reforged. Enchanting keeps one selected affix while the others reroll. Quality stats survive both.
Expedition Runs
Runs can target a boss, farm an act or start an unlocked activity. Farm Zone pack choices change the reward focus. Ghost packs favor jewelry and trinkets. Undead packs favor weapons and armor. Goblin packs favor gold and can also drop jewelry.
Bounty Board
A bounty shows its target and reward before you accept it. Hunt searches for 10 seconds, then starts the fight. Win to collect the reward. Dying loses that contract. Rangers can Scout for a different bounty and can find tameable companions during searches.
Guided Hunt has no posted target. You follow three clues and use Mastery checks to shape the hunt and its possible rewards.
Ranger Companions
Ranger companions fight beside the Ranger and provide a passive bonus. The Wolf is available first. Other companions can be found during bounty hunts, including queued hunts, and must be tamed when found.
Menagerie Pets
Menagerie pets are separate from Ranger companions and can be used by every class. Pet ownership, bond ranks, clues and names are account-wide within the same mode. The summoned pet is chosen per character. Time summoned raises bond, and duplicate pet finds also advance it.
Loot Priorities
Each loadout can favor up to five stats. These choices affect item score, auto-equip, Vault decisions and Bloodpit auto-resolve. Change them when a build values a stat that the basic score would miss.
Relics
Normal kills add one relic charge and a boss fills all charges. Use a relic manually or set it to trigger When Full, On Boss or On Expiry. Duplicate relics raise the rank. Stored charges stay with the relic when you swap it.
Combat Pickups
Click blood wisps during boss fights for healing. Break jars for gold and a chance at an item. Claim starfalls for their item before they disappear. Some shrines and temporary buffs also need to be clicked.
The Delve and Bloodpit
The full Delve and Bloodpit open with Desolation. Delve stores loot in a limited bag. Extract to keep selected items. Dying loses the bag. A guardian appears every 20 depths and defeating it creates a checkpoint.
Guided Descent gives you three persistent tunnels with branching maps, checkpoints and tunnel bonuses. Guided Descent waits when you leave it. Auto-Delve is the version used by the Idle Queue.
Bloodpit is a timed Rite that turns kills into a choice of boons. Longer Rites can offer more boons. Pending Bloodpit loot can hide junk, compare gear scores and auto-resolve using the active loadout's Loot Priorities. Auto-resolve always protects uniques, artifacts and set pieces.
Idle Queue and Offline Progress
The Idle Queue chains farms, bosses, acts and unlocked activities. It can switch loadouts and repeat. Offline combat is an approximation based on your saved gear, skills, mastery, supported effects and queue rules. If a target is too hard, it can step down to an area you can farm instead of making no progress.
Rewards that need a choice are stored as Pending Rewards. Offline effectiveness starts low, rises through active play and Mastery, then tapers during a long absence. Arcade applies an extra offline reduction. Epoch has a longer offline window. Supplies that were active when you closed the game count at half strength.
Desolation
Clear Hell to open Desolation. Your character, gear, gold, skills and relics carry over into another Normal, Nightmare and Hell campaign with stronger enemies and gear. Boots and a second ring unlock immediately. New stats and the Bramble and Warding crafting shards enter the item pool. Gloves unlock later in the Everdeep.
Epoch Characters
Epoch is a separate character mode with real-time combat, no fast-forward, harder enemies, rarer loot, higher stat caps and a longer offline window. At level 50 you choose one of three class Ascendancies. Conquering Desolation opens a second relic slot. Epoch also has uncapped Delve depth and its own artifact chase. Epoch gear and banks do not mix with Arcade.
Mastery, Augments and Account Progress
Event Mastery tracks the activities you complete. Skill Mastery grows as a skill deals damage online or offline. Each skill reaches mastery 100 and activates its capstone there. Augments unlock at their listed mastery levels. Augment slots open at mastery 5, 50 and 80, with up to three attached to a skill.
Mastery milestones add to your Mastery Pool and can award Mastery Seals. The Accessory Forge uses gold and seals to add or improve class accessory lines. The Journal records uniques, sets, artifacts, creatures and run records. Achievements award Astral points for the Constellation.
Mini Client
In the desktop app, Mini mode keeps the fight in a small always-on-top window. Use the restore button to return to the full game. Drag that button to move the window and use the corner grip to resize it. Press Ctrl+Shift+M if you need to restore the full window.
Skill Levels
ASCENDANCY
Transformative specialisation. Epoch-exclusive.
⚗ Relic Stash
Equip any relic you own, or stash the current one. Relics are kept for good.
⚙ Gear assignments
Socket a gear to an ability. Each gear has a fixed trigger.
🎲 Maw's Wager
The Maw takes your gold and offers this in return:
⚙ SKILL LOADOUT
Different fights, different tools.
Open the ⚙ Loadouts menu below the skill tree. It lets you pin one skill for mob farming and a different one for boss fights.
The game swaps your active skill automatically to your boss skill when a boss spawns, and back to your farm skill when mobs resume. No manual switching needed.
Nightmare and Hell hit harder. Getting this set up now will make a real difference.
🎽 GEAR LOADOUTS
A second full set of equipment.
You now have a second gear loadout. Switch between full equipment sets with the Loadout buttons at the top of the Character panel.
Build one set for farming (Magic Find, speed) and another for bosses (damage, survival).
In the ⚙ Loadouts menu you can even set the game to swap your whole build automatically farm build on mobs, boss build when a boss spawns.
A RELIC STIRS
Hell awaits. You are not alone.
Choose a relic to carry into Hell.
The story
You have torn through the veil. What waits in Hell is older than the darkness you've faced. It knows you're coming.
But something stirs in the wreckage of the Nightmare you've left behind. A relic. Still warm. Drinking from the deaths around it.
It wants to come with you.
"It's dangerous to go alone. Take this."
Shop closes in
--
seconds
📖 EXPEDITION LOG
Your record of this expedition. Discoveries, records & the road travelled
EVERDEEP IDLE v1.0.0
Hero
HP—
100 / 100
Rage0
0 / 50
Dmg—
Atk spd—
MF0%
Crit Chance0%
AoE Chance0%
HP regen0/s
Dmg reduce0
Block0%
Spell Shield0
XP Gain0%
Gold Find0%
Defense0%
Resist All0%
Survivability—
Thorns0%
Crit Multi2.00×
Sunder0%
Recovery—
Status Eff.0%
Fire Dmg0%
Lightning Dmg0%
Cold Dmg0%
True Dmg0
Echo0%
Encounter Dmg0%
Ailment Dmg0%
What do these stats do?
DPS: —
(pick up to 5)
Drag here to bank
⚡ DESOLATION ⚡
Rogue Encampment
The Blood Moor reeks of corruption.
Mob 0/10
1x
⚔ Choose your Specialization to begin fighting
Click here or open the Skill Tree tab
⚔ Boss Fight! ⚔
has appeared
5:00
🩸 0 offerings
—
— / —
⬡0gold
You Died
Respawning in
5
🏹 Hunting… 10s
⛏ THE DEPTHS
Beneath hell, something older waits.
How it works Each depth is cleared by killing a handful of enemies. Every few depths you reach an extraction point where you can take your finds and leave, or press deeper.
Bosses & checkpoints Every twentieth depth a guardian blocks your path. Before the fight you choose: heal half your HP and face it, or extract with your loot and live to delve another day. Defeat the guardian to unlock a checkpoint. On future runs you can start from any checkpoint you've cleared, skipping past already-beaten bosses.
Second wind Every tenth depth restores you to full HP. Enemy damage ramps the deeper you go, so these breathers and the heal before each guardian, are your lifeline.
Loot & the bag Drops go into your delve bag rather than your vault. The bag holds a limited number of items; if it fills up, the lowest-value item is dropped to make room. At an extraction point you choose which items to carry out. The rest are lost.
Death If you die, a random item from the top of your bag is rescued for you. Half the gold you earned that run is recovered. All experience gained during the run is kept.
Scaling rewards Magic find, experience, and enemy power all scale with depth, with no floor cap. Damage climbs gently at first, then sharply. By the deepest reaches it's survivability, not kill speed, that walls you. Riches and ruin both grow the further you press.
Gold and gems earned during a delve are banked the moment you reach an extraction point, regardless of whether you extract or continue.
⛏ Delve
Descend until death or extraction. Each level is 5 enemies. Boss every 20 levels unlocks a checkpoint.
s20
☠ YOU FELL
at Depth 0
🩸 THE BLOODPIT
Rite of the Red Maw
Descend and slaughter. Every kill, including splash. Is an offering. Low-HP fiends swarm you; the Maw grows hungrier the longer you feed him (mobs toughen slowly). When the Rite ends he forges boons longer Rites offer more to choose from (you keep one), each better the more you offer, but never guaranteed. No loot drops mid-Rite; gold is paid at the end.
Choose the length of the Rite:
THE RED MAW IS PLEASED
◆ FAVORED
0
Offerings
the Maw remembers 0
"Bleed more."
+0 gold
Vault Expansion⬡0
Purchase extra stash slots. 20,000 gold each. Every purchase adds one permanent vault slot for that item type, up to +3 per type.
Each visit spends one shop pass. Earn passes by defeating bosses (max 10).
Expedition Runs
Queue runs to chain and loop, or run one right now.
Blessings
Staged on this run — prepaid, refunded if you cancel.
Magic Find carries into queued runs while you are away. Town blessings start at 5 minutes; each extra stack adds 1 minute. The other three blessings only apply while you are playing.