Descent: Champions
1 Hour Descent: Champions | |
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Race Information | |
Duration: | 1 Hour |
Rules: | Hardcore Solo |
Specials: | Dead characters go to Void League |
Descent: Champions is an hour-long race league introduced in Season Five. It is also the signature event for Season Eight, meaning there is a separate leaderboard for Descent: Champions racers.
The race is similar to Descent and uses many aspects of roguelike games: the player's character starts at the beginning of a dungeon and gradually progresses through the levels, fighting increasingly tougher foes on the way to the final level where the boss awaits.
Dead characters will still be able to receive rewards in Descent: Champions.
Differences
Like Descent, Champions is a significant departure from the other race leagues. Here is a rundown of the main differences.
Interaction with other leagues and players
- No partying is possible. A Descent: Champions race is purely a solo experience.
- Dead characters are permanently transferred into a Void league where they reside until the end of the league. Once Descent ends, its characters and Void characters become permanently unplayable. Items are not carried across to Standard or any other league.
Area differences
- Descent: Champions areas are unique among leagues, although they're based on existing tilesets. They have their own names and themes, and are considerably larger.
- There is no town area or vendor, and therefore no reason to pick up valuable items that you won't use.
- Once you enter an area, you can't go back. If you log out during the race, your character will respawn at the beginning of the current area.
- There are no waypoints or any other quick means to travel between areas or skip them aside from running through.
- All areas contain unique bosses similar to their map counterparts, but unlike most maps, bosses may be located near the beginning.
- Areas don't loop.
Difficulty and ladder positioning
- Descent: Champions doesn't have the same "Normal—Cruel—Merciless" system where areas loop with increasing difficulty, but instead switches to Cruel and Merciless penalties starting with certain areas.
- If a character dies during the race, it can still hold a position on that race's ladder, marked accordingly.
- If a character dies in a Cruel or Merciless area, it is subject to experience loss, which is applied before the final experience value is put on the ladder.
Gear and drops
- Item drops are improved compared to other leagues. The exact differences are unknown.
- There is no stash and no vendors to trade items with. Everything that may be of use must be used or carried in inventory; everything else is just a burden.
- Some gear is provided via special chests located in most areas, as well as at the start of the first area. See the next paragraph for more info.
Differences with Descent
- Descent: Champions has totally different areas and bosses and uses a system forked paths and optional side-areas, while Descent has a linear area progression.
- The use of more game systems such as map mods, skill book rewards, etc.
- Custom uniques that are exclusive to Descent: Champions.
Special chests
Descent: Champions features special kinds of loot containers with fixed content. The content of these chests often varies depending on the class.
Unique item chests
At the start of the race, after the first provisions chest, there are two chests with unique items. The player can only choose one of each chest. All items will have white linked sockets.
First chest
- Fragment of EternityFragment of Eternity
Glass ShankDagger
Physical Damage: 7-14
Critical Strike Chance: 12.00%
Attacks per Second: 1.65
Weapon Range: 1.0 metres30% increased Global Critical Strike ChanceAdds 1 to 4 Physical Damage
10% increased Attack Speed
100% increased Critical Strike Chance
+45% to Global Critical Strike Multiplier
15% chance to gain a Power Charge on KillInto darkness, horror, madness...
So goes the descent. - Rust of WinterRust of Winter
Rusted HatchetOne Handed Axe
Physical Damage: 8-15
Elemental Damage: 2-4
Critical Strike Chance: 5.00%
Attacks per Second: 1.50
Weapon Range: 1.1 metresAdds 2 to 4 Physical Damage
Adds 2 to 4 Cold Damage
50% chance to Avoid being Chilled
Your Physical Damage can ChillInto darkness, horror, madness...
So goes the descent. - Splinter of the MoonSplinter of the Moon
Driftwood WandWand
Physical Damage: 5-9
Critical Strike Chance: 7.00%
Attacks per Second: 1.40(8-12)% increased Spell Damage20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and IgniteInto darkness, horror, madness...
So goes the descent. - Ashes of the SunAshes of the Sun
Driftwood ClubOne Handed Mace
Physical Damage: 6-8
Elemental Damage: 3-6
Critical Strike Chance: 5.00%
Attacks per Second: 1.74
Weapon Range: 1.1 metres10% reduced Enemy Stun ThresholdAdds 3 to 6 Fire Damage
20% increased Attack Speed
500% increased Ignite Duration on Enemies
25% increased Burning Damage
30% chance to IgniteInto darkness, horror, madness...
So goes the descent. - Thunder of the DawnThunder of the Dawn
Corroded BladeTwo Hand Sword
Physical Damage: 8-16
Elemental Damage: 1-9
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 1.3 metres40% increased Global Accuracy RatingAdds 1 to 9 Lightning Damage
+40% to Lightning Resistance
9% chance to Shock
50% of Physical Damage from Hits taken as Lightning Damage
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby EnemyInto darkness, horror, madness...
So goes the descent. - Vestige of DivinityVestige of Divinity
Gnarled BranchStaff
Physical Damage: 11-23
Critical Strike Chance: 6.00%
Attacks per Second: 1.30
Weapon Range: 1.5 metres+18% Chance to Block Attack Damage while wielding a Staff16% Chance to Block Attack Damage
Adds 2 to 4 Physical Damage
15% increased Area of Effect
Reflects 8 to 14 Physical Damage to Attackers on Block
+0.2 metres to Weapon RangeInto darkness, horror, madness...
So goes the descent. - Relic of the CycleRelic of the Cycle
Crude BowBow
Physical Damage: 10-26
Critical Strike Chance: 5.00%
Attacks per Second: 1.54100% increased Physical Damage
10% increased Attack Speed
+30 to Accuracy Rating
Projectiles Return to youInto darkness, horror, madness...
So goes the descent.
Second chest
- Tear of EntropyTear of Entropy
Iron HatArmour: (9-13)30% increased Attack Speed when on Low Life
15% increased Attack Speed when on Full Life
+10 to maximum Life
20% increased Cast Speed when on Low Life
9% increased Cast Speed when on Full LifeInto darkness, horror, madness...
So goes the descent. - Remnant of EmpiresRemnant of Empires
Goathide BucklerChance to Block: 28%
Evasion: (14-20)
Movement Speed: -3%3% increased Movement Speed30% Chance to Block Spell Damage
+15 to maximum Life
+3% to all Elemental Resistances per Endurance Charge
50% chance to gain an Endurance Charge when you Block
+3% Chance to Block
Reflects 4 to 8 Physical Damage to Attackers on BlockInto darkness, horror, madness...
So goes the descent. - Chains of TimeChains of Time
Rustic Sash(12-24)% increased Global Physical Damage10% increased Elemental Damage
30% increased Life Recovery from Flasks
30% increased Mana Recovery from Flasks
30% reduced Flask Effect DurationInto darkness, horror, madness...
So goes the descent. - Fragment of EternityFragment of Eternity
Glass ShankDagger
Physical Damage: 7-14
Critical Strike Chance: 12.00%
Attacks per Second: 1.65
Weapon Range: 1.0 metres30% increased Global Critical Strike ChanceAdds 1 to 4 Physical Damage
10% increased Attack Speed
100% increased Critical Strike Chance
+45% to Global Critical Strike Multiplier
15% chance to gain a Power Charge on KillInto darkness, horror, madness...
So goes the descent. - Rust of WinterRust of Winter
Rusted HatchetOne Handed Axe
Physical Damage: 8-15
Elemental Damage: 2-4
Critical Strike Chance: 5.00%
Attacks per Second: 1.50
Weapon Range: 1.1 metresAdds 2 to 4 Physical Damage
Adds 2 to 4 Cold Damage
50% chance to Avoid being Chilled
Your Physical Damage can ChillInto darkness, horror, madness...
So goes the descent.
Curious and Alluring chests
These two chests spawn at a fixed point near the exit of every area. As a rule of thumb, Curious chests contain mostly survivability items and skills while Alluring ones cater to more aggressive and adventurous play styles.
Players must choose which of the two they will open each time; the other chest will vanish along with its content.
The content of Curious and Alluring chests is fixed or at least semi-fixed for each respective class. Items like skill gems will always drop from their respective chests.
Zones
The Entrance Hall Level 2 |
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The Chattering Halls Level 4 |
The Croaking Halls Level 4 |
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The Rasping Halls Level 6 |
→ | The Freezing Chamber Level 7 |
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The Shrine of the Pagan God Level 6 Boss |
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The Dungeon of Anarchy Level 8 |
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The Dungeon of Necromancy Level 10 |
The Hollow Cave Level 10 |
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The Haunted Dungeon Level 12 |
The Burning Cave Level 12 |
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The Obelisks of Faith Level 12 |
→ | The Cage Level 12 Boss |
← | The Chamber of Greed Level 12 |
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The Necromantic Crypt Level 14 |
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The Diabolic Crypt Level 16 |
The Misty Cave Level 16 |
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The Ember Crypt Level 18 |
The Stormy Ledge Level 18 |
The Frozen Cave Level 18 |
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The Glittering Crypt Level 18 Boss |
The Glittering Cave Level 18 Boss |
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The Inner Halls Level 1 Level 20 |
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The Inner Halls Level 2 Level 22 |
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The Inner Halls Level 3 Level 24 |
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The Nexus Level 24 Boss |