Progression
Chapters and difficulty
Five chapters with a single signature duel at 10:00, a final-boss threshold at 20:00, and three difficulty steps.
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The five chapters
A chapter is a complete run through one named world. Each chapter has its own wave data, visual skin, signature encounter, and final boss.
| Chapter | Signature encounter | Final boss |
|---|---|---|
| Chapter I — Despair | Soul Harvester | Lamb Guardian |
| Chapter II — Corruption | Blight Shepherd | Tsnake |
| Chapter III — Damnation | Chain Warden | Soul Catcher |
| Chapter IV — Pandemonium | Hollow Conductor | Black Wool |
| Chapter V — Abyss | The Unmaker | Sattalite Orb |
The opening chapter is Despair. Its normal waves establish the ten enemy families, while later chapters keep their own authored wave tables and apply their chapter-specific visual skin.
The chapter clock
Fresh runs in all five chapters use the same two major milestones: the signature adversary appears once at 10:00, and the final-boss threshold is 20:00 on the chapter clock. Twenty minutes marks the boss transition, not an automatic victory or a guaranteed total session length. You still have to win the final fight.
The mid-chapter duel has its own helpers and damage openings. Read the encounter guide before treating its body like an ordinary wave enemy.
Difficulty path
A new profile starts on Mortal in Chapter I.
- Clear Mortal to open Haunted for that chapter and earn the next chapter’s Mortal step when that chapter is available.
- Clear Haunted to open Forsaken for the same chapter.
- Forsaken is the third difficulty in the current chapter path.
Higher difficulties preserve the chapter’s encounter identity while increasing combat pressure. Your permanent Ancients remain between runs; the spells, Parchments, seals, and other choices in a run belong to that attempt.
Chapter Select’s Ancient Power recommendation compares your permanent Offense and Survival investment with the selected difficulty. It is advice, not an additional unlock requirement. Meeting it does not replace a useful run build; falling short does not itself lock an otherwise available chapter.
The chapter ending
The chapter’s final boss closes the authored wave phase. Defeating that boss records the chapter clear and its progression reward. Bosses use different movement, control, projectile, or split-lineage rules, so the build that carried you through the waves may need a different way to move in the final arena.
Completing Abyss on Mortal is the requirement for the standalone Timeless RIFT. Merely reaching or unlocking the Abyss card is not enough: the game checks the completed Mortal run before it enables a fresh RIFT.
