VESSARION GALAXY TR/EN Play
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Wiki World The Depth

The Depth

The endless staircase of floors behind the Shroud: creatures 25% stronger on every floor, 12% more reward. Free-for-all, Wreck rule applies; if you die you return to X-1.

The Depth is an endless staircase of floors going down behind the Shroud: Depth 1, Depth 2, Depth 3… Each floor comes with creatures that are 25% stronger than the one before, but it pays 12% more. So grinding at the bottom gives you no easy money; it only gets more dangerous. As you get stronger, there is always a next floor.

What is down there?

The radio line at Kefen does not end above ground. The Command Relays are a chain; the Exiles hold its visible end and sealed the relays below it and left. The Depth is those sealed stops: unmapped, without the Treaty, without witnesses.

The deeper the line goes, the older it gets and the closer to the Ring. Each relay is guarded with the wrecks of the one above: what the dead leave behind goes into the next keeper's armor. So every floor is harder than the last. Ring shards are denser below, and wrecks yield more Silicite. But the difficulty grows faster than the pay.

No one has seen the bottom of the line. The Depth is counted, never measured.

How to get in

Rules

Floors and numbers

The creature is the Shroud's Wreck Commander; on every floor its armor, shield and damage grow ×1.25 (Power grows at the same rate). The reward grows ×1.12, materials ×1.08 and the amount of Antimatter ×1.04; the chance of rare loot (Beam Cores, RK-4, KJ-4, HJ-4) grows ×1.08 like materials: on Depth 10 it is 2.16 times the Shroud's. The chance of a single kill still never goes above 5%, and the Trail meter works as it is. The numbers below are for the Standard rank; the Elite and Paragon roll is the same as in the Shroud.

FloorCreature PowerHealth (shield included)Damage/sRewardCredit valueSiliciteXPAI Commander burns
The Shroud (baseline)119.06 K1.26 M11.25 K×144,80012826,000860 Antimatter/h
1148.82 K1.57 M14.06 K×1.1250,17614329,120633 Antimatter/h
2186.03 K1.97 M17.58 K×1.2556,19716132,614709 Antimatter/h
3232.54 K2.46 M21.97 K×1.462,94118036,528794 Antimatter/h
5363.34 K3.85 M34.33 K×1.7678,95322645,821996 Antimatter/h
8709.65 K7.51 M67.06 K×2.48110,92331764,3751,399 Antimatter/h
101.11 M11.73 M104.77 K×3.11139,14239880,7521,755 Antimatter/h
153.38 M35.81 M319.74 K×5.47245,216701142,3133,093 Antimatter/h
2010.33 M109.29 M975.78 K×9.65432,1541,235250,8045,450 Antimatter/h
3096.18 M1.02 B9.09 M×29.961,342,2053,835778,95816,927 Antimatter/h

Layers and creatures

The deeper you go down the line, the more the setting changes. Every layer is five floors. Below the twentieth floor the families begin again, but everything is one age older. After floor 21 the creatures take the prefix Elder (like Ancient Scrap Dreadnought). For now every floor spawns the Wreck Commander; the hulls below are planned for those layers, and until they exist only the ground color shows the layer.

FloorsLayerCreatureWho are they?
1–5The Rotten FleetScrap IroncladArmored hulls the Exile scrappers left on the line. Their captains never came back; the hulls grew thick with scrap plate, and still fire.
6–10The Quiet LineEmpty ShiftPilotless defense hulls. Each knows one order: keep the watch. Empty capsules, cold seats; they do not tire and they do not quit.
11–15The Crystal CorridorShelledRing-shard crystal grown over a wreck; the hull is only a shell now and no one knows what is inside. It hits hard and sheds light as it breaks.
16–20The Empty HouseRing StewardThe Ringwrights left; the one who keeps the house stayed. It does not speak, bargain or rust: no one knows its age, and its hull shines like new.

Modifiers (not live yet)

From floor 6 on, floors are meant to get modifiers: rules that do not make the numbers bigger but change how a floor plays. You will see which ones a floor has in the window before you enter. Each one raises the reward a little. The first three (Armored Shell, Crowded, Swarm Grudge) come first.

ModifierWhat it does
Armored ShellWhile the shield is full a quarter of damage is lost; it refills twice as fast.
CrowdedThe floor holds 30% more creatures.
Swarm GrudgeHit one and every creature nearby turns on you.
Fast HuntersCreatures are 25% faster and notice you from 25% farther.
Wrath SurgeA creature with half its armor left hits one and a half times harder.
Mending NetNearby creatures mend each other 2% a second; split the crowd.
Long ReachCreature range is 25% longer; you have to close in.
Breaker Round30% of the damage skips the shield and hits the hull.
Fogged LineSight shrinks by 40%: you and the creatures are seen late.
Rich WreckCreatures carry 50% more cargo but have 40% more health.

Tips

For the creatures, see Enemies; for the map, the Shroud page.