Cinch — Power Levels

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Generated from the game's own tormentInfo(depth) curve at every build · Progression Map → · Fusion Map →
Reading this page: teal-bordered rows are SHIPPED — real, live game mechanics, including Hero/Guard Armory (Slice 1, shipped 2026-07-28). Violet-bordered rows are PROPOSED — the Gatekeeper mega-boss gate (Slice 2), not built yet. Power level is depth + 10 × (level - 1) — each level's own base difficulty is worth +10 power levels over the previous one, so L1 D50 = L2 D40 = L3 D30 = L4 D20 = L5 D10 (all PL50). Hero Armory unlocks at each level's own D10 (Weapon/Breastplate/Greaves/Gauntlets/Helmet, PL10-50); Guard Armory at each level's own D18 (same 5 slots, PL18-58, each bonus applied at 50% effectiveness per guard since 3-4 guards share the same unlock) — retuned from an original D20 spec that put every Guard slot on the exact same power level as the next level's Hero slot; D18 clears every Hero/Gatekeeper/shipped-Ladder power level with room to spare, and no gap anywhere in the combined schedule exceeds 8 power levels. A Gatekeeper mega-boss gates each level's own D9→D10 step (still PROPOSED — its stat percentage below is marked (suggested), illustrative, not finalized tuning). Cinch Tier is unrelated and untouched — verified against source, it's already fully derived from Ladder base-clears, never tied to depth-push.
enemyHpMult = 1.06^PL · enemyDmgMult = 1.04^PL · coreXpMult = 1.08^PL · guardXpMult = 1.06^PL · dropMult = 1.10^PL (exponential, converted from linear 2026-07-28)

Power curve by power level

Enemy HPEnemy DMGCORE xpGuard xpMaterial/gem drops
1× 2× 5× 10× 20× 50× 100× 200× 0 1 2 3 4 6 9 10 12 15 17 18 19 20 23 25 26 28 29 30 34 38 39 40 45 47 48 49 50 58
X-axis is power level (linear — the locked design tops out around PL58 with milestones spread roughly every 10, so no distortion is needed). Y-axis is logarithmic (2026-07-29 — a shared linear axis, scaled to the largest metric (drops, ~255×), crushed Enemy HP/DMG's smaller ~29×/~10× peaks to near-invisible; on this log axis every metric is a pure exponential, so it draws as a straight line and its true growth RATE — not its final size relative to the others — is what you're reading). Dots under the axis mark every milestone at its true power level — teal = shipped, violet = proposed — two dots stacked on the same number mean those milestones are the exact same power level. Wide space between numbers is a stretch of the curve with nothing to show for it.

ECOF — hero contribution target

ECOF (Expected Contribution Output Framework, src/runlog/ecof.ts) targets hero share of party contribution on guardPower — fielded roster strength — not on powerLevel, and the source says so explicitly: the two axes' shared ordering here is "a coincidence of the fixture, not assumed." There is no formula converting one axis to the other. The three teal points below are the only real answers on this chart — each is the founder's own anchor roster (ECOF_FOUNDER_ANCHOR_ROWS) run through the shipped guardPowerOf() to get its guardPower, then through the shipped heroTargetShareAtGuardPower() to get its hero-target percentage; the build fails if that round-trip doesn't reproduce the anchor's own stored percentage exactly. The dashed violet line connecting them is a PL-linear approximation for visual reference only — it is NOT the shipped curve. heroTargetShareAtGuardPower() is piecewise-linear in guardPower, and guardPower is not linear in powerLevel: the anchor table's guardPower column runs 40 → ~282 → ~527, wildly non-proportional to PL 0 → 45 → 60. Two rosters at the identical power level can sit at very different points on the real guardPower axis (a deep run with under-levelled guards reads a HIGHER true hero target than the dashed line shows; an over-levelled roster reads LOWER) — the dashed line cannot capture that, only guardPower itself can.
0% 10% 20% 30% 40% 50% 0 10 20 30 40 50 60 40% 30% 20%
Y-axis is hero contribution-share target, 0-50%. X-axis is power level, same axis as the chart above (widened slightly to PL60 to fit the deepest anchor). Percentages at each teal dot are exact; everywhere else on the dashed line is interpolation, not measurement.
Power LevelAnchorRoster (guardPower input)guardPowerHero target
0The Castle Grounds D0 = PL0warden L20, warden L10, warden L104040%
45The Throne Room D5 = PL45deadeye L70, lich L55, cryocore L95281.8630%
60The Throne Room D20 = PL60gravemarshal L130, demolitionist L110, ironsight L90, cleric L50527.3220%

Power-level-sorted comparison

Power LevelMilestone(s) at this power levelEnemy HPEnemy DMGCORE xpGuard xpMaterial/gem drops
0
Baseline
1×1×1×1×1×
1
Clear The Castle Grounds at Depth 1
1.06×1.04×1.08×1.06×1.1×
2
The Castle Grounds pushed to Depth 2
1.12×1.08×1.17×1.12×1.21×
3
The Castle Grounds pushed to Depth 3
1.19×1.12×1.26×1.19×1.33×
4
Cinch Tier 1 eligible — The Castle Grounds D4
1.26×1.17×1.36×1.26×1.46×
↕ gap: PL 4 → 6 (2 power levels, no milestone in between) — material/gem drops grow 1.21× over that stretch with nothing to show for it
6
magnet augment eligible — The Castle Grounds D6
1.42×1.27×1.59×1.42×1.77×
↕ gap: PL 6 → 9 (3 power levels, no milestone in between) — material/gem drops grow 1.33× over that stretch with nothing to show for it
9
The Castle Grounds's Gatekeeper
1.69×1.42×2×1.69×2.36×
10
Hero Weapon — The Castle Grounds D10
1.79×1.48×2.16×1.79×2.59×
↕ gap: PL 10 → 12 (2 power levels, no milestone in between) — material/gem drops grow 1.21× over that stretch with nothing to show for it
12
Clear The Entrance Hall at Depth 2
2.01×1.6×2.52×2.01×3.14×
↕ gap: PL 12 → 15 (3 power levels, no milestone in between) — material/gem drops grow 1.33× over that stretch with nothing to show for it
15
Cinch Tier 2 eligible — The Entrance Hall D5
2.4×1.8×3.17×2.4×4.18×
↕ gap: PL 15 → 17 (2 power levels, no milestone in between) — material/gem drops grow 1.21× over that stretch with nothing to show for it
17
bulwark king augment eligible — The Entrance Hall D7
2.69×1.95×3.7×2.69×5.05×
18
Guard Weapon — The Castle Grounds D18
2.85×2.03×4×2.85×5.56×
19
The Entrance Hall's Gatekeeper
3.03×2.11×4.32×3.03×6.12×
20
Hero Breastplate — The Entrance Hall D10
3.21×2.19×4.66×3.21×6.73×
↕ gap: PL 20 → 23 (3 power levels, no milestone in between) — material/gem drops grow 1.33× over that stretch with nothing to show for it
23
Clear The Dungeons at Depth 3
3.82×2.46×5.87×3.82×8.95×
↕ gap: PL 23 → 25 (2 power levels, no milestone in between) — material/gem drops grow 1.21× over that stretch with nothing to show for it
25
sunderer augment eligible — The Dungeons D5
4.29×2.67×6.85×4.29×10.83×
26
Cinch Tier 3 eligible — The Dungeons D6
4.55×2.77×7.4×4.55×11.92×
↕ gap: PL 26 → 28 (2 power levels, no milestone in between) — material/gem drops grow 1.21× over that stretch with nothing to show for it
28
Guard Breastplate — The Entrance Hall D18
5.11×3×8.63×5.11×14.42×
29
The Dungeons's Gatekeeper
5.42×3.12×9.32×5.42×15.86×
30
Hero Greaves — The Dungeons D10
5.74×3.24×10.06×5.74×17.45×
↕ gap: PL 30 → 34 (4 power levels, no milestone in between) — material/gem drops grow 1.46× over that stretch with nothing to show for it
34
Clear The Royal Chambers at Depth 4
7.25×3.79×13.69×7.25×25.55×
↕ gap: PL 34 → 38 (4 power levels, no milestone in between) — material/gem drops grow 1.46× over that stretch with nothing to show for it
38
Guard Greaves — The Dungeons D18
Cinch Tier 4 eligible — The Royal Chambers D8
9.15×4.44×18.63×9.15×37.4×
39
The Royal Chambers's Gatekeeper
9.7×4.62×20.12×9.7×41.14×
40
Hero Gauntlets — The Royal Chambers D10
10.29×4.8×21.72×10.29×45.26×
↕ gap: PL 40 → 45 (5 power levels, no milestone in between) — material/gem drops grow 1.61× over that stretch with nothing to show for it
45
Clear The Throne Room at Depth 5
13.76×5.84×31.92×13.76×72.89×
↕ gap: PL 45 → 47 (2 power levels, no milestone in between) — material/gem drops grow 1.21× over that stretch with nothing to show for it
47
zenith augment eligible — The Throne Room D7
15.47×6.32×37.23×15.47×88.2×
48
Guard Gauntlets — The Royal Chambers D18
16.39×6.57×40.21×16.39×97.02×
49
The Throne Room's Gatekeeper
17.38×6.83×43.43×17.38×106.72×
50
Hero Helmet — The Throne Room D10
18.42×7.11×46.9×18.42×117.39×
↕ gap: PL 50 → 58 (8 power levels, no milestone in between) — material/gem drops grow 2.14× over that stretch with nothing to show for it
58
Guard Helmet — The Throne Room D18
29.36×9.73×86.81×29.36×251.64×

Milestone detail

Baseline
Reference point — PL0, not a reachable in-run state
SHIPPED
Enemy HP1x (+0%)
Enemy DMG1x (+0%)
CORE xp1x (+0%)
Guard xp1x (+0%)
Material/gem drops1x (+0%)
Clear The Castle Grounds at Depth 1
L1 D1 = PL1
SHIPPED
Enemy HP1.06x (+6%)
Enemy DMG1.04x (+4%)
CORE xp1.08x (+8%)
Guard xp1.06x (+6%)
Material/gem drops1.1x (+10%)
Unlocks: NOVA + Gemsmith
The Castle Grounds pushed to Depth 2
L1 D2 = PL2 — same level, repeated deeper
SHIPPED
Enemy HP1.12x (+12%)
Enemy DMG1.08x (+8%)
CORE xp1.17x (+17%)
Guard xp1.12x (+12%)
Material/gem drops1.21x (+21%)
Unlocks: Gemwords / Power Cells (SHIPPED 2026-07-28 — this is now a second, independent unlock path alongside the original Level 3 clear, not a replacement; either one opens the section)
The Castle Grounds pushed to Depth 3
L1 D3 = PL3
PROPOSED
Enemy HP1.19x (+19%)
Enemy DMG1.12x (+12%)
CORE xp1.26x (+26%)
Guard xp1.19x (+19%)
Material/gem drops1.33x (+33%)
Clear The Entrance Hall at Depth 2
L2 D2 = PL12
SHIPPED
Enemy HP2.01x (+101%)
Enemy DMG1.6x (+60%)
CORE xp2.52x (+152%)
Guard xp2.01x (+101%)
Material/gem drops3.14x (+214%)
Unlocks: TELEPORT
Clear The Dungeons at Depth 3
L3 D3 = PL23
SHIPPED
Enemy HP3.82x (+282%)
Enemy DMG2.46x (+146%)
CORE xp5.87x (+487%)
Guard xp3.82x (+282%)
Material/gem drops8.95x (+795%)
Unlocks: SHOCKWAVE
Clear The Royal Chambers at Depth 4
L4 D4 = PL34
SHIPPED
Enemy HP7.25x (+625%)
Enemy DMG3.79x (+279%)
CORE xp13.69x (+1269%)
Guard xp7.25x (+625%)
Material/gem drops25.55x (+2455%)
Unlocks: RIFT
Clear The Throne Room at Depth 5
L5 D5 = PL45
SHIPPED
Enemy HP13.76x (+1276%)
Enemy DMG5.84x (+484%)
CORE xp31.92x (+3092%)
Guard xp13.76x (+1276%)
Material/gem drops72.89x (+7189%)
Unlocks: ASCENDANCE
The Castle Grounds's Gatekeeper
L1 D9 = PL9 — mega-boss gate before D10 unlocks (PROPOSED, slice 2)
PROPOSED
Enemy HP1.69x (+69%)
Enemy DMG1.42x (+42%)
CORE xp2x (+100%)
Guard xp1.69x (+69%)
Material/gem drops2.36x (+136%)
Would unlock: Kill The Castle Grounds's Gatekeeper to unlock pushing The Castle Grounds past D9 — a first-time kill also grants a one-time CORE/material bonus; re-fights after a death pay nothing extra (PROPOSED)
The Entrance Hall's Gatekeeper
L2 D9 = PL19 — mega-boss gate before D10 unlocks (PROPOSED, slice 2)
PROPOSED
Enemy HP3.03x (+203%)
Enemy DMG2.11x (+111%)
CORE xp4.32x (+332%)
Guard xp3.03x (+203%)
Material/gem drops6.12x (+512%)
Would unlock: Kill The Entrance Hall's Gatekeeper to unlock pushing The Entrance Hall past D9 — a first-time kill also grants a one-time CORE/material bonus; re-fights after a death pay nothing extra (PROPOSED)
The Dungeons's Gatekeeper
L3 D9 = PL29 — mega-boss gate before D10 unlocks (PROPOSED, slice 2)
PROPOSED
Enemy HP5.42x (+442%)
Enemy DMG3.12x (+212%)
CORE xp9.32x (+832%)
Guard xp5.42x (+442%)
Material/gem drops15.86x (+1486%)
Would unlock: Kill The Dungeons's Gatekeeper to unlock pushing The Dungeons past D9 — a first-time kill also grants a one-time CORE/material bonus; re-fights after a death pay nothing extra (PROPOSED)
The Royal Chambers's Gatekeeper
L4 D9 = PL39 — mega-boss gate before D10 unlocks (PROPOSED, slice 2)
PROPOSED
Enemy HP9.7x (+870%)
Enemy DMG4.62x (+362%)
CORE xp20.12x (+1912%)
Guard xp9.7x (+870%)
Material/gem drops41.14x (+4014%)
Would unlock: Kill The Royal Chambers's Gatekeeper to unlock pushing The Royal Chambers past D9 — a first-time kill also grants a one-time CORE/material bonus; re-fights after a death pay nothing extra (PROPOSED)
The Throne Room's Gatekeeper
L5 D9 = PL49 — mega-boss gate before D10 unlocks (PROPOSED, slice 2)
PROPOSED
Enemy HP17.38x (+1638%)
Enemy DMG6.83x (+583%)
CORE xp43.43x (+4243%)
Guard xp17.38x (+1638%)
Material/gem drops106.72x (+10572%)
Would unlock: Kill The Throne Room's Gatekeeper to unlock pushing The Throne Room past D9 — a first-time kill also grants a one-time CORE/material bonus; re-fights after a death pay nothing extra (PROPOSED)
Hero Weapon — The Castle Grounds D10
L1 D10 = PL10
SHIPPED
Enemy HP1.79x (+79%)
Enemy DMG1.48x (+48%)
CORE xp2.16x (+116%)
Guard xp1.79x (+79%)
Material/gem drops2.59x (+159%)
Unlocks: Hero Weapon: Hero +15% max HP
Hero Breastplate — The Entrance Hall D10
L2 D10 = PL20
SHIPPED
Enemy HP3.21x (+221%)
Enemy DMG2.19x (+119%)
CORE xp4.66x (+366%)
Guard xp3.21x (+221%)
Material/gem drops6.73x (+573%)
Unlocks: Hero Breastplate: Guards +10% max HP
Hero Greaves — The Dungeons D10
L3 D10 = PL30
SHIPPED
Enemy HP5.74x (+474%)
Enemy DMG3.24x (+224%)
CORE xp10.06x (+906%)
Guard xp5.74x (+474%)
Material/gem drops17.45x (+1645%)
Unlocks: Hero Greaves: Guard revive duration -20% + hero move speed +10%
Hero Gauntlets — The Royal Chambers D10
L4 D10 = PL40
SHIPPED
Enemy HP10.29x (+929%)
Enemy DMG4.8x (+380%)
CORE xp21.72x (+2072%)
Guard xp10.29x (+929%)
Material/gem drops45.26x (+4426%)
Unlocks: Hero Gauntlets: Guards +15% damage — directly counteracts the ECOF gap
Hero Helmet — The Throne Room D10
L5 D10 = PL50
SHIPPED
Enemy HP18.42x (+1742%)
Enemy DMG7.11x (+611%)
CORE xp46.9x (+4590%)
Guard xp18.42x (+1742%)
Material/gem drops117.39x (+11639%)
Unlocks: Hero Helmet: Guard fall duration -25% — direct answer to the "3 falls, 2 revives" pattern observed in telemetry
Guard Weapon — The Castle Grounds D18
L1 D18 = PL18
SHIPPED
Enemy HP2.85x (+185%)
Enemy DMG2.03x (+103%)
CORE xp4x (+300%)
Guard xp2.85x (+185%)
Material/gem drops5.56x (+456%)
Unlocks: Guard Weapon: Guard +5% damage (50% eff./guard)
Guard Breastplate — The Entrance Hall D18
L2 D18 = PL28
SHIPPED
Enemy HP5.11x (+411%)
Enemy DMG3x (+200%)
CORE xp8.63x (+763%)
Guard xp5.11x (+411%)
Material/gem drops14.42x (+1342%)
Unlocks: Guard Breastplate: Guard +5% max HP (50% eff./guard)
Guard Greaves — The Dungeons D18
L3 D18 = PL38
SHIPPED
Enemy HP9.15x (+815%)
Enemy DMG4.44x (+344%)
CORE xp18.63x (+1763%)
Guard xp9.15x (+815%)
Material/gem drops37.4x (+3640%)
Unlocks: Guard Greaves: Guard +5% move speed (50% eff./guard)
Guard Gauntlets — The Royal Chambers D18
L4 D18 = PL48
SHIPPED
Enemy HP16.39x (+1539%)
Enemy DMG6.57x (+557%)
CORE xp40.21x (+3921%)
Guard xp16.39x (+1539%)
Material/gem drops97.02x (+9602%)
Unlocks: Guard Gauntlets: Guard +4pp crit chance (50% eff./guard) — same crit hook Ward Weaver/Chordmaster/Bloodbinder already use
Guard Helmet — The Throne Room D18
L5 D18 = PL58
SHIPPED
Enemy HP29.36x (+2836%)
Enemy DMG9.73x (+873%)
CORE xp86.81x (+8581%)
Guard xp29.36x (+2836%)
Material/gem drops251.64x (+25064%)
Unlocks: Guard Helmet: Guard +7.5% revive speed (50% eff./guard) — capstone, mirrors Hero Helmet's survivability theme
Cinch Tier 1 eligible — The Castle Grounds D4
L1 D4 = PL4
SHIPPED
Enemy HP1.26x (+26%)
Enemy DMG1.17x (+17%)
CORE xp1.36x (+36%)
Guard xp1.26x (+26%)
Material/gem drops1.46x (+46%)
Unlocks: Cinch Tier 1 becomes buyable at THE FORGE (materials, not auto-granted)
Cinch Tier 2 eligible — The Entrance Hall D5
L2 D5 = PL15
SHIPPED
Enemy HP2.4x (+140%)
Enemy DMG1.8x (+80%)
CORE xp3.17x (+217%)
Guard xp2.4x (+140%)
Material/gem drops4.18x (+318%)
Unlocks: Cinch Tier 2 becomes buyable at THE FORGE (materials, not auto-granted)
Cinch Tier 3 eligible — The Dungeons D6
L3 D6 = PL26
SHIPPED
Enemy HP4.55x (+355%)
Enemy DMG2.77x (+177%)
CORE xp7.4x (+640%)
Guard xp4.55x (+355%)
Material/gem drops11.92x (+1092%)
Unlocks: Cinch Tier 3 becomes buyable at THE FORGE (materials, not auto-granted)
Cinch Tier 4 eligible — The Royal Chambers D8
L4 D8 = PL38
SHIPPED
Enemy HP9.15x (+815%)
Enemy DMG4.44x (+344%)
CORE xp18.63x (+1763%)
Guard xp9.15x (+815%)
Material/gem drops37.4x (+3640%)
Unlocks: Cinch Tier 4 becomes buyable at THE FORGE (materials, not auto-granted)
magnet augment eligible — The Castle Grounds D6
L1 D6 = PL6
SHIPPED
Enemy HP1.42x (+42%)
Enemy DMG1.27x (+27%)
CORE xp1.59x (+59%)
Guard xp1.42x (+42%)
Material/gem drops1.77x (+77%)
Unlocks: magnet's permanent Cinch augment becomes obtainable on first kill
bulwark king augment eligible — The Entrance Hall D7
L2 D7 = PL17
SHIPPED
Enemy HP2.69x (+169%)
Enemy DMG1.95x (+95%)
CORE xp3.7x (+270%)
Guard xp2.69x (+169%)
Material/gem drops5.05x (+405%)
Unlocks: bulwark king's permanent Cinch augment becomes obtainable on first kill
sunderer augment eligible — The Dungeons D5
L3 D5 = PL25
SHIPPED
Enemy HP4.29x (+329%)
Enemy DMG2.67x (+167%)
CORE xp6.85x (+585%)
Guard xp4.29x (+329%)
Material/gem drops10.83x (+983%)
Unlocks: sunderer's permanent Cinch augment becomes obtainable on first kill
zenith augment eligible — The Throne Room D7
L5 D7 = PL47
SHIPPED
Enemy HP15.47x (+1447%)
Enemy DMG6.32x (+532%)
CORE xp37.23x (+3623%)
Guard xp15.47x (+1447%)
Material/gem drops88.2x (+8720%)
Unlocks: zenith's permanent Cinch augment becomes obtainable on first kill