Valiant

The Descent

A daily endless dungeon for five. Escalating boss waves, randomized modifiers, and party synergy that rewards the group that did the math. One key a day, a public top 100, and a Hall of Fame that never resets.

What makes a dungeon work in an idle game?

Strip away reflexes and what's left is the part raid leaders always loved anyway: composition, preparation, and risk math. The Descent is that part, distilled. Your party's combat power meets a wave threshold that climbs without mercy; every fifth wave a boss arrives wearing three random modifiers that can favor or punish the build you brought. How deep you go is a pure function of how well you prepared.

How does party synergy work?

Every talent in the game belongs to a category — survivability, damage, or sustain. The Descent reads your party's spread and pays a synergy bonus of up to ±30% for compositions that cover the bracket's thresholds. Five glass cannons will hit a wall that a balanced party walks through. Building the right five-stack — or gearing your roster so NPC mercenaries can fill the gaps — is the metagame.

What's the "doppelganger" rule?

The Descent never blocks your idle progress. The Mystic copies your character into the dungeon while the original keeps adventuring in the overworld — your daily run is pure upside, not a scheduling decision. This is an idle game; your time is respected on principle.

Why one key per day?

Scarcity is what makes the leaderboard honest. Everyone gets the same single attempt per character per day, so the daily top 100 measures builds and coordination, not hours dumped. At midnight UTC the day archives: top-10 finishes per bracket enter the Hall of Fame permanently. Some names will be there forever. Why not yours?

Descent Questions, Answered

How does the Descent work?

Each character earns one Descent key per day. Form a party of up to five — real players or NPC mercenaries — and launch. Waves escalate in level, with a boss every fifth wave rolling random modifiers. The run ends when the dungeon wins; your depth goes on the daily leaderboard.

Do I need a full group of real players?

No. Empty seats autofill with NPC mercenaries at 80% of your party's average strength. Real teammates are better — they contribute to party synergy and bring their own builds — but a solo player with a strong roster can still post serious depths.

Is the Descent a reaction-time challenge?

No — it's a preparation challenge. Runs resolve on the world tick from your party's combat scores, build categories, and the bosses' rolled modifiers. Winning deeper means better gear, smarter talent spreads, and party compositions whose synergy bonuses stack. Configuration, not reflexes.

What do I earn in the Descent?

A loot table with no junk in it — drops skew rare, named, and legendary — plus Sigils, the dungeon's own currency, spendable at The Keeper on gambles for any of the 20 equipment slots. Top-10 finishes are archived forever in the bracket's Hall of Fame.

Today's key is waiting

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