Worldtaker
WORLDTAKER

How Runs Work

A run lasts four to six minutes. Learn when threats arrive, how enemies grow and what you keep afterward.

What you bring

The Worldtaker
Health
100
Move speed
220
Pickup range
81
Immunity after a hit
0.55s
Immunity after a card closes
0.9s
Weapon slots
4
Passive slots
4

Spoils

Coin5 gold
Chest25 gold and 20% health
Ration25% health
Gemexperience
Conquest gold
80 at tier 1, 590 at tier 18
First clear
×3
Kept on defeat
60%
Passive income
13 to 98 gold per hour
Uncollected income cap
8 hours, including while offline

Drop chance by role

RoleCoinChestRation
gruntgrunt2%0.6%
fastfast3%1%
tanktank25%5%
eliteelite60%35%15%

Chest jackpot

PayoutWeightChanceGold
×17070%25
×32525%75
×555%125

The founding march

Thornfield is a shorter opening march with fewer enemies and no Elites. Its closing surge is led by Old Hedgeking.

Length
2:20 (140s)
Enemy numbers
reduced
Elites
none
Final objective
defeat the Champion

Scaling by tier

TierProvinceMarchEnemy healthEnemy damageEnemy numbersXP rewardsVictory goldGold/hr
Thornfield1Thornfield2:20 founding×1×1×1×18013
Briarhollow2Briarhollow3:20×1.31×1.1×1.1×1.111018
Mosswald3Mosswald3:33×1.66×1.21×1.21×1.214023
Greenmaw4Greenmaw3:47×2.07×1.31×1.32×1.317028
Heart of Briars5Heart of Briars4:00×2.54×1.42×1.43×1.420033
Crowspire6Crowspire4:00×3.05×1.54×1.55×1.523038
Gale Perch7Gale Perch5:00×3.62×1.65×1.67×1.626043
Featherfall8Featherfall5:00×4.23×1.77×1.8×1.729048
The Roost Throne9The Roost Throne5:00×4.9×1.9×1.93×1.832053
Gravemark10Gravemark5:00×5.63×2.02×2.06×1.935058
Runequarry11Runequarry5:00×6.4×2.15×2.2×238063
Stonewake12Stonewake5:00×7.23×2.28×2.34×2.141068
Granite Seat13Granite Seat5:00×8.1×2.42×2.49×2.244073
Amber Deep14Amber Deep5:30×9.03×2.55×2.64×2.347078
Rootfen15Rootfen5:30×10.02×2.69×2.79×2.450083
Carrion Reach16Carrion Reach5:30×11.05×2.84×2.95×2.553088
Hollowcairn17Hollowcairn5:30×12.14×2.98×3.11×2.656093
The Hollow Crown18The Hollow Crown5:30×13.27×3.13×3.28×2.759098

Higher tiers bring tougher and more numerous enemies, but also increase experience, victory gold and the hourly income from conquered land. Early provinces build enemy numbers more gradually.

The schedule

Every province introduces a faction formation. Higher-tier provinces combine more formations, and each faction gains a new enemy from its second province onward. Ordinary marches build toward a closing surge led by a Champion. Warden marches instead bring back familiar formations around the Warden's arrival and end only when the Warden falls.

MarchHalftime ringElites beginElite waveClosing surgeChampionWarden
2:20 (140s)97snevernone122.5s122.5s105s
3:20 (200s)100s137.5s150s175s175s150s
3:33 (213s)106.5s146.4s159.8s186.4s186.4s159.8s
3:47 (227s)113.5s156.1s170.3s198.6s198.6s170.3s
4:00 (240s)120s165s180s210s210s180s
5:00 (300s)150s206.3s225s270s270s225s
5:30 (330s)165s226.9s247.5s300s300s247.5s
Halftime ring
50% of the march
Elite enemies appear
69% of the march, over 30s
Elite wave
75% of the march, repeating every 75s
Closing surge
the last 30s at most, at ×3 rate
Warden
75% of the march
Rations in the ring
one spawn in 6
Rations from Elite waves
every enemy
Tanks begin appearing
90s

The timer brings the final enemy onto the field; it does not win the province for you. Defeat the Champion or Warden to finish the march.

How the horde grows

Enemies arrive more slowly at first and build during the opening seconds. Higher tiers place more enemies on the field, while the earliest part of a march offers extra rations to help a new build stabilize.

Starting enemy arrival rate
75% of the normal rate
Reaches the normal rate after
45s
Early ration chance
starts at ×2.5 and returns to normal over 75s

Levelling

LevelXP to nextCumulative
188
21624
32448
43482
544126
655181
766247
877324
989413
10101514
11113627
12126753
13139892
141521044
151651209
161791388
171931581
182071788
192222010
202362246

Upgrade rarity chances

Rare and epic choices become more common as your run level rises.

LevelCommonRareEpic
170%27%3%
366.8%28.6%4.6%
563.7%30.2%6.2%
858.9%32.5%8.5%
1055.8%34.1%10.1%
1547.9%38.1%14.1%
2040%42%18%

The chances reach their final values at level 20. If one rarity has no valid choices left, the others become more likely.