Open Run Options beside the Enter button before starting a run. The original v0.95.0 dialog separates enemy density, health, damage and speed. Its reward readout names talent experience and boss loot chance, with a stated maximum multiplier of x2.
Four controls change different parts of the fight
| Control | Displayed range | What the menu describes |
|---|---|---|
| Enemy density | 100% to 500% | More enemies, with each kill worth less. |
| Enemy health | 100% to 500% | Health of ordinary enemies, elites, guardians and bosses. |
| Enemy damage | 100% to 300% | How hard each enemy hits. |
| Enemy speed | 100% to 150% | How fast enemies move. |
Those settings can expose different weaknesses in a build. More enemy health can prolong a fight; faster enemies can reduce the room you have to move. These are practical implications of the controls, not measured clear-time or survival benchmarks.

Rewards stop increasing at x2
The dialog says harder settings provide more talent experience and better odds of boss loot up to x2. Beyond that cap, difficulty can continue increasing without another reward increase. Check the displayed multiplier before starting rather than assuming the highest available values produce the highest additional payout.
With every control at 100%, the inspected readout was x1.00. We did not establish which combination first reaches x2 or how the individual controls contribute to it. The readout supplies no corresponding gold multiplier or guaranteed number of dropped items.
Keep difficulty with your build notes
Record all four settings when comparing a run with a video or an earlier attempt. Class, talent investment and permanent gear are only part of the comparison. A recording without its difficulty settings leaves an important condition unknown.
Our suggestion for learning a new class is to retain a known baseline, then change one condition at a time when you choose to experiment. This is a comparison method, not a verified best preset.
Keep the progression layers separate
The reward readout concerns the class’s talent experience and boss equipment. The separate achievement-point system has its own requirements and reward offers. The Run Options screenshot does not establish that those point awards scale with the multiplier.
Sources & scope
Read directly from the original game’s v0.95.0 (3ab42ec2) character menu and Run Options dialog on 17 October 2026. All inspected values were 100%, with a displayed x1.00 reward multiplier. No modifier was changed, run started or experience/loot outcome measured. The ranges and x2 cap are menu descriptions, not a tested reward formula or an optimal farming preset.

