This page lists all 15 depths of Infinity's Edge with their bosses, level themes and numbers. A run starts at depth 1 and goes one depth deeper each time you take the Infinity Protocol in a Glitched Challenge Room. Your max depth starts at 4 and grows by 1 each time you beat the boss at your max depth, up to 15.
All numbers are the base values from the game files, before any bonuses from powers, UPs or IE upgrades.
Boss fights[edit]
The boss fight starts when you take the End Run portal in a Glitched Challenge Room. A gauntlet is a chain of boss rooms: each defeated boss opens the gate to the next one. "Helper enemies" means extra enemies spawn during the fight and come back 5 seconds after they die, until the boss is defeated.
Level themes[edit]
Each level picks a random theme from the pool of its depth. The game never picks the same theme twice in a row, even across runs.
| Depths |
Possible themes
|
| 1 |
Asteroid Fields, The Celestial District, Poisoned Reaches, The Forge, Abyssal Docks, The Scrapyard
|
| 2 to 3 |
Poisoned Reaches, The Forge, Abyssal Docks, Fractured Frontier, The Scrapyard, The Armory, Quarantine
|
| 4 |
Abyssal Docks, Fractured Frontier, The Scrapyard, The Armory, Quarantine, Outer Sphere, Shattered Expanse
|
| 5 to 15 |
All 11 themes: Asteroid Fields, The Celestial District, Poisoned Reaches, The Forge, Abyssal Docks, Fractured Frontier, The Scrapyard, The Armory, Quarantine, Outer Sphere, Shattered Expanse
|
See Locations for the levels themselves.
Enemy difficulty[edit]
- Enemy HP: multiplier on the HP of every enemy, bosses included.
- Enemy damage: multiplier on enemy damage. It rises by 0.2 per depth.
- Enemy swaps: enemies get replaced by stronger variants with the same replacement tables that the Boss Orb (BO) levels use, once for each listed BO tier, in order. Example: depth 4 lists "3, 5", so enemies get the BO-3 replacement and then the BO-5 replacement.
- Extra copies: chance to spawn an extra copy of an enemy. Every full 100% is one guaranteed copy, the rest is the chance for one more.
- Original kept: chance to also spawn the enemy as it was before the swap. Same rule: every full 100% is one guaranteed original.
| Depth |
Enemy HP |
Enemy damage |
Enemy swaps (BO tiers) |
Extra copies |
Original kept
|
| 1 |
x1.00 |
x1.0 |
1 |
30% |
60%
|
| 2 |
x1.22 |
x1.2 |
3 |
40% |
80%
|
| 3 |
x1.48 |
x1.4 |
5 |
50% |
100%
|
| 4 |
x1.80 |
x1.6 |
3, 5 |
60% |
120%
|
| 5 |
x2.18 |
x1.8 |
4, 5 |
70% |
140%
|
| 6 |
x2.65 |
x2.0 |
4, 5 |
80% |
160%
|
| 7 |
x3.22 |
x2.2 |
5, 5 |
90% |
180%
|
| 8 |
x3.92 |
x2.4 |
5, 5 |
100% |
200%
|
| 9 |
x4.76 |
x2.6 |
3, 4, 5 |
110% |
220%
|
| 10 |
x5.79 |
x2.8 |
3, 5, 5 |
120% |
240%
|
| 11 |
x7.03 |
x3.0 |
4, 5, 5 |
130% |
260%
|
| 12 |
x8.55 |
x3.2 |
4, 5, 5 |
140% |
280%
|
| 13 |
x10.39 |
x3.4 |
5, 5, 5 |
150% |
300%
|
| 14 |
x12.63 |
x3.6 |
5, 5, 5 |
160% |
320%
|
| 15 |
x15.35 |
x3.8 |
5, 5, 5 |
170% |
340%
|
Rewards and prices[edit]
- Golden UP price: price in shards of the Golden UP that Serenity sells in the reward area. Fixed values up to depth 10, then +4,096 per depth.
- Shop prices: multiplier on shop prices. It rises by 0.2 per depth.
- Orb multiplier: multiplier on orbs dropped by enemies, bosses and the Glitched Challenge Room. In Infinity's Edge all orbs are Quantum Orbs.
- Blueprint chance per kill: chance that an enemy you must kill to clear a normal combat room drops a weapon blueprint. Rooms close to the entrance, Challenge Rooms, the Glitched Challenge Room and boss fights never drop blueprints. At most one blueprint per run (see Weapon blueprints).
| Depth |
Golden UP price |
Shop prices |
Orb multiplier |
Blueprint chance per kill
|
| 1 |
256 |
x1.0 |
x1.00 |
2%
|
| 2 |
512 |
x1.2 |
x1.25 |
2.5%
|
| 3 |
768 |
x1.4 |
x1.50 |
3%
|
| 4 |
1,024 |
x1.6 |
x1.75 |
3.5%
|
| 5 |
1,280 |
x1.8 |
x2.00 |
4%
|
| 6 |
2,048 |
x2.0 |
x2.25 |
4.5%
|
| 7 |
3,072 |
x2.2 |
x2.50 |
5%
|
| 8 |
4,096 |
x2.4 |
x2.75 |
5.5%
|
| 9 |
6,144 |
x2.6 |
x3.00 |
6%
|
| 10 |
8,192 |
x2.8 |
x3.25 |
6.5%
|
| 11 |
12,288 |
x3.0 |
x3.50 |
7%
|
| 12 |
16,384 |
x3.2 |
x3.75 |
7.5%
|
| 13 |
20,480 |
x3.4 |
x4.00 |
8%
|
| 14 |
24,576 |
x3.6 |
x4.25 |
8.5%
|
| 15 |
28,672 |
x3.8 |
x4.50 |
9%
|
Level layout[edit]
- Combat rooms: the number of combat rooms the level generator aims for (10, +1 per depth). This count includes the rooms that later become Challenge Rooms.
- Challenge Rooms: normal Challenge Rooms per level. The whole number is guaranteed, the rest is the chance for one more. The cap is 3 (Challenge Seeker raises it, Trial Seeker adds to the chance).
- Special rooms: each of the five special room types (Corrupt Shop, Corrupt Room, Hidden Room, Teleport Room, Corrupt Teleport) rolls once per level with this chance. It starts at 25% and rises by 10% per depth. The IE upgrades add to these chances.
- Every level also has one Glitched Challenge Room.
| Depth |
Combat rooms |
Challenge Rooms |
Corrupt Shop / Corrupt Room / Hidden Room / Teleport Room / Corrupt Teleport
|
| 1 |
10 |
1 + 60% chance of one more |
25% each
|
| 2 |
11 |
1 + 80% chance of one more |
35% each
|
| 3 |
12 |
2 |
45% each
|
| 4 |
13 |
2 + 20% chance of one more |
55% each
|
| 5 |
14 |
2 + 40% chance of one more |
65% each
|
| 6 |
15 |
2 + 60% chance of one more |
75% each
|
| 7 |
16 |
2 + 80% chance of one more |
85% each
|
| 8 |
17 |
3 |
95% each
|
| 9 |
18 |
3 |
100% each
|
| 10 |
19 |
3 |
100% each
|
| 11 |
20 |
3 |
100% each
|
| 12 |
21 |
3 |
100% each
|
| 13 |
22 |
3 |
100% each
|
| 14 |
23 |
3 |
100% each
|
| 15 |
24 |
3 |
100% each
|
See also[edit]