Eclipse

 is an alternate game mode that adds stacking challenge modifiers to successive runs. Each Survivor starts at Eclipse level 1, where playing Eclipse mode as that Survivor will have the first of the modifiers shown below. After successfully completing a run, that Survivor's Eclipse level will increment (up to a maximum of 8), and the next modifier will be added to future runs (in addition to all the modifiers from lower Eclipse levels). Eclipse has the same difficulty settings as, and challenges that require Monsoon can be completed on Eclipse.


 * 1) Ally Starting Health: -50%
 * 2) Teleporter Radius: -50%
 * 3) Ally Fall Damage: +100% and lethal
 * 4) Enemy Speed: +40%
 * 5) Ally Healing: -50%
 * 6) Enemy Gold Drops: -20%
 * 7) Enemy Cooldowns: -50%
 * 8) Allies receive permanent damage. "You only celebrate in the light... because I allow it."

Note: "Ally" includes the player in all cases.

Celestial Orbs do not spawn in this game mode, nor can the Artifact Portal be spawned. Artifacts cannot be used in this game mode. It can only be played solo.

There are no challenges or unlocks associated with Eclipse; it is strictly a challenge mode to test players' skills.

eclipse1.png Eclipse 1

 * Ally Starting Health: -50%

The Eclipse 1 effect starts the Survivor and all allies at half of their maximum health at the beginning of every stage.

Note that this is not a reduction to maximum health, only the starting amount.

Having or  is very useful, as these items will activate very often.

eclipse2.png Eclipse 2

 * Teleporter Radius: -50%

The Eclipse 2 effect reduces the radius of the Teleporter Event by half. Note that this means that the ground area inside the radius is reduced by 75%.

This effect includes the radius of the vents in the, making them a very daunting prospect. It also makes using even more challenging.

eclipse3.png Eclipse 3

 * Ally Fall Damage: +100% and lethal

The Eclipse 3 effect is identical to the effect of the.

is unaffected due to her passive.

eclipse4.png Eclipse 4

 * Enemy Speed: +40%

The Eclipse 4 effect is essentially the opposite of the effect. Only enemies' movement speed is affected; their attack speed and cooldowns are unchanged.

This effect can have some positive effects for the player. Enemies group up faster, and melee enemies (especially ) may overshoot their attacks.

eclipse5.png Eclipse 5

 * Ally Healing: -50%

The Eclipse 5 effect applies to all active healing effects (such as, , and abilities), as well base health regeneration and items with regeneration effects (such as  or ).

The is impacted twice by the Eclipse 5 effect: once when the initial healing value is calculated, and once when the healing over time is applied. This makes the Corpsebloom a completely detrimental item from here on out.

eclipse6.png Eclipse 6

 * Enemy Gold Drops: -20%

The Eclipse 6 effect reduces all gold dropped from enemies by 20%. Other methods of obtaining gold, such as Barrels,, and are unaffected.

eclipse7.png Eclipse 7

 * Enemy Cooldowns: -50%

The Eclipse 7 effect halves all enemy skill cooldowns. Essentially, enemies use their moves twice as often.

Eclipse 7 is especially consequential for the, which becomes nigh invincible once it starts using Alloy Supercharged Detonation over and over, attaining near-constant shielding.

eclipse8.png Eclipse 8

 * Allies receive permanent damage. "You only celebrate in the light... because I allow it."

The Eclipse 8 effect leaves permanent curses on allies when they suffer damage. When an ally takes damage, they gain a number of stacks of equal to , rounded down. Maximum health is reduced by a factor of, where   is the number of stacks.

Contrary to its name, this "permanent" damage is reset at the beginning of every stage. All curse stacks are also removed when resurrecting with, but not when using.

The formula for health reduction is hyperbolic, meaning health lost is not 1% per curse stack/2.5% damage taken. It instead is reduced by much less than this, making this modifier slightly more forgiving than expected.

There is a minimum damage to gain a curse stack of 2.5% of max health, so very small hits will not cause curse and is still usable. However, all of self-damaging moves will trigger the permanent damage effect.

Version History

 * PC Patch v1.0.2.0
 * Bug Fixes
 * Fixed modifiers applying to enemies


 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Fix safe zones on  being larger than the actual charging radius


 * Early Access Content Update 5
 * (Undocumented) Added Eclipse