Halls of Torment Wiki

Champions are an enemy type in Halls of Torment. They can be identified by their distinct yellow outline.

They have unique modifiers and abilities, and can only spawn with Agony enabled.

Mechanics[]

Frequency[]

Champions have a Base Spawn Time of 150s (2:30).

Without accounting for Hastening Sands, the formula is:

Final Spawn Times (no Hastening Sands)
TL \ AR0IIIIIIIVV
002:3002:2102:1202:0301:5401:45
102:2202:1302:0501:5601:4801:39
202:1502:0701:5901:5101:4201:34
302:0802:0001:5301:4501:3701:30
402:0201:5401:4701:4001:3201:25
501:5601:4901:4201:3501:2801:21
601:5001:4301:3701:3001:2301:17
701:4401:3801:3201:2501:1901:13
801:3901:3301:2701:2101:1501:09
901:3401:2801:2301:1701:1101:06
1001:2901:2401:1901:1301:0801:02
1101:2501:2001:1501:0901:0400:59
1201:2101:1601:1101:0601:0100:56
1301:1701:1201:0701:0300:5800:53
1401:1301:0801:0400:5900:5500:51
1501:0901:0501:0100:5600:5200:48
1601:0601:0200:5800:5400:5000:46
1701:0200:5800:5500:5100:4700:43
1800:5900:5600:5200:4800:4500:41
1900:5600:5300:4900:4600:4300:39
2000:5300:5000:4700:4400:4000:37
2100:5100:4800:4400:4100:3800:35
2200:4800:4500:4200:3900:3600:33
2300:4600:4300:4000:3700:3500:32
2400:4300:4100:3800:3500:3300:30
2500:4100:3900:3600:3400:3100:29
2600:3900:3700:3400:3200:3000:27
2700:3700:3500:3300:3000:2800:26
2800:3500:3300:3100:2900:2700:24
2900:3300:3100:2900:2700:2500:23
3000:3200:3000:2800:2600:2400:22

Selection[]

Each Hall has a unique set of Champions. Each Champion has a minimum TL + AR required to spawn.

When the Spawn Time has elapsed, the game goes down the list of valid Champions for that Hall:

  • Each Champion has a certain Spawn Chance.
  • If the roll is successful, that Champion will spawn.
  • If all rolls are unsuccessful, the last valid Champion will spawn.

Drops[]

Upon defeat, Champions drop a Pickup rolled from a pool, each with its chance adjusted based on Torment Level (TL) + Agony Rank (AR). The pool is listed below, in descending order of priority.

Pickup Min TL+AR Chance at Min TL+AR Chance per TL+AR Max Chance Max Drops
Extra Bucket
0 5% 1% 20% 2
Chest (Small)
[cd 1]
0 5% 3% 20% 2
Tome of Mastery
[cd 2]
5 0% 1% 20% 9
Chest (Red)
[cd 1]
0 20% 3% 50% 7
Scroll of Mastery
[cd 2]
0 30% 4% 60% 9
1200 Gold
0 0% 1% 100% N/A
600 Gold
0 10% 2% 100% N/A
300 Gold
0 20% 4% 100% N/A
150 Gold
0 100% 0% 100% N/A
  1. 1.0 1.1 Modified by Chest Drop Chance Blessing.
  2. 2.0 2.1 Modified by Ability Drop Chance Blessing.

Champion List[]

Haunted Caverns[]

Min. TL + AR ID Chance Health Multipliers
Health Damage Scale
0 Skeleton 20% 5000 100% 150% 130%
1 Slime 20% 5000 100% 150% 130%
2 Hellhound 20% 5000 100% 150% 130%
3 Imp 20% 5000 100% 150% 130%
4 Toxic Slime 20% 5000 100% 150% 130%
5 Skeleton Lance 20% 5000 100% 150% 130%
6 Skeleton Mage 20% 5000 100% 150% 130%
7 Skeleton Shield 20% 5000 200% 150% 200%
8 Chaos Toxic Slime 20% 10000 200% 150% 200%
9 Skeleton Teleport Mage 20% 5000 130% 150% 130%
10 Gold Slime [c 1] 10% 250 0% 100% 180%
  1. Gold Slime: Also dies after 250 hits. Disappears after 20s.

Ember Grounds[]

Min. TL + AR ID Chance Health Multipliers
Health Damage Scale
0 Sorched Soul 20% 5000 100% 150% 130%
1 Imp Sturdy 20% 5000 100% 150% 130%
2 Slime Magma 20% 5000 100% 150% 130%
3 Skull Burning 20% 5000 50% 150% 130%
4 Sorched Thrower 20% 5000 100% 150% 130%
5 Imp Hammer 20% 5000 80% 150% 130%
6 Ashen Wrym 20% 5000 100% 150% 130%
7 Scorched Skeleton 20% 5000 120% 150% 130%
8 Big Magma Slime 20% 5000 200% 150% 160%
9 Shield Imp 20% 5000 150% 150% 130%
10 Gold Slime [c 1] 10% 250 0% 100% 180%
  1. Gold Slime: Also dies after 250 hits. Disappears after 20s.

Forgotten Viaduct[]

Min. TL + AR ID Chance Health Multipliers
Health Damage Scale
1 Green Gargoyle 20% 5000 100% 150% 130%
2 Wraith Arbalist 20% 5000 100% 150% 130%
3 Blue Gargoyle 20% 5000 100% 150% 130%
4 Effigy 20% 5000 100% 150% 130%
5 Rad Gargoyle 20% 5000 100% 150% 130%
6 Wraith Armored 20% 5000 100% 150% 130%
7 Wraith Skeleton 20% 5000 150% 150% 130%
8 Dark Green Gargoyle 20% 5000 200% 150% 150%
8 Arbalist Specialist 20% 5000 200% 150% 170%
10 Gold Slime [c 1] 10% 250 0% 100% 180%
  1. Gold Slime: Also dies after 250 hits. Disappears after 20s.

Frozen Depths[]

Min. TL + AR ID Chance Health Multipliers
Health Damage Scale
0 Frost Ghoul 20% 5000 100% 150% 130%
1 Ice Wisp 20% 5000 60% 150% 130%
2 Snow Effigy [c 1] 20% 200 8% 150% 130%
3 Frost Guard 20% 5000 100% 150% 130%
4 Polar Beast L 10% 5000 100% 150% 130%
4 Polar Beast R 10% 5000 100% 150% 130%
5 Frost Crawler 20% 5000 100% 150% 130%
6 Ice Giant 20% 5000 100% 150% 130%
7 Frost Wyyrm 20% 3000 60% 150% 130%
8 Frost Ghoul Strong 20% 5000 100% 150% 130%
9 Frost Skeleton Mage 20% 5000 100% 150% 130%
10 Gold Slime [c 2] 10% 250 0% 100% 180%
  1. Snow Effigy: Has a Damage Factor of 17%.
  2. Gold Slime: Also dies after 250 hits. Disappears after 20s.

Chambers of Dissonance[]

Min. TL + AR ID Chance Health Multipliers
Health Damage Scale
0 Homunculus 30% 5000 100% 150% 130%
1 Capra Fiend 20% 5000 100% 150% 130%
2 Carpa Fiend Ranged 20% 5000 80% 150% 130%
3 Shapeshifter 20% 5000 100% 150% 130%
4 Demonic Construct A 20% 5000 50% 150% 130%
5 Homunculus Ball 20% 5000 100% 150% 130%
6 Capra Fiend Fast 20% 5000 60% 150% 130%
7 Void Syphon 20% 5000 100% 150% 130%
8 Demonic Construct B 20% 5000 50% 150% 130%
9 Capra Fiend Heavy 20% 5000 120% 150% 130%
10 Gold Slime [c 1] 10% 250 0% 100% 180%
  1. Gold Slime: Also dies after 250 hits. Disappears after 20s.

The Vault[]

Min. TL + AR ID Chance Health Multipliers
Health Damage Scale
0 Skeleton 20% 5000 100% 150% 130%
1 Slime 20% 5000 100% 150% 130%
2 Hellhound 20% 5000 100% 150% 130%
3 Imp 20% 5000 100% 150% 130%
4 Toxic Slime 20% 5000 100% 150% 130%
5 Skeleton Lance 20% 5000 100% 150% 130%
6 Skeleton Mage 20% 5000 100% 150% 130%

Notes[]

  • They can drop Red Chests, which offer 2 Items that are guaranteed to have Uncommon/Rare rarity.