Obsidian Knight Ruins of Mourn Guide
Ruins of Mourn joins one shared Endless route after floor 15
Ruins of Mourn has Normal, Fever Dream, and Nightmare entrances. The dedicated wiki's structure diagram shows separate floors 1 through 15 for each difficulty, followed by one shared Endless route beginning at floor 16.
This guide is for players who think progress disappeared after changing difficulty, cannot find the Endless entrance, or need a repeatable way to improve their depth.
Dungeon structure
Section | Normal | Fever Dream | Nightmare |
|---|---|---|---|
Floors 1-15 | Separate path | Separate path | Separate path |
Floor 16 onward | Shared Endless | Shared Endless | Shared Endless |
Different progress displays before floor 16 do not necessarily indicate a bug. After reaching Endless, check the shared current depth instead of treating the entrance difficulty as a separate Endless route.
Reach Endless
- Open Ruins of Mourn from the map.
- Choose the available Normal, Fever Dream, or Nightmare entrance.
- Check progress through floors 1-15 and the next visible checkpoint.
- Confirm that the route moves to Endless at floor 16.
- Before another attempt, record the starting floor and next reward marker.
Community reports repeatedly describe Endless progress in three-floor checkpoint groups. Use the floor and reward marker shown in your current version as the final reference.
Track Pickaxe rewards
Players use Ruins of Mourn as a Pickaxe source, but no official depth-by-depth reward table was found.
- Record the Pickaxe total before the attempt.
- Continue to a floor with a visible reward marker.
- Record the inventory difference after the run.
- Compare three-floor and 15-floor boundaries separately.
- Recheck the same depth range after an update.
Several September 2026 reports say rewards rise with depth and eventually reach a cap. Because those values are not an official fixed table, this guide does not guarantee a specific amount.
Build for a stable three-floor section
Endless rewards consistency across several floors more than one short burst of damage.
Failure | First review |
|---|---|
Normal enemies remain alive | Narrow the chain from Critical into Stun or Explosion |
Enemies act before control starts | Prioritize Stun, Explosion, and all-target triggers |
Potions run out | Connect Potion recovery, refills, and healing amount |
Only the final enemy survives | Separate missing single-target damage from missing recovery |
Card choices are scattered | Disable cards that do not support the current trigger chain |
Choose cards by their conditions, such as Critical triggering Stun and Stun triggering Explosion, instead of selecting isolated names.
If depth progress stops
- Record the failed floor and remaining enemies.
- Classify the first failure as damage, survival, Potion economy, or scattered cards.
- Change one part of the setup.
- Compare the same three-floor section.
- Return to equipment or permanent upgrades if the result does not improve.
Card draws matter more at deep floors. Compare several attempts before declaring one fixed build superior.
Frequently asked questions
Why did the floor change when I changed difficulty?
Floors 1-15 are separate difficulty paths. Check the selected difficulty and its current floor.
When does Endless begin?
The dedicated wiki diagram places Endless at floor 16.
How many Pickaxes do I receive?
Public reports contain depth-based values, but there is no official table. Check the reward marker and inventory before and after the run.
Does Nightmare increase Endless rewards?
The diagram shows a shared Endless route after the first 15 floors. No verified reward increase from choosing a harder entrance was found, so use the current game display.
Read next
- Dungeon guide
- The Hunt and Darksteel guide
- Darksteel guide
- Skill Card trigger index
- Failed-run diagnosis