Items & Relics
Every weapon and armour family in the game item by item, the 9 ring ladders, signature sets, relics, the 6 carried tools worst to best, the graded Frostbrand, permanent-stat Potions and pattern weapons, with the stats on each.
Every slot a hero fills, item by item, and then the named things: the piece each boss pays, the relics that change how you fight, and the Potions that raise a stat for good.
Weapon families, worst to best
5 families, each 14 grades deep. Every item shows its damage, what its shot does and the proficiency it asks for. The damage here is the weapon as forged. In your pack it reads higher, because your practice with that kind of weapon is counted in, and your Attack multiplies whatever it says. The last column is where it drops and how often, and the drop table holds every source of each.
SwordKnights and heavy melee
Slowest swing, hardest hit, the reference. 14 of them, worst to best, from Copper up to Frostsilver.
| Sword | Tier | Damage | Needs | Where it drops |
|---|---|---|---|---|
| CommonCopper | 16 | Melee proficiency 1 |
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| CommonIron | 27 | Melee proficiency 2 |
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| CommonSteel | 49 | Melee proficiency 3 |
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| UncommonWatchsteel | 61 | Melee proficiency 4 |
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| UncommonReachsilver | 83 | Melee proficiency 5 |
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| UncommonHexiron | 94 | Melee proficiency 6 |
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| RareLegionbronze | 116 | Melee proficiency 7 |
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| RareDragonscale | 127 | Melee proficiency 8 |
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| RareEmberbrass | 161 | Melee proficiency 9 |
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| EpicCinderiron | 172 | Melee proficiency 10 |
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| EpicDrownsteel | 194 | Melee proficiency 11 |
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| EpicAbyssal | 205 | Melee proficiency 12 |
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| LegendaryRunebronze | 239 | Melee proficiency 13 |
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| LegendaryFrostsilver | 250 | Melee proficiency 14 |
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DaggerAssassins
Thrown five and a half tiles; weaker per hit than a sword, twice the pace. 14 of them, worst to best, from Copper up to Frostsilver.
| Dagger | Tier | Damage | Shot | Needs | Where it drops |
|---|---|---|---|---|---|
| CommonCopper | 10 | Thrown 5.5 tiles. | Melee proficiency 1 |
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| CommonIron | 17 | Thrown 5.5 tiles. | Melee proficiency 2 |
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| CommonSteel | 31 | Thrown 5.5 tiles. | Melee proficiency 3 |
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| UncommonWatchsteel | 39 | Thrown 5.5 tiles. | Melee proficiency 4 |
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| UncommonReachsilver | 53 | Thrown 5.5 tiles. | Melee proficiency 5 |
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| UncommonHexiron | 60 | Thrown 5.5 tiles. | Melee proficiency 6 |
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| RareLegionbronze | 74 | Thrown 5.5 tiles. | Melee proficiency 7 |
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| RareDragonscale | 81 | Thrown 5.5 tiles. | Melee proficiency 8 |
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| RareEmberbrass | 103 | Thrown 5.5 tiles. | Melee proficiency 9 |
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| EpicCinderiron | 110 | Thrown 5.5 tiles. | Melee proficiency 10 |
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| EpicDrownsteel | 124 | Thrown 5.5 tiles. | Melee proficiency 11 |
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| EpicAbyssal | 131 | Thrown 5.5 tiles. | Melee proficiency 12 |
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| LegendaryRunebronze | 153 | Thrown 5.5 tiles. | Melee proficiency 13 |
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| LegendaryFrostsilver | 160 | Thrown 5.5 tiles. | Melee proficiency 14 |
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BowArchers
Ranged, middling pace; its best three loose two arrows at once, and shots from more than 8 tiles away strike true (crit) far more often, which archers call Deadeye. 14 of them, worst to best, from Copper up to Frostsilver.
| Bow | Tier | Damage | Shot | Needs | Where it drops |
|---|---|---|---|---|---|
| CommonCopper | 12 | Ranged proficiency 1 |
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| CommonIron | 17 | Ranged proficiency 2 |
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| CommonSteel | 27 | Ranged proficiency 3 |
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| UncommonWatchsteel | 33 | Ranged proficiency 4 |
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| UncommonReachsilver | 43 | Ranged proficiency 5 |
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| UncommonHexiron | 48 | Ranged proficiency 6 |
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| RareLegionbronze | 58 | Ranged proficiency 7 |
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| RareDragonscale | 63 | Ranged proficiency 8 |
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| RareEmberbrass | 79 | Ranged proficiency 9 |
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| EpicCinderiron | 84 | Ranged proficiency 10 |
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| EpicDrownsteel | 94 | Ranged proficiency 11 |
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| EpicAbyssal | 50 | 2 projectiles. | Ranged proficiency 12 |
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| LegendaryRunebronze | 58 | 2 projectiles. | Ranged proficiency 13 |
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| LegendaryFrostsilver | 60 | 2 projectiles. | Ranged proficiency 14 |
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RodPriests
Big quick shots that punch through, but a priest is not a damage class. 14 of them, worst to best, from Olivewood up to Leviathanfang.
| Rod | Tier | Damage | Shot | Needs | Where it drops |
|---|---|---|---|---|---|
| CommonOlivewood | 22 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 1 |
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| CommonWillow | 28 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 2 |
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| CommonCedar | 40 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 3 |
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| UncommonRowan | 46 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 4 |
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| UncommonBoxwood | 59 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 5 |
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| UncommonHexeye | 65 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 6 |
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| RareBarrowskull | 77 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 7 |
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| RareWyrmfang | 83 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 8 |
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| RareEmberhorn | 101 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 9 |
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| EpicCinderskull | 107 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 10 |
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| EpicBroodfang | 120 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 11 |
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| EpicAbyssal | 126 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 12 |
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| LegendaryRocperch | 144 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 13 |
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| LegendaryLeviathanfang | 150 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 14 |
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StaffMages and Necromancers
Two bolts a cast that weave around your aim and cross, with a shorter reach than either a rod or a bow. 14 of them, worst to best, from Ash up to Archiveglass.
| Staff | Tier | Damage | Shot | Needs | Where it drops |
|---|---|---|---|---|---|
| CommonAsh | 8 | 2 projectiles, reaches 12 tiles. | Magic proficiency 1 |
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| CommonHazel | 15 | 2 projectiles, reaches 12 tiles. | Magic proficiency 2 |
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| CommonIronwood | 28 | 2 projectiles, reaches 12 tiles. | Magic proficiency 3 |
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| UncommonBlackthorn | 35 | 2 projectiles, reaches 12 tiles. | Magic proficiency 4 |
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| UncommonBone | 49 | 2 projectiles, reaches 12 tiles. | Magic proficiency 5 |
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| UncommonHexwood | 55 | 2 projectiles, reaches 12 tiles. | Magic proficiency 6 |
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| RareBannerwood | 69 | 2 projectiles, reaches 12 tiles. | Magic proficiency 7 |
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| RareWyrmbone | 76 | 2 projectiles, reaches 12 tiles. | Magic proficiency 8 |
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| RareEmberwood | 96 | 2 projectiles, reaches 12 tiles. | Magic proficiency 9 |
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| EpicCinderbone | 103 | 2 projectiles, reaches 12 tiles. | Magic proficiency 10 |
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| EpicDrownwood | 116 | 2 projectiles, reaches 12 tiles. | Magic proficiency 11 |
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| EpicAbyssal | 123 | 2 projectiles, reaches 12 tiles. | Magic proficiency 12 |
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| LegendaryTitanbone | 143 | 2 projectiles, reaches 12 tiles. | Magic proficiency 13 |
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| LegendaryArchiveglass | 150 | 2 projectiles, reaches 12 tiles. | Magic proficiency 14 |
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Armor families, worst to best
3 ladders, each 14 grades deep. Defense comes off every blow that lands on you, and weight is the percent of your movement speed the piece costs to wear. Robes also give Wisdom, which is the mana you get back over time, and a robe gives as much of it as its grade. Leather armour also gives Dexterity, which is how fast you attack, and Speed, which is how fast you move.
Heavy ArmorKnights and heavy melee
Plate, the reference. 14 of them, worst to best, from Copper up to Frostsilver.
| Heavy Armor | Tier | Defense | Weight | Needs | Where it drops |
|---|---|---|---|---|---|
| CommonCopper | 3 | 8 | Lv 1 |
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| CommonIron | 4 | 8 | Lv 2 |
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| CommonSteel | 7 | 8 | Lv 4 |
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| UncommonWatchsteel | 8 | 8 | Lv 5 |
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| UncommonReachsilver | 11 | 8 | Lv 6 |
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| UncommonHexiron | 12 | 8 | Lv 7 |
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| RareLegionbronze | 15 | 8 | Lv 9 |
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| RareDragonscale | 16 | 8 | Lv 10 |
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| RareEmberbrass | 20 | 8 | Lv 13 |
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| EpicCinderiron | 21 | 8 | Lv 14 |
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| EpicDrownsteel | 24 | 8 | Lv 15 |
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| EpicAbyssal | 25 | 8 | Lv 16 |
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| LegendaryRunebronze | 29 | 8 | Lv 19 |
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| LegendaryFrostsilver | 30 | 8 | Lv 20 |
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Leather ArmorAssassins and lighter melee
Hide, traded for the movement it allows. 14 of them, worst to best, from Leather up to Leviathanhide.
| Leather Armor | Tier | Defense | Dexterity | Speed | Weight | Needs | Where it drops |
|---|---|---|---|---|---|---|---|
| CommonLeather | 3 | 1 | 0 | 3 | Lv 1 |
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| CommonBoarhide | 5 | 1 | 1 | 3 | Lv 2 |
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| CommonHoundhide | 8 | 2 | 1 | 3 | Lv 4 |
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| UncommonStudded | 10 | 3 | 2 | 3 | Lv 5 |
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| UncommonBatwing | 14 | 3 | 3 | 3 | Lv 6 |
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| UncommonSnakeskin | 15 | 4 | 3 | 3 | Lv 7 |
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| RareWarhide | 19 | 4 | 4 | 3 | Lv 9 |
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| RareWyrmhide | 20 | 5 | 4 | 3 | Lv 10 |
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| RareEmberhide | 22 | 5 | 5 | 3 | Lv 13 |
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| EpicAshhide | 22 | 6 | 5 | 3 | Lv 14 |
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| EpicSerpentscale | 22 | 7 | 6 | 3 | Lv 15 |
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| EpicAbyssal | 22 | 7 | 7 | 3 | Lv 16 |
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| LegendaryTitanhide | 26 | 8 | 7 | 3 | Lv 19 |
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| LegendaryLeviathanhide | 27 | 8 | 8 | 3 | Lv 20 |
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RobeAll magic classes
Cloth, a mage is not meant to be hit. 14 of them, worst to best, from Homespun up to Stormsilk.
| Robe | Tier | Defense | Wisdom | Weight | Needs | Where it drops |
|---|---|---|---|---|---|---|
| CommonHomespun | 2 | 1 | 1 | Lv 1 |
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| CommonLinen | 4 | 2 | 1 | Lv 2 |
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| CommonDamask | 6 | 3 | 1 | Lv 4 |
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| UncommonSailcloth | 7 | 4 | 1 | Lv 5 |
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| UncommonVotivewool | 9 | 5 | 1 | Lv 6 |
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| UncommonBrocade | 10 | 6 | 1 | Lv 7 |
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| RareBannercloth | 13 | 7 | 1 | Lv 9 |
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| RareWyrmsilk | 14 | 8 | 1 | Lv 10 |
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| RareEmberweave | 15 | 9 | 1 | Lv 13 |
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| EpicAshlinen | 15 | 10 | 1 | Lv 14 |
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| EpicBroodsilk | 15 | 11 | 1 | Lv 15 |
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| EpicAbyssal | 15 | 12 | 1 | Lv 16 |
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| LegendaryArchiveweave | 18 | 13 | 1 | Lv 19 |
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| LegendaryStormsilk | 19 | 14 | 1 | Lv 20 |
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Rings
9 families, one for each stat, and 5 grades of each. Any class can wear one, and the stat it gives is the whole of it.
Ring of AttackAttack / any class, one slot
Makes every weapon you hold hit harder.
| Ring of Attack | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 2 Attack | Lv 1 |
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| Uncommon | 4 Attack | Lv 3 |
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| Rare | 8 Attack | Lv 6 |
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| Epic | 14 Attack | Lv 11 |
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| Legendary | 24 Attack | Lv 18 |
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Ring of DefenseDefense / any class, one slot
Defense, on top of your armor.
| Ring of Defense | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 2 Defense | Lv 1 |
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| Uncommon | 4 Defense | Lv 3 |
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| Rare | 8 Defense | Lv 6 |
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| Epic | 14 Defense | Lv 11 |
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| Legendary | 24 Defense | Lv 18 |
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Ring of HealthHealth / any class, one slot
A deeper pool to spend.
| Ring of Health | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 20 Health | Lv 1 |
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| Uncommon | 40 Health | Lv 3 |
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| Rare | 80 Health | Lv 6 |
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| Epic | 140 Health | Lv 11 |
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| Legendary | 240 Health | Lv 18 |
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Ring of ManaMana / any class, one slot
More mana to hold at once.
| Ring of Mana | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 20 Mana | Lv 1 |
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| Uncommon | 40 Mana | Lv 3 |
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| Rare | 80 Mana | Lv 6 |
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| Epic | 140 Mana | Lv 11 |
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| Legendary | 240 Mana | Lv 18 |
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Ring of CritCrit / any class, one slot
The chance a blow lands double.
| Ring of Crit | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 1% Crit | Lv 1 |
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| Uncommon | 3% Crit | Lv 3 |
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| Rare | 5% Crit | Lv 6 |
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| Epic | 9% Crit | Lv 11 |
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| Legendary | 15% Crit | Lv 18 |
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Ring of EvasionEvasion / any class, one slot
The chance a blow simply misses.
| Ring of Evasion | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 2% Evasion | Lv 1 |
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| Uncommon | 3% Evasion | Lv 3 |
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| Rare | 6% Evasion | Lv 6 |
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| Epic | 11% Evasion | Lv 11 |
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| Legendary | 18% Evasion | Lv 18 |
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Ring of VitalityVitality / any class, one slot
Health you get back every second.
| Ring of Vitality | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 2 Vitality | Lv 1 |
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| Uncommon | 4 Vitality | Lv 3 |
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| Rare | 8 Vitality | Lv 6 |
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| Epic | 14 Vitality | Lv 11 |
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| Legendary | 24 Vitality | Lv 18 |
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Ring of WisdomWisdom / any class, one slot
Mana you recover every second.
| Ring of Wisdom | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 2 Wisdom | Lv 1 |
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| Uncommon | 4 Wisdom | Lv 3 |
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| Rare | 8 Wisdom | Lv 6 |
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| Epic | 14 Wisdom | Lv 11 |
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| Legendary | 24 Wisdom | Lv 18 |
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Ring of SpeedSpeed / any class, one slot
How fast you move.
| Ring of Speed | Tier | Gives | Needs | |
|---|---|---|---|---|
| Common | 1 Speed | Lv 1 |
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| Uncommon | 2 Speed | Lv 3 |
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| Rare | 3 Speed | Lv 6 |
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| Epic | 6 Speed | Lv 11 |
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| Legendary | 10 Speed | Lv 18 |
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Rings off the laddernamed, one foe each
A ring that is on no family ladder. One foe pays it and nothing else does.
| Ring | Tier | Gives | Needs | Where it drops |
|---|---|---|---|---|
| Deathless Signet | Legendary | 30 Attack | Lv 18 |
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Carried tools, worst to best
The 6 tools a signature grows on, what carrying each one actually changes, and where each one drops. The drop table holds every source of each.
Every hero carries one of these, and it is the third equipment slot. It is the only thing your [Space] signature grows on: no rank to buy, no skill point to spend, just a better tool. Someone else’s tool equips and does nothing at all, and it still sells. A weapon is not like that: any path may swing any weapon it has the proficiency for.
Each family is a ladder of 7, worst to best, and the last two do not merely enlarge the move: they change what it does. A Freeblade can carry any of the 6 and draws 60% of what the specialist draws from the same item, which reaches the first of those two rule changes and never the second. Every figure below is what the item is worth to the class it belongs to.
| Path | Tool | Worst to best | Best fires at |
|---|---|---|---|
| Knight | Shield | Cracked Shield → The Unbroken Shield | 2.84x |
| Assassin | Venom | Weak Venom → Broodmother's Kiss Venom | 2.84x |
| Archer | Quiver | Frayed Quiver → Endless Dusk Quiver | 2.84x |
| Mage | Orb | Dull Orb → First Flame Orb | 2.84x |
| Necromancer | Grave Idol | Chipped Idol → The Faithful Idol | 2.84x |
| Priest | Tome | Worn Tome → The Dawn's Tome | 2.84x |
| Freeblade | Oddments | any of the 6, at 60% of a specialist’s | 2.1x |
ShieldKnight / [Space] Shield Wall
Slams everything around you, shoving it back and hurting it, and for a few seconds you take far less from whatever lands on you. An ordinary shield bashes; the pull is a unique shield’s alone, and a shield that pulls drags every foe off whoever they were hitting and plants them at arm’s length of you. Foes chase whoever is closest, so that is then you, which is the only way in the game to protect another player.
The same whichever one you carry: the slam reaches 5 tiles around you; you can never take more than 70% less, however good the shield; it costs 45 mana and comes back in 3.8s.
| Shield | Tier | Needs | Slam | You take | Holds | Covers party | What makes it special | Where it drops |
|---|---|---|---|---|---|---|---|---|
| Common | Lv 1 | 1.4x damage | 35% less | 2.5s | no | Issued to every new hero of this path |
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| Common | Lv 1 | 1.7x damage | 38% less | 2.7s | no |
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| Uncommon | Lv 3 | 2x damage | 41% less | 3s | no |
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| Rare | Lv 6 | 2.4x damage | 48% less | 3.4s | no |
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| Epic | Lv 9 | 2.8x damage | 59% less | 4.2s | no |
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| Epic | Lv 12 | 3.2x damage | 70% less | 5.1s | yes |
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| Legendary | Lv 18 | 70% less | 7.1s | yes | It drags foes onto you from 5 tiles away. What it hauls in is stunned for 0.8s. Your own armour is doubled for 3s. |
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| Legendary | Lv 18 | 70% less | 7.1s | No pull at all, and no damage of its own. Everything within 5 tiles of you loses 50% of its guard and reels about at 40% of its own speed for 3s. |
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| Legendary | Lv 18 | 70% less | 8s | yes | It drags foes onto you from 6 tiles away. What it hauls in is stunned for 1s. Your own armour is doubled for 4s. |
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VenomAssassin / [Space] Shadowstep
You vanish, and the next blow you land cannot miss and cannot fail to crit, with venom carried into it. Striking gives you away, so the dark holds until your armed strikes are spent.
The same whichever one you carry: 125% of that armed strike is fed back in again as venom damage; it costs 45 mana and comes back in 3.8s.
| Venom | Tier | Needs | Invisible | Strike | Strikes armed | What makes it special | Where it drops |
|---|---|---|---|---|---|---|---|
| Common | Lv 1 | 2s | 1.6x | 1 | Issued to every new hero of this path |
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| Common | Lv 1 | 2.2s | 1.7x | 1 |
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| Uncommon | Lv 3 | 2.4s | 1.9x | 1 |
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| Rare | Lv 6 | 2.7s | 2.2x | 1 | You move 35% faster the whole time you are invisible. |
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| Epic | Lv 9 | 3.4s | 2.5x | 1 |
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| Epic | Lv 12 | 4s | 2.5x | 2 |
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| Legendary | Lv 18 | 5.7s | 2.5x | 3 |
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QuiverArcher / [Space] Heavy Shaft
One heavy arrow, straight along the way you are facing, for a big multiple of what you normally hit for. Marking is not the button: an Archer marks whatever their ordinary ranged shots land on, so marks build up while you fight, and a marked foe cannot be missed.
The same whichever one you carry: the shot flies about 16.9 tiles; it costs 45 mana and comes back in 3.8s.
| Quiver | Tier | Needs | Arrow | Runs through | Marks at once | Mark lasts | Arrows chase | What makes it special | Where it drops |
|---|---|---|---|---|---|---|---|---|---|
| Common | Lv 1 | 2x damage | 1 foe | 1 | 5s | no | Issued to every new hero of this path |
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| Common | Lv 1 | 2x damage | 1 foe | 1 | 5.4s | no |
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| Uncommon | Lv 3 | 2x damage | 1 foe | 1 | 5.9s | no |
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| Rare | Lv 6 | 2.1x damage | 1 foe | 1 | 6.8s | no |
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| Epic | Lv 9 | 2.2x damage | 2 foes | 2 | 8.4s | no | You move 35% faster for 5s. |
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| Epic | Lv 12 | 2.3x damage | 3 foes | 2 | 10.1s | yes |
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| Legendary | Lv 18 | 2.5x damage | 5 foes | 4 | 14.2s | yes |
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OrbMage / [Space] Detonate
A full circle of bolts tears outward from wherever you point, each one your own weapon’s shot. Land the burst on a foe and it eats most of the circle; anything standing near catches the bolts that fly its way. A better orb makes every bolt hit harder.
The same whichever one you carry: the burst is 20 bolts, a full circle of them; you can place the burst up to 10 tiles away; it costs 45 mana and comes back in 3.8s.
| Orb | Tier | Needs | Each bolt | Where it drops |
|---|---|---|---|---|
| Common | Lv 1 | 0.5x damage | Issued to every new hero of this path |
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| Common | Lv 1 | 0.54x damage |
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| Uncommon | Lv 3 | 0.59x damage |
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| Rare | Lv 6 | 0.68x damage |
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| Epic | Lv 9 | 0.84x damage |
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| Epic | Lv 12 | 1.01x damage |
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| Legendary | Lv 18 | 1.42x damage |
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Grave IdolNecromancer / [Space] Soul Drain
The ground opens for a while, and anything you kill while it stands open gets back up and fights for you.
The same whichever one you carry: you can open it up to 10 tiles away; it costs 45 mana and comes back in 3.8s.
| Grave Idol | Tier | Needs | Risen last | Risen health | Risen damage | Drain | Healed back | Area | Risen at once | What makes it special | Where it drops |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Common | Lv 1 | 15s | 25% | 25% | 1.2x damage | 6% | 3 tiles | 2 | Issued to every new hero of this path |
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| Common | Lv 1 | 21s | 40% | 37% | 1.5x damage | 7% | 3.3 tiles | 2 |
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| Uncommon | Lv 3 | 27s | 55% | 49% | 1.8x damage | 8% | 3.6 tiles | 2 |
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| Rare | Lv 6 | 34s | 70% | 62% | 2.2x damage | 9% | 4 tiles | 2 |
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| Epic | Lv 9 | 41s | 88% | 75% | 2.6x damage | 10% | 4.3 tiles | 3 |
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| Epic | Lv 12 | 50s | 105% | 87% | 3x damage | 12% | 4.6 tiles | 4 |
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| Legendary | Lv 18 | 125% | 100% | 3.4x damage | 14% | 5 tiles | Exactly one risen stands, and it never lies down again, so the one you raise is yours until something kills it. |
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| Legendary | Lv 18 | 60s | 125% | 100% | 3.4x damage | 14% | 5 tiles | 4 | The moment you press it, up to 8 foes within 5 tiles fall and rise for you at once, each with 30% of its health and 50% of its swing, for 10s. The nearest answer first, so it pays best when you are surrounded. |
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TomePriest / [Space] Group Heal
A pulse off your own body that heals every hero, risen, thrall and companion caught in it, and you with them.
The same whichever one you carry: it costs 45 mana and comes back in 3.8s.
| Tome | Tier | Needs | Heals each | Reach | Pulses | Where it drops |
|---|---|---|---|---|---|---|
| Common | Lv 1 | 40 | 1.5 tiles | 1 | Issued to every new hero of this path |
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| Common | Lv 1 | 48 | 1.6 tiles | 1 |
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| Uncommon | Lv 3 | 58 | 1.8 tiles | 1 |
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| Rare | Lv 6 | 75 | 2 tiles | 1 |
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| Epic | Lv 9 | 106 | 2.5 tiles | 1 |
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| Epic | Lv 12 | 140 | 3 tiles | 2 |
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| Legendary | Lv 18 | 220 | 4.3 tiles | 3 |
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Risen counts are the base: the Shepherd’s Bell and each rank of the Legion skill add one more on top.
Wearing and wielding
Two numbers every piece carries, what each one costs, and who they apply to.
A bungle is a cast that fails. The spell does not come out, the mana is spent anyway, and you are told it happened. It is the price of casting in gear that was not made for casting.
It only ever touches a caster. If your path is a magic one, or you are holding a magic weapon whatever your path, the chance applies. Anyone else can wear and swing whatever they like and never roll for it at all.
Your chance is simply your armour’s plus your weapon’s, so Heavy Armor and a Sword together come to 50%. Freeblade takes 10% straight off that, so the same kit costs 40%.
| Family | Weight | Bungle |
|---|---|---|
| Sword | — | 25% |
| Dagger | — | 15% |
| Heavy Armor | 8% | 25% |
| Leather Armor | 3% | 15% |
| Robe | 1% | 0% |
Weight is the percent of your movement speed the armour costs, and every family on a ladder weighs the same whatever grade it is: a Worn plate and a Godforged one slow you by exactly as much. Anything not listed here is free to wear or hold.
What a shop sells
Every weapon and every piece of armour on a shelf is a rung from the ladders above, so anything you can buy has a row on this page.
| What | On the shelf |
|---|---|
| Weapons | One rung of each of the 5 families: sword, dagger, bow, rod and staff. |
| Armour | One piece in a home Vale town, two in every town beyond it. |
| Grade | A town sells the rungs its own part of the realm builds, over 3 bands, so the further out the town the deeper the shelf. |
| No element, no bonus | Nothing on a shelf is enchanted. An element or a bonus is something you find, or forge at a smith. |
| The same every visit | A shop does not re-roll. Learn a town’s rack and it is the rack you come back to. |
| Price | 11 times what the same shop pays you for the piece. |
| Healing Elixir | 15 gold. Heals 30. Every shop keeps them. |
| Bone Setting | 5 Health, forever. 50 gold the first time, and about a third more each time after. |
A shop only trades while you are standing at the shopkeeper, and the same goes for the smith, the hearth and hiring. There is no buying from the bottom of a dungeon.
Signature items
One named piece per named foe, dropped by that foe and by nothing else.
| Item | What it is | Who drops it | Odds |
|---|---|---|---|
| Legendary/20 damage / magic / fire 5% Crit2% Lifesteal | The Hierophant | 1 in 25 | |
| Legendary/22 damage / ranged / poison 7.5% Crit1% Lifesteal | The Broodmother | 1 in 25 | |
| Legendary/20 Defense / armor 9% Evade1% Lifesteal | The Emberkeg | 1 in 25 | |
| Legendary/28 damage / magic / frost 3% Lifesteal5% Crit | The Hexbinder | 1 in 25 | |
| Legendary/30 damage / melee Berserker5% Crit | The Colossus | 1 in 25 | |
| Coilscale Hauberk | Legendary/21 Defense / armor 9% Evade | The Coilfather | 1 in 25 |
| Legendary/30 damage / melee / frost 7.5% CritBerserker | The Frost Titan | 1 in 25 | |
| Legendary/26 damage / ranged / shock 7.5% Crit2% Lifesteal | The Storm Roc | 1 in 25 | |
| Legendary/24 Defense / armor 9% Evade2% Lifesteal | Emberhorn the Scorched | 1 in 25 | |
| Legendary/32 damage / magic / frost 5% Crit3% Lifesteal | The Tide Leviathan | 1 in 25 |
Every hero who fought the boss rolls separately, and your share of the damage divides the chance.
Signature sets
Some signatures are grouped into themed sets. Wear the pieces together and the set pays, and the deeper sets pay again for a third piece.
Trial spoils
The named prize at the bottom of each boss trial. Every one of them is a chance; only the gate to the Sunless Trench is certain.
Relics
4 off the Pinnacle Bosses, and 6 black-glass Citadel relics off The Drowned Archivist. Each changes how a build plays rather than adding to a stat line.
Leviathan SpinebowThe Drowned King · 1 in 25
Shepherd's BellstaffThe Pale Shepherd · 1 in 25
Gravewool ArmorThe Pale Shepherd · 1 in 25
Sunderking's SwordThe Drowned Archivist · 1 in 167
The Hundredfold BowThe Drowned Archivist · 1 in 167
Chainbreaker CoilstaffThe Drowned Archivist · 1 in 167
The Nameless ArmorThe Drowned Archivist · 1 in 167
Emberheart ArmorThe Drowned Archivist · 1 in 167
Grudgeglass ArmorThe Drowned Archivist · 1 in 167Malgor's set
Four pieces for the front line, off Malgor the Deathless and off nothing else. Each one is its own roll at 1 in 20, and he is fought once a realm.
Deathless BladeMalgor the Deathless · 1 in 20
Deathless PlateMalgor the Deathless · 1 in 20
Deathless ShieldMalgor the Deathless · 1 in 20Pattern weapons
| Pattern weapon | Rarity | Damage | Style | Needs |
|---|---|---|---|---|
| Unique | 166 | Magic / Shock | Magic proficiency 14 | |
| Unique | 186 | Magic / Fire | Magic proficiency 14 | |
| Unique | 163 | Magic / Frost | Magic proficiency 14 |
Each fires a distinct bolt pattern. Only a Pinnacle Boss drops one, and each weapon has its own roll at 1 in 250.
The Frostbrand
| Grade | Blade | Rarity | Chance |
|---|---|---|---|
| 1 | Epic | 1 in 1.7 | |
| 2 | Epic | 1 in 3.7 | |
| 3 | Epic | 1 in 9.1 | |
| 4 | Legendary | 1 in 33 | |
| 5 | Legendary | 1 in 100 |
One cache to a realm, on the frozen ground in the north, with two wild foes over it. Nothing drops this blade and no shop sells it. The claim is certain; which of the 5 grades you get is not.
Dawnbreaker
The blade a town pays the heroes who held its gate. It is on no drop table and on no shelf.
| Blade | Rarity | Damage | What it carries | Where it comes from |
|---|---|---|---|---|
| Legendary | 30 | Melee, Fire, 7.5% Crit, Executioner | Given to every hero at the gate when a town holds through the Legion’s horde night. One each, and never a second. |
Nothing drops this blade, no shop sells it, and a hero already carrying one is not given another.
Potions
| Potion | Gives | Brewed from | Where it drops |
|---|---|---|---|
| 1 Attack, forever | Town hearth Warroot 3 · Emberglass 3 · Thornbark 2 Your kitchen Warroot 2 · Herb 1 |
| |
| 1 Defense, forever | Your kitchen Thornbark 2 · Saltcrust 1 |
| |
| 5 Health, forever | Town hearth Sunleaf 3 · Gravebloom 3 · Tidepearl 2 Your kitchen Herb 2 · Berries 2 |
| |
| 5 Mana, forever | Town hearth Frostpetal 3 · Mirecap 3 · Saltcrust 2 Your kitchen Sunleaf 2 · Tidepearl 1 |
| |
| 1 Vitality, forever | Your kitchen Fish 2 · Mushroom 2 · Mirecap 1 |
| |
| 1 Wisdom, forever | Your kitchen Gravebloom 2 · Mirecap 1 |
| |
| 1 Speed, forever | Your kitchen Frostpetal 2 · Emberglass 1 |
| |
| 1 Dexterity, forever | Your kitchen Thornbark 2 · Tidepearl 1 |
|
The only permanent stat gain that is not a skill point or a Bone Setting. Every hero who fought the boss rolls separately, so a party can walk out with several between them. Both benches take what you gathered: where each material grows.
One lands as a chest rather than drinking itself, and goes straight into your bag, so the moment you spend it is yours to pick. Each path also has a ceiling on how far any one stat can be pushed this way: reach it and the Potion will not go down, and it stays in your bag, so a Potion is never wasted and always worth picking up.