# Road to Redemption: the whole site Every page is marked with a status: **In game** (the current build; the wiki is generated from its code, so trust it over anything else here), **Decided** (in the design notes, not built yet) or **Concept** (the story, world and art direction, and other proposals: not decisions). Blocks quoted as **Proposal** inside other pages are concept too. Each page below starts with its frontmatter; `html` is its file name on the site. --- title: "Road to Redemption" summary: "You wake at the bottom of the world with a coal in your chest and no name, and climb back toward the light you fell from. A co-op action RPG in the spirit of Path of Exile, alone or with three friends." status: decided # Decided in the design notes, not built yet section: "Road to Redemption" html: index.html source: www/content/home.md --- # Road to Redemption *You wake at the bottom of the world with a coal in your chest and no name, and climb back toward the light you fell from. A co-op action RPG in the spirit of Path of Exile, alone or with three friends.* ![A fallen kneels on a floor of grey feathers under a shaft of light, a coal glowing in its hands.](art/paintings/zones/where-you-wake.jpg) You wake on a floor of grey feathers, with a coal in your chest and no name. Somewhere far above is the light you fell from. A co-op action RPG in the spirit of Path of Exile. Climb back through the hordes, alone or with three friends. [How it plays](game/index.md) · [Plan a build](game/planner.md) A playable co-op build exists. The paintings are where it is going. ## What it is to play Four promises, and what stands behind each one in the build today. ![A party holds its light against the horde.](art/paintings/key-art.jpg) A party holds its light against the horde. ### Hordes without hitches Hundreds of monsters on screen is the normal case, and thousands is a good night. Performance is a feature: every system has a budget and is measured before and after it changes, so the screen can fill up the way Path of Exile's does. Measured on an M2 Pro, 2,000 monsters crowding a player: the simulation takes 0.46 ms/tick avg, p99 0.66 (1.4% of budget), and the client draws them at 82 FPS at Retina resolution. [How it is built for hordes](dev/engine.md) ### Builds worth theorycrafting Loot with random affixes, currency that changes items rather than buying them, skill gems with their own supports, and a passive tree. Two players should never build the same character by accident. In the game: 45 item bases, 34 affixes with up to five tiers, 7 uniques and 8 currencies, an inventory and crafting. [Builds](game/builds.md) · [The build planner](game/planner.md) ### Alone or with friends Everything works solo. With friends it is two to four players on a server that owns the world, and everyone gets their own drops, so nobody races for loot. One coal dies; a heap of them burns till morning. Running: an authoritative server at 30 ticks a second, your own movement predicted. With 2,000 monsters around you, snapshots cost 2.5 KB, 74 KB/s per client. Solo is the same server on your machine. [Alone or together](game/together.md) ### A forever game Road to Redemption is never finished. New monsters, skills, items and depths keep arriving, and the game you play next month is bigger than this one without being slower. The wiki is generated from the game's code, so it grows with it. Today: six monster families, six skills, endless generated depths. [The wiki](wiki/index.md) ## The way up > Every fallen who reaches the top brings one more question than it took up. ![Who dug these halls, and what were they mining?](art/paintings/zones/underhalls.jpg) Who dug these halls, and what were they mining? ![Why is the drowned king's floor still dry?](art/paintings/zones/drowned-coast.jpg) Why is the drowned king's floor still dry? ![Why do the angels on the bridge never move?](art/paintings/heaven/arrival-bridge-side.jpg) Why do the angels on the bridge never move? [The world](world/index.md) · [The journey](journey/index.md) · [The fallen](fallen/index.md) ## Ways in - [![](art/paintings/heaven/memory-castle-city.jpg)The worldHeaven, the world below it, and what nobody will say.](world/index.md) - [![](art/paintings/kindled.jpg)How it playsCombat, loot, crafting, builds, and friends.](game/index.md) - [![](art/paintings/undersky.jpg)The build plannerMake a character, computed by the game's own code.](game/planner.md) - [![](art/paintings/monsters/cavern-brute.jpg)The wikiEvery monster, skill and item, generated from the code.](wiki/index.md) - [![](shots/horde.jpg)Where it standsThe build today, real renders, and what comes next.](dev/roadmap.md) ## Where it stands There is a playable build: stand-in models under real lighting, a fixed cast of monsters and skills, loot and crafting, and caves that go on forever. That is the deep where the climb begins, without the acts above it. The paintings on this site are where it is heading; the frames below are what it looks like today. ### Lit: in the build today - **Co-op.** Two to four players on an authoritative server; solo is a local server with one player. Friends join by address. - **Hordes.** Six monster families, magic and rare packs with modifiers. 2,000 awake monsters: 0.46 ms/tick avg, p99 0.66 (1.4% of budget). - **Six skills.** Strike, Earthshatter, Fireball, Arc, Frost Nova, Ember Dash, plus two flasks. - **The deep.** Generated caves, a portal on to the next depth, no end. - **Loot and crafting.** Items with random modifiers, drops per player, an inventory with equipment, and all eight currencies. ### Unlit: still to come, in roadmap order - **Progression.** Attributes, skill gems with their supports, the Rose (the passive tree), and characters that persist between sessions. - **Art, effects and sound.** Real models and animation, GPU particles, the look set out in the [art direction](art/index.md). - **The campaign.** Three acts, climbing from the deep toward the light. - **Maps and the hideout.** The endgame, opened from your hideout, where friends drop in. Real renders from the current build: placeholder art, real hordes - [![Solo, depth 1: Frost Nova, Arc and Fireball against a pack. The numbers are damage dealt.](shots/solo.jpg)](shots/solo.jpg "Solo, depth 1: Frost Nova, Arc and Fireball against a pack. The numbers are damage dealt.") - [![A 2,000-monster horde. The red circle is a telegraphed slam about to land.](shots/horde.jpg)](shots/horde.jpg "A 2,000-monster horde. The red circle is a telegraphed slam about to land.") - [![Co-op: a listen server, a second client joining it, and a bot that called in the horde.](shots/coop.jpg)](shots/coop.jpg "Co-op: a listen server, a second client joining it, and a bot that called in the horde.") Numbers are measured and published with how they were taken: see [Built for hordes](dev/engine.md) and the [roadmap](dev/roadmap.md). Every page is marked *In game*, *Decided* or *Concept*, so you can tell which is which. --- title: "The World" summary: "Heaven made the world as the board for its war, and the people on it were never told. Heaven and its three factions, the world between, its history, and the questions nobody answers." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: index.html source: www/lib/sections.ts (SECTIONS) and the pages of www/content/world/ --- # The World *Heaven made the world as the board for its war, and the people on it were never told. Heaven and its three factions, the world between, its history, and the questions nobody answers.* Heaven made the world as the board for its war, and the people on it were never told. Heaven and its three factions, the world between, its history, and the questions nobody answers. - [Overview](../world/overview.md): You fell from a heaven at war and forgot who you were. Climb back to your seat through the world heaven made as the board for its war, and choose a side in a war nobody can win. [decided] - [The factions](../world/factions.md): Heaven's Wardens, Heirs and Apostates, what each says about the House, how each looks in the world, and why each wants you. [decided] - [Heaven's war](../world/heavens-war.md): How heaven fights a war it has forbidden itself to fight, on a board it made for the purpose, and why only the fallen can carry anything up. [decided] - [The world between](../world/the-world-between.md): Velmarch, the half-drowned kingdom between the deep and heaven, and its peoples, who live on heaven's board and were never told. [concept] - [Fire, tide and white](../world/fire-and-tide.md): Fire remembers, the tide forgets, and heaven's white remembers heaven. Three forces, none of them good, and what each does in play. [concept] - [History](../world/history.md): Two histories that never meet, heaven's and the world's, and the five ages of Velmarch as the Hearthfolk tell them around the Last Hearth. [concept] - [Characters](../world/characters.md): The people of the world between, Orrin the Drowned King, Maudra, Ilse and Sereth the Ashen, and the angels who speak to a fallen on the climb. [concept] - [Mysteries](../world/mysteries.md): The questions the game never answers, in heaven and in the world between, and the rumours that circle them. [concept] - [Glossary](../world/glossary.md): The words of heaven and of the world between, from Aldric's Well to the white. [concept] - [Writing the world](../world/writing.md): How the world is written, for anyone adding to it: lore that serves the game, the tone, who tells what, one-sentence flavour, and how people, places and things are named. [concept] --- title: "Overview" summary: "You fell from a heaven at war and forgot who you were. Climb back to your seat through the world heaven made as the board for its war, and choose a side in a war nobody can win." status: decided # Decided in the design notes, not built yet section: "The World" html: overview.html source: www/content/world/overview.md --- # Overview *You fell from a heaven at war and forgot who you were. Climb back to your seat through the world heaven made as the board for its war, and choose a side in a war nobody can win.* > You wake in the dark with a coal in your chest and no name. ## The premise You play a fallen angel. You wake at the bottom of the world with no memory of who you were, and you climb back up, act by act, learning who you are, toward the seat in heaven that was yours. At the top you find heaven corrupted, and you learn what made your fall possible, though never exactly what you did. At the top you choose your faction, for good, and then you fall once more: willingly this time, keeping your memories. You wake at the bottom a hundred years later, in a world your choice has made worse, and [climb it again](../game/second-climb.md). Then the endgame. The name, the premise, the climb and the second climb were decided by Alex on 25 October 2026 (a repeating rebirth was decided and cut the same day), and so was the background of the fall, below. The proposal blocks are ideas for how the world this site already describes fits them. The rest of the World and the Fallen sections were rewritten for this story on 25 October 2026, and the rules once gathered here moved to the pages they belong to (see "The rest of the world", below); nothing decided was changed in the move. Where any other page still tells the earlier story, about going down, this page wins. > **Proposal** (concept, not decided): > > ## The ember is what is left of you > > An angel's grace burns down to a coal on the way down. It is the light you carry in the deep, the warmth you share with the others who fell with you, and the one warm colour in a cold world. The higher you climb, the more of it comes back, and with it heaven's corruption (see [who you are](../fallen/who-you-are.md)). This keeps the look the game already has: warm fire against a cold world, the party's light the only light below. > **Proposal** (concept, not decided): > > ## The world between > > Between the deep and heaven lies Velmarch, the kingdom the rest of this site describes. It grew rich on a fire it mined beneath the world: coals that burned without fuel, shards struck into coin. The proposal is that the fire is the grace of angels cut loose from heaven before you. Velmarch's wealth is your kind, dug up and spent. The Coalwrights who still mine it are not villains; they do not know what it is. Its peoples are on [the world between](../world/the-world-between.md). > **Proposal** (concept, not decided): > > ## The Tide comes from above > > The cold that drowned Velmarch came down from heaven. The old saying holds: fire remembers, the tide forgets. A falling angel passes through the Tide, and that is where its memory goes; now it is taking the world's. The higher you climb, the closer you come to where it rises. King Orrin's bargain still stands: he asked heaven to drown the fire, and someone in heaven answered with the sea. Nobody below knows which side. ## Why you fell The exact cause of your fall is never told to the player. What the climb reveals is the wider background: what heaven is, what went wrong with it, and why angels fall from it at all. Alex decided both on 25 October 2026. - **Heaven is a castle-city.** At its centre stands **the House**, a round domed house where God is supposed to live. Nobody is allowed to enter it, and whether anyone is inside is never answered. Heaven lives on nothing: it carries on by habit. - **The corruption is a war.** Heaven's factions fight an eternal and pointless war, born of hubris and the ambition to sit on God's throne. There is no hell; hell is in heaven. - **The world is heaven's chessboard.** Heaven made the world as a battleground, to wage its war without damaging its home. The angels play it by proxy from above, almost as if heaven were playing a game. The creatures of the world were made as its pieces, and are never told. - **The board is closed.** Nothing of the world rises to heaven unless a fallen carries it, and heaven takes nothing from it. When the world's creatures die, what they were goes back into the board, to make new pieces. Heaven wants only one thing from the game: to know who wins. - **Ground for ground.** Angels may not fight in heaven. The law is older than the House's silence, and heaven keeps it by habit, like everything else; the board fights instead. Each region of the world is bound to a place in heaven, a gate, a wing, a bridge, and whoever holds the region holds its twin above. The Heirs' siege of the City moves only as their regions below do. Whoever held the whole board would hold the House's court, and nobody ever has. The law binds angels, not the fallen: having fallen once, you are the only kind of angel who can fight in heaven, besides the Apostates who break the law. That is what each faction wants you for. - **What winning would mean.** If either great faction won, the world would probably end, since nobody keeps a board once the game is over. If the Apostates won and heaven were destroyed, the war in the world would stop, and the world might at last be at peace; or it might vanish with heaven. Nobody knows. - **Angels don't risk themselves.** Heaven holds a narrower set of angels now, and they never stake their own existence: they play. A champion on the board is a piece, worked from above like a glove; losing it costs its angel nothing. - **The Apostates found a way to kill an angel,** and it works only in heaven, where fighting is forbidden: the board is safe, and home is not. Every fallen was cut loose in heaven, and what the Apostates kill does not end: it falls to the bottom of the world, cut loose from heaven against its will, and loses its memory. That is how every player arrives. The Apostates make angels fall in the hope that the fallen become a third force beside them, to destroy heaven for good, from the world and perhaps from heaven itself. Who cut you loose, and why you, are never told. - **The Apostates raise you back up.** Having freed you against your will, they build you back up and try to convert you while you ascend back to an angel's status. Ascending restores your place in heaven, and at the top you choose a faction, for good. Ironically, you may refuse them, and make all their effort futile. - **The great factions need the Apostates.** Only a fallen can fight in heaven, and only the Apostates can make one. Both great factions buy fallen from them in secret, through go-betweens, while their faiths below burn the Apostates' believers. Each thinks the other doesn't know. - **You fall once more, willingly.** The Apostate who raised you asks one thing back for it: one more fall. You owe her, and you pay. She cuts you loose a second time, and this time you keep your memories; she drops you a hundred years on, so you see what your choice cost. You wake at the bottom in a world made worse by what you chose, and climb it again. There is no third fall. Each act boss of a climb gives back a memory. More on [the second climb](../game/second-climb.md). - **What heaven looks like.** Medieval gothic: spires, flying buttresses, pointed arches nested inside pointed arches, and walls like cliffs over a sea of cloud. It is white and has no colour, because in this game white is the colour of evil; the world below is dark, with some colour. The House does not show the first time the party arrives. Heaven is drawn in ink, like the deep. ![The party crosses the bridge into heaven](../art/paintings/heaven/arrival-bridge-side.jpg) The party crosses the bridge into heaven ![The gate of heaven, arches inside arches](../art/paintings/heaven/arrival-bridge-front.jpg) The gate of heaven, arches inside arches ![A memory: the processions stop at the edge of the House's court](../art/paintings/heaven/memory-castle-city.jpg) A memory: the processions stop at the edge of the House's court ## The factions Two great factions and one renegade fight the war, and what divides them is what they say about the House. Alex decided them on 25 October 2026. - **The Wardens** say God chose them to protect the House, and forbid anyone to enter it. The dominant faction, and a declining one: they hold the City where the House stands. - **The Heirs** follow a prophet who says God has asked him to claim the throne, and want the door opened, for the Prophet alone. They wage war to enter the City from cities of their own. - **The Apostates**, the renegades, say there shall be no God, whoever is inside, and want the House broken. They make the fallen, and fight by insurgency. At the top of the first climb you choose one of them, for good. Each is right about one thing and wrong because of it, and any two that beat the third fall out, so the war never settles. All of it, with how angels look in the world and the paintings of their champions, is on [the factions](../world/factions.md). ![A Warden in the world, lifeless](../art/paintings/champions/wardens-puppet-saint.jpg) A Warden in the world, lifeless ![An Heir in the world, godlike](../art/paintings/champions/heirs-seraph.jpg) An Heir in the world, godlike ![An Apostate in the world, human](../art/paintings/champions/apostates-rebel.jpg) An Apostate in the world, human ## The rest of the world Every rule decided for the story has a home, and this page only summarises them: - **[The factions](../world/factions.md):** the Wardens, the Heirs and the Apostates, each in full; angels in the world and their true forms; how the factions play, and the Apostates on the climb (proposals). - **[Heaven's war](../world/heavens-war.md):** how the war comes down, the fallen in heaven's war, the law, the door and the trade, broken ground and how the board moves; heaven's ground and how the war is fought below (proposals). - **[Who you are](../fallen/who-you-are.md):** the fires and who keeps them, guttering, kin, the white that comes off the dead and what the white makes, memories, and what the players are called: the Fallen. The passive tree, [the Rose](../fallen/the-rose.md), is where the white settles. - **[The world between](../world/the-world-between.md):** Velmarch and its peoples, kept from the earlier story and reframed: the Hearthfolk, the faithful, the Coalwrights, the Stilled, the Drowned Court. - **[Fire, tide and white](../world/fire-and-tide.md), [History](../world/history.md), [Characters](../world/characters.md), [Mysteries](../world/mysteries.md), [Glossary](../world/glossary.md)** and how to [write for the world](../world/writing.md). - **[The story in play](../game/story-in-play.md):** why each system of the game is the way it is. > **Proposal** (concept, not decided): > > ## The climb > > Three acts, from where you landed to the gate of heaven: > > - **Act 1, the Deep.** Where the fallen land: [where you wake](../journey/where-you-wake.md), the [Heartfire](../journey/heartfire.md), the great heap of fallen grace that Velmarch mined, and the [Underhalls](../journey/underhalls.md) with the Cinderworks. Only your ember lights it. The caves in the build today are this act. > - **Act 2, the Drowned World.** Up into Velmarch, mostly under the sea: [the Drawn Sea](../journey/drawn-sea.md), then [the Drowned Coast](../journey/drowned-coast.md), where Orrin ends the act. > - **Act 3, the Ascent.** Out of the fog into [the Vale](../journey/the-vale.md) and [Hearthold](../journey/hearthold.md), the last warm place, where daylight comes back (the Vale opening this act was picked at Alex's request on 26 October 2026); then [Harrowwood](../journey/harrowwood.md), [the Barrow Moors and the High Pass](../journey/barrow-moors.md), above the clouds, to [the gate and into heaven](../journey/heaven.md): white, colourless, and at war. > - **The second climb** goes up through the same three acts a hundred years on, held harder by the faction you chose, or, if you chose the Apostates, broken wider. > - **The endgame: the contested world.** The regions of the world the factions fight over, opened as maps from your hideout ([the contested world](../journey/contested-world.md)); [the Unlit](../journey/the-unlit.md), under the fire, may be one of them. A few pinnacle fights take you back up to heaven. > > ![Where you wake: a floor of grey feathers, and the embers of those who fell before](../art/paintings/zones/where-you-wake.jpg) > > Where you wake: a floor of grey feathers, and the embers of those who fell before > > The art direction's curve turns over: ember-noir at the bottom, Romantic landscape in the middle, and at the top a heaven drawn white in ink, with no colour at all. The endgame goes back to the world's colours, with heaven's white on whatever a faction holds. > **Proposal** (concept, not decided): > > ## What stays and what goes > > - **Kept:** the ember and the look, Velmarch and its people, the Drowned King, the factions of Velmarch (who now disagree about what the fire is), the regions as stages of the climb, and the names already in the game's items and currency. > - **Decided since (26 October 2026):** the players are called the Fallen (Alex), and the passive tree is the Rose (picked at Alex's request). > - **To decide:** the names of the Prophet and the Doorward (Ithiel and Abdiel are proposals). > - **Redone (25 October 2026):** the pages written for going down now tell the climb (the journey runs bottom to top), the home page leads with heaven's paintings instead of the key art of a party heading down, and the wordmark is redrawn as the climb: heaven's gate above, the coal below (kept by Alex on 26 October 2026, after a few hours with a falling feather in the gate's place). --- title: "The factions" summary: "Heaven's Wardens, Heirs and Apostates, what each says about the House, how each looks in the world, and why each wants you." status: decided # Decided in the design notes, not built yet section: "The World" html: factions.html source: www/content/world/factions.md --- # The factions *Heaven's Wardens, Heirs and Apostates, what each says about the House, how each looks in the world, and why each wants you.* > Every banner in heaven points at the same door. Two great factions and one renegade fight heaven's war, and what divides them is what they say about the House, the round domed house at the centre of heaven where God is supposed to live. Alex decided them on 25 October 2026, with where each stands and how angels look in the world. How the war they fight is played out on the world below is on [heaven's war](../world/heavens-war.md). The world's own peoples, the Hearthfolk, the Coalwrights, the Stilled and the drowned, are not factions of this war; they are its board. They are on [the world between](../world/the-world-between.md). ## The Wardens ![The Wardens' City, far too big for its keepers](../art/paintings/factions/wardens-the-city.jpg) The Wardens' City, far too big for its keepers The Wardens say God chose them to protect the House. God is inside and will come out when God wills; until then they forbid anyone to enter, and keep heaven in order. Their hubris: they rule from the step of a throne nobody sits on. They are right that nobody should presume, and wrong because the waiting has become their throne. They are the dominant faction, and a declining one. They hold the main celestial city, where God is supposed to live and the House stands. ## The Heirs ![The Heirs' host on a siege bridge, the Prophet at its head](../art/paintings/factions/heirs-siege-bridge.jpg) The Heirs' host on a siege bridge, the Prophet at its head The Heirs follow a prophet, who says God speaks through him and has asked him to claim the throne. They want the door opened, for the Prophet alone. Theirs is the plainest hubris: they are right that heaven is rotting on habit and someone must act, and wrong to trust one voice nobody else hears. The Prophet is sincere, and he has one thing nobody else has: he listens at the door, and nobody can prove he hears nothing. They wage war to enter the Wardens' city; they have their own territory and their own cities. ## The Apostates ![An Apostate cell in the undercrofts beneath the City](../art/paintings/factions/apostates-undercroft.jpg) An Apostate cell in the undercrofts beneath the City The Apostates, the renegades, say there shall be no God, whoever is inside. That is a will, not a belief: if anyone is in the House, they would kill God. They want the House broken, so that no throne stands over angels. They are right that heaven lives on nothing and fights over a door nobody has opened, and wrong because they would destroy heaven's only centre, and whatever is in it. Their role, as Alex put it the same day, is to end heaven once and for all: to stop the endless cycle of suffering, and let the world be a place of growth and peace for its creatures, rather than the chessboard heaven uses to wage its war. They are renegades, neutral between the two great factions. They play their position whatever way serves them, and fight by insurgency. They found a way to kill an angel, and it works only in heaven: what they kill does not end, but falls to the bottom of the world with no memory. Every player is one of those. Having freed you against your will, they raise you back up and try to win you over on the climb; you may refuse them, and make all their effort futile. Both great factions buy fallen from them in secret, through go-betweens, while their faiths below burn the Apostates' believers. Each thinks the other doesn't know. The rest is on the [overview](../world/overview.md). ![A postern of the City, unbarred at night](../art/paintings/factions/apostates-gate-unbarred.jpg) A postern of the City, unbarred at night ## Two against one Each pair shares one belief the third denies. The Wardens and the Heirs say God is real; the Heirs and the Apostates say the door must open; the Wardens and the Apostates say no angel sits on the throne. Any two that beat the third then fall out, so the war never settles. The Apostates are never stamped out: they have no leader to cut down, and every climb sends up new angels who may choose them. At the top of the first climb you choose a faction, and the choice is final. It gives you its own skills, and it changes your story: what your memories show, and who in heaven speaks to you. A faction adds; it takes nothing away. Every way of killing below is open to any fallen, and a faction adds its own few skills and its angels' way of fighting on top of any build. ## Angels in the world Alex decided on 25 October 2026 how angels exist in the world, and what the world shows of them. - **Heaven's white is a glamour.** It only holds in heaven. In the world, angels do not wear a human form or anyone's body: they exist there directly in their true form, the one the white hid. The true forms are white too, a worse white than the glamour's: bleached, cracked, bone and porcelain and a radiance that blinds. - **Each faction has its own.** The **Wardens** are lifeless: golems, empty armour, automata, puppets. The **Heirs** look godlike. The **Apostates** look human. - **The fall burned yours off.** The fallen are the only clean angels. The climb back slowly brings the corruption back: redemption, and its price. (More on [who you are](../fallen/who-you-are.md).) - **The world does not know heaven.** Its people have only their religions, and the Apostates' religion is forbidden. The other faiths grew up under the great factions' pieces, the Heirs' preachers and the Wardens' bound temples, and they burn the Apostates' believers, never knowing who taught them to. - **The Apostates and the player.** Alex sees the Apostates, the most neutral and the most human of the three, as a big influence on the player during the campaign. ![A Warden in the world, lifeless: an automaton at a town gate, with a keyhole for a heart](../art/paintings/champions/wardens-puppet-saint.jpg) A Warden in the world, lifeless: an automaton at a town gate, with a keyhole for a heart ![An Heir in the world, godlike: six wings, burning wheels, a crusade below](../art/paintings/champions/heirs-seraph.jpg) An Heir in the world, godlike: six wings, burning wheels, a crusade below ![An Apostate in the world, human: only his shadow has wings](../art/paintings/champions/apostates-rebel.jpg) An Apostate in the world, human: only his shadow has wings > **Proposal** (concept, not decided): > > ## What the true forms say > > - **Each form is its faction's hubris.** The Wardens kept the door so long that nothing is left inside them: they wait, so they are hollow, worked by keys and habit. The Heirs want God's throne, so they already look like what they want, with the Bible's six wings, wheels and burning faces. The Apostates renounced heaven, so they look like the people of the world. > > > His ribs had a keyhole, and the key was still turning. > > > The crusade never looks up at what leads it. > > > An Apostate's shadow is the only part of him that is still an angel. > > - **The forms are the troops' shapes too.** A Warden region is kept by smaller puppets, masked beasts and stone sentinels; an Heir region by zealots kneeling under something radiant; an Apostate region by ordinary people with hammers. > > - **White is the mark.** Warden porcelain, Heir radiance: in a coloured world, heaven's white is how you tell an angel's work. > > - **The fallen are the only angels a child can look at,** on the climbs. Nothing in you shows under the sky, because the fall left nothing to show. > > - **On the road to redemption,** the fall is the redemption, and the climb is its price. > **Proposal** (concept, not decided): > > ## How the factions play > > - **The Wardens.** > > > Every Warden carries a key, and no two are the same. > > > The Wardens are the only angels who never look at the House. > > Broad and upright, with tower shields, wings folded tight like a cloak, always facing away from the House. Their skills bind, and bend any trade toward holding ground: chains that drag, locks that pin an enemy in place, a shield wall. The Doorward speaks to you, perhaps named Abdiel, after Milton's seraph who stayed loyal. *Memory:* you stand with your back to the bronze doors, a key heavy at your neck. A procession stops at the edge of the court, you lower your spear, and they kneel to you. > > - **The Heirs.** > > > The Heirs have already measured the Prophet for the crown. > > > The Prophet has never once said what God's voice sounds like. > > Tall and thin, wings raised high, banners written edge to edge with the Prophet's words, moving in lines like a procession. Their skills rally, and bend any trade toward a host: banners that lift kin and what they raise, a judgement called down from above. The Prophet speaks to you himself: **Ithiel** ("God is with me", from Proverbs 30, where Agur admits he does not know the holy), whom other angels call **the Listener**. *Memory:* a silent crowd on the steps. The Prophet has his cheek against the door, listening. He straightens and turns, and the banners go up. You never hear what he said. > > - **The Apostates.** > > > They swing their hammers with their eyes shut, in case something answers. > > Wings clipped short, the only angels who look smaller, a hammer over the shoulder. Their skills break, and bend any trade toward ruin: blows that shatter armour and grow stronger against bigger enemies. No leader speaks to you; whoever hands you the hammer does. Heaven calls them the Apostates, because all of them once believed and it is the worst word heaven has; they call themselves **the Unmakers**. *Memory:* dark under the walls. Nobody speaks while you bind each other's wings short with cord. Someone hands you a hammer made below, by men, for stone. > > - **Wing pose is the silhouette key:** folded for the Wardens, raised for the Heirs, clipped for the Apostates. Heaven has no colour, so this is how a horde reads at a glance. > > - **Every faction clears the game solo.** The skills are how each one kills, not whether. > > - **A memory may show you serving a side you never chose.** Before your first fall you were something else. > **Proposal** (concept, not decided): > > ## The Apostates on the climb > > > The second time she found you, she didn't have to say her name. > > - **They find you first.** Where the fallen wake, an Apostate is waiting: human-looking, plain, with a hammer made by men. She is the first voice of the campaign, the one who explains the world, and the one who hands you your first weapon. > - **They are your way through.** The great factions hold the world's regions; the Apostates know the gaps. They unbar the gates, cut the bridges, hide you from champions, and send you after the ones they cannot kill themselves. Their cells live in the world's towns, among the people, so the campaign's hubs are full of them. > - **They are never simply right.** They made you fall: every fallen is an angel they cut loose, in the hope it will fight beside them, and nobody asked you first. Each act shows a little more of what they have done and what they want you for, until at the top you choose: join them, or one of the great factions they taught you to hate. > - **The end they want has a price.** Ending heaven may end the world with it, and it surely ends the fallen: no seat to climb back to, no grace falling. Every coal in Velmarch's hearths is fallen grace, and the Apostates say the world will be warm enough without it. Nobody knows. They are the only faction fighting for the world, and the only one that would end themselves to win. > - **They remember; you don't.** The Apostate who finds you at the bottom knows you very well, and you don't know her. She never says who paid for your fall, if anyone did. At the top she cuts you loose a second time, in the dark, and when she finds you a hundred years later, you know her. ## Open questions - The names of the Prophet and the Doorward: Ithiel and Abdiel are proposals. - Whether the Apostates' own name for themselves, the Unmakers, is kept. - The name of the Apostate who finds you where you wake. The pages leave her unnamed. --- title: "Heaven's war" summary: "How heaven fights a war it has forbidden itself to fight, on a board it made for the purpose, and why only the fallen can carry anything up." status: decided # Decided in the design notes, not built yet section: "The World" html: heavens-war.html source: www/content/world/heavens-war.md --- # Heaven's war *How heaven fights a war it has forbidden itself to fight, on a board it made for the purpose, and why only the fallen can carry anything up.* > Nobody has ever opened the door they are fighting for. Heaven's factions fight an eternal and pointless war over a door nobody has opened, and the law forbids an angel to fight in heaven. So heaven made the world as its board, and plays the war there by proxy. Why that is, and who the factions are, is on the [overview](../world/overview.md) and [the factions](../world/factions.md). This page is the rules of the board: how the war comes down, what the fallen are to it, and how it moves. Everything here was decided by Alex on 25 October 2026, except the proposal blocks. Several sections were drafted by a team of Claude agents to plug the lore's holes, or marked for Alex by a Claude stand-in at his request; each says which. Why each of these rules makes a system of the game the way it is: [the story in play](../game/story-in-play.md). ## The war comes down The war is fought in the world, which was made for it. Each faction sends champions down to claim regions of the world, and raises armies there from the world's beasts and dead. The monsters you fight are their troops. Pieces in play attack anything not of their side. A fallen on the first climb has no side, and once you have chosen, your own faction's troops still fight you: pieces don't know their players. On the climbs a fallen is there in person, not as a piece, and the board can't take back what it never made. When a fallen dies it gutters out, and its coal relights at the last fire it touched; a friend's warmth relights it on the spot. The endgame is played in the world. Heaven is where each climb ends, and where a few pinnacle fights take place. Alex decided both on 25 October 2026. At the end of the climb you become one of the players. In the endgame you are your faction's champion: your seat in heaven is your hideout, the maps are regions of the world you go down into, and there you take your faction's true form (see [angels in the world](../world/factions.md)). In heaven the only soldiers are the fallen, so a pinnacle fight is fallen against fallen: you against the other factions' champions, in white courts where the angels watch. A league moves the board toward the House. In each one a region bound to a place nearer the House changes hands: a gate, a stair, the edge of the court. The war comes closer to the door, league by league, and never reaches it. Alex decided all of this, and the rules of the board on the [overview](../world/overview.md), on 25 October 2026. ## The fallen in heaven's war > Every key she carried was paid for by someone who hated her. This section, [the fires](../fallen/who-you-are.md), broken ground and [the white that comes off the dead](../fallen/who-you-are.md) were drafted by a team of Claude agents to plug the lore's holes, and Alex kept them on 25 October 2026. - **The fallen are the board's only leak.** Nothing of the world rises unless a fallen carries it: your gear, your orbs, the things in your seat. No angel that has never fallen will touch a thing of the world, and none asks what a fallen's hands have held. The climb gives back your seat, never the tie the law holds angels by, so a fallen sits in heaven as an outlaw: that is what every faction wants you for. - **The law binds every angel but the fallen,** and heaven calls any angel who breaks it an Apostate. So a Warden would rather be found at dawn with a broken key than strike back, and the great factions buy fallen to fight for them; the fallen they bought from the Apostates are the only soldiers who can hunt the Apostates' cells. The hammers were made below; nobody says how the first one came up. - **The great factions buy the fall, not the fallen.** A buyer names an angel and never says why; an Apostate cuts it loose, and the buyer bets the fallen will choose it at the top. Nobody owns a fallen before it chooses. They pay in what the Apostates can't take: a key, a wing left unwatched, a postern unbarred at night. What made your fall possible is the trade. - **Heaven's armies stand.** The board is how heaven keeps the law and has its war anyway: the hosts on the siege bridges and the Wardens on the walls have faced each other for an age, close enough to touch, and nobody strikes. Heaven's fights are fallen against fallen, and against Apostate cells. The last fight of each climb is the fallen who keeps the gate that age. > The front rank on the siege bridge has dust on its shoulders, and new banners. - **Nobody knows what a third cut does.** It is said to end an angel, and the Apostates, who free angels and never end them, will not try. So the debt is one more fall, and no more. - **The world is a game they can spend.** To the great factions it is only the board: when the game is over, whichever of them won throws it away. The Apostates hope that destroying heaven would let the world be, and they are not sure. ## The law, the door and the trade > No key in heaven fits the House. These four sections were marked for Alex by a Claude stand-in, at his request, and applied as decided on 25 October 2026. The other three are how the board moves, below, and who keeps the fires and what the white makes, on [who you are](../fallen/who-you-are.md). - **The Wardens say the door opens only to whoever holds the court,** and the court holds for nobody until the whole board does. The Prophet listens at it; nobody has found a handle. The Apostates say a hammer rings off it as off nothing else. - **The Wardens keep the law.** They say it is what keeps the war on the board: broken for good, the angels would fight with their own hands wherever they stood, below as well. The Apostates break it every night. - **The Apostates pay with the world.** Their broken ground is where the world's own things run loose, and farmers die who were never in the war. They planted the faith knowing its faithful would burn. - **Iron in heaven ends nothing.** A fallen beaten there goes back to its fire; an Apostate struck there is driven off to hide. Only an Apostate's own hand cuts with a hammer, and they teach it to no fallen, not even their own, so hunting a cell means taking its hammers before they are used. - **The Apostates sell to both sides, and fell unpaid too:** the trade's keys open every postern a felling goes through, bought or not. No fallen learns whether its fall was bought. Every fallen that has reached the top knows both sides buy, and no angel asks a fallen what it knows. - **The gate is each age's trial.** Whoever holds it sets a fallen in it, so that only fallen strong enough reach the top, and stakes on its keeper something carried up long ago. Whoever passes takes it. - **The go-betweens are fallen,** which is how they carry, your hoard included. A faction pays for broken ground in pieces of the keys to its places above. When ground that matters lies broken, its place opens to whoever holds the whole key. > **Proposal** (concept, not decided): > > ## Heaven's ground > > - **The City.** Heaven's celestial city, the white gothic castle-city of the paintings, is simply *the City*. It is far too big for its keepers now. Whole wings are shut and empty, and many of the figures on its walls are the still angels, standing where they stopped, so the City looks better guarded than it is. The House stands at its heart. > - **Why the Wardens decline.** Every Warden the Apostates cut loose is one fewer, and fewer of the angels who climb back choose them. They hold the City by habit, as heaven does everything, and each age they shut another wing. > - **The Heirs' cities** stand on the cloud sea, facing the City across it, built in its image. Each has a House of its own at its heart, a copy with its doors standing open, and nothing inside. The Wardens still call them *the camps*, though they are older than most Wardens. The war between the two is a siege: bridges thrown across the cloud sea, a front along the City's walls. > - **The Prophet was a Warden.** Ithiel once kept the House's door. One day he put his cheek to it and listened, and soon after he left the City with those who believed him. Nobody knows what he heard; the Wardens say nothing. > - **The Apostates hold no ground** and need none. They live in the gaps: the undercrofts beneath the City, its shut wings, the Heirs' open Houses at night. They sell each side what hurts the other, carry word, hide the wounded, and strike where nobody is looking: a gate left unbarred, a bridge cut, a Warden found at dawn with a broken key. All of it is to wear both great factions down, until nobody is left to guard the door. > - **They walk among men.** Below, an Apostate is a glove like any angel's: its true form, worked from above, alone and not at the head of an army. It can hand you what the world made, and no hammer can reach it there. Theirs are the only angels a fallen party can talk to on the climb. > - **Where you arrive** in heaven at the end of a climb follows your faction: inside the City for a Warden, in the Heirs' siege lines for an Heir, under the walls for an Apostate. The seat that was yours is given back on your banner's ground, or, for an Apostate, in the gaps beneath it. ![The party crosses the bridge into heaven](../art/paintings/heaven/arrival-bridge-side.jpg) The party crosses the bridge into heaven ![The gate of heaven, arches inside arches](../art/paintings/heaven/arrival-bridge-front.jpg) The gate of heaven, arches inside arches ![The City, far too big for its keepers](../art/paintings/factions/wardens-the-city.jpg) The City, far too big for its keepers > **Proposal** (concept, not decided): > > ## How the war is fought below > > - **Each faction raises its troops its own way,** so a region shows who holds it. > - The **Wardens** bind. They chain the world's beasts and dead into keeping, masked and locked, and set stone sentinels on their borders. A Warden region is walled, ordered and still. > - The **Heirs** convert. They preach the Prophet's word to the living, and the dead rise to march under banners. A Heir region burns with crusade: pyres, processions, zealots, and beasts that heard the word. > - The **Apostates** raise nothing. They break the Wardens' chains, arm whatever hates the other two, and turn the world's own things loose. Their regions are where both great factions' hold has broken. > - **Heaven's mark is white.** The world keeps its colour, and whatever a faction plays carries white on it: white chains, white banners, white masks, white eyes. White is the enemy's colour in a coloured world, and the more of it a region shows, the deeper a faction's hold. > - **The monsters are the world's own:** Velmarch's drowned, its miners fused to the stone, the spiders of the Gloamroot. A faction's mark is what makes them troops. Who they were before is on [the world between](../world/the-world-between.md). > - **Angels are the bosses.** Each region's champion is an angel's true form, set down on the board at the heart of its army. The hordes are monsters. The gate's keeper is a fallen. > - **A champion is a piece.** Killing it breaks the hold. The killing that makes angels fall is done above, by the Apostates: in the undercrofts, the shut wings, on the bridges at night. > - **Why they court you.** The great factions court every fallen alike, through fallen of their own; the Apostates want you to stay. Each faction's agents find you during the campaign and test you, so the choice at the top has a story behind it. > - **The endgame** is the contested world. Maps are its regions, each held by a faction with its own troops and modifiers, opened from your hideout. Your faction chooses which front you push and what you earn there, but every map is open to every player, and a party of mixed factions fights together. When your faction breaks the hold on a region bound to a place that matters above, it opens a pinnacle fight there, in heaven. A pinnacle is the one fight of the endgame you go to in person, not as a piece, since only a fallen may fight in heaven. > - **Your true form is a cosmetic path.** Warden porcelain and keys, Heir radiance and wings, Apostate plainness: the more your faction holds, the more of it shows. ## Broken ground > The court has one more stair than the last time anyone counted. - **The board breaks; the fallen settle.** Kill a region's champion and its hold breaks: the region is nobody's, and neither is its twin above. Fallen go up to settle the place, and whoever holds the field when the fight ends sets the next champion down below. A beaten fallen relights where it set out from and goes back while the fires lit to the place last. The field stays as it left it, and a fallen it beat stays beaten. When the fires are out, whoever holds the field takes the place, and the loser may contest it when its ground next breaks. Ground settled by kin of different banners is claimed by all of them, and heaven quarrels over it for an age. - **A fallen's champion carries.** In the endgame you work your faction's true form from your seat, as every angel works its own, but yours is the one piece that brings back up what it takes. Your faction pays for broken ground, whoever held it. Dying on a map costs the piece, not you: you set down another from your seat, and each map takes only so many before it is lost. - **The Apostates' front is broken ground,** and they keep it broken. The world's own things run loose there, still wearing the broken white of the chains they slipped. - **Tiers are nearness to the House.** A region bound to an outer bridge is lightly held. One bound to a stair of the court is held by angels who look closely, through whiter pieces, and what is carried there is finer. - **Pinnacles are broken places that matter:** a gate, a wing, a stair of the court. The place decides who comes to hold it, and it stays open only while the fires lit to it last. - **Leagues are fought below.** At a league's end one place nearer the House changes hands, and places behind it are lost again, since any two that win fall out. The Heirs say the Wardens stand in the court as guests who will not leave; the court holds for nobody until the whole board does. - **The grind never ends.** A player can win every fight and the board is still not won: broken ground is held again, places behind the front are lost again, and the court always has one more stair. Winning moves the war; nothing finishes it. ## How the board moves > The banner you cut down was mended by morning. - **Your coal rides in your piece.** You work your champion from your seat, but your coal is in it. That is why it carries things up, why its kills' white reaches you, and why kin who go down by one party fire share it and can't burn one another. When the piece is taken, your coal goes back to your seat, and the map loses one of its fires. - **Most holds mend.** A broken hold is set again by its angel by morning, unless a fallen settles its place above. So a faction loses nothing when its own hold breaks, and pays for every break, since each one is a chance at the place. At a league's end one place stays taken, and the front moves one place. - **A rare is moved by the angel's hand; the champion is the glove it wears.** Only the glove's fall breaks the hold. - **Where two holds meet,** their pieces fight each other where no fallen is near. - **Each place above has its price.** The fallen who come to settle it bring what their factions stake on it, things fallen carried up long ago, and whoever holds the field at the end takes it. - **Fire worked into a map's key catches the eye of the angel above.** The closer it looks, the harder it plays, and the more white its pieces carry. - **When a league's war moves on,** its fallen go back to the long war. > **Proposal** (concept, not decided): > > ## The war, and what it gives the game > > - **The still angels.** Some angels stopped playing. They stand where they stopped, on the parapets and in the courts, with dust on their shoulders. --- title: "The world between" summary: "Velmarch, the half-drowned kingdom between the deep and heaven, and its peoples, who live on heaven's board and were never told." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: the-world-between.html source: www/content/world/the-world-between.md --- # The world between *Velmarch, the half-drowned kingdom between the deep and heaven, and its peoples, who live on heaven's board and were never told.* > In Hearthold you can tell a Coalwright by the burns on her hands and one of the Stilled by the salt at the corners of his mouth. Between the deep where you wake and the heaven you climb to lies the world, and the part of it the climb passes through is Velmarch: a kingdom of a coast and a green valley, half drowned. This page is its peoples. Their past is on [History](../world/history.md), the people you meet on [Characters](../world/characters.md), the old argument they have about the fire and the sea on [Fire and Tide](../world/fire-and-tide.md). Some of this is decided by Alex: heaven made the world as the board for its war, and its creatures as the pieces, and they are never told. The world does not know heaven; its people have only their religions, and the Apostates' religion is forbidden. Farmers, priests, traders and children are pieces nobody plays. They watch the war, and that is why towns stand. When the world's creatures die, what they were goes back into the board, to make new pieces. (See the [overview](../world/overview.md).) The rest of this page is concept: Velmarch and its peoples were written for the earlier story, and are kept, reframed to fit it. > **Proposal** (concept, not decided): > > ## The kingdom on the board > > Velmarch grew rich on a fire it mined beneath the world: coals that burned without fuel, shards struck into coin. The proposal on the [overview](../world/overview.md) is that the fire is the grace of angels cut loose from heaven before you. Velmarch's wealth is your kind, dug up and spent, and nobody in it knows. Then a cold came down out of the sky and drowned the coast, and the proposal is that it came from heaven too. > > So everyone in Velmarch has an answer to the same question, *what should be done about the fire?*, and none of them knows what the fire is. The answers do not agree, and none of them is quite right. Above them, a war they have never heard of decides who holds their roads. ## The Hearthfolk The people of [the Vale](../journey/the-vale.md) and of [Hearthold](../journey/hearthold.md), descended from the survivors of Velmarch. Farmers, millers, orchard-keepers and market traders. They are practical, superstitious and generous, and they are frightened of the fog. They mend their coats and dance at harvest as if nothing were coming. They keep the Hearth. Once a year every household brings a splinter of driftwood to feed the Last Hearth, though the coal burns without fuel and everyone knows it. They sing the old songs of Velmarch, and they sing them wrong. The Hearthfolk mostly want the fog to stop. Every western farm keeps a lamp on its boundary stone and a bell by the door, and every year another row of whitewashed stones marks the fogline a little further up the Vale. > **Proposal** (concept, not decided): > > They are pieces nobody plays, and they have learnt to see the ones that are. A Hearthfolk farmer knows to bar the door when something on the road wears white: a chain, a mask, a banner. They have no word for heaven. They say *the white* for the war, as they say *the grey* for the fog, and they whitewash the fogline stones because white is the colour you warn with. > > They take anyone who comes up out of the deep with a coal in their chest for a miner the fire took in, as they always have. ## The faithful The forbidden faith, and decided: the Apostates planted it, knowing its faithful would burn. It teaches a board, a climb, and rest for the dead, and nobody below believes it but the burned. It keeps fires for whoever climbs. Where the faithful gather, the climbs have towns, traders and an Apostate cell. They keep a fallen's things as relics, safe a hundred years if need be. Their towns look like any other; the fire is behind a wall, under a floor, in a hull. Each age the faiths burn them, and each age the faith is found again among the new pieces the board makes of the dead. What the faithful's fires do for a fallen is on [who you are](../fallen/who-you-are.md). > **Proposal** (concept, not decided): > > In Hearthold the fire in the hull is the Last Hearth, and its keeper, Maudra the Hearthwarden, is of the faithful. Most of the Hearthfolk who bring their splinter of driftwood each year do not know what they are feeding. The faithful's own name for themselves is *the Kept*; the other faiths call them hearth-witches, and burn them. > > > She fed the fire every night for forty years, and nobody came up the road. ## The other faiths Decided: the world's faiths grew up under the great factions' pieces, the Heirs' preachers and the Wardens' bound temples, and they burn the Apostates' believers, never knowing who taught them to. > **Proposal** (concept, not decided): > > - **The Keeping**, the faith of the Wardens' temples: locked doors, masked priests, and a god who will come out when he is ready. Its temples are the stillest places in a Warden region, and their doors are never opened during a service. > - **The Word**, the faith the Heirs' preachers spread: the Prophet's sayings, copied out by hand and read aloud at crossroads. Its processions march behind white banners, and its pyres are where the faithful burn. ## The Coalwrights The guild that works the fire into gear. Their forges ring the Last Hearth inside the hull of Hearthold, as close to the heat as they can stand. They know what each [coin of old Velmarch](../wiki/items/currency/index.md) does to an item, and every craft a fallen can learn starts at a Coalwright's bench. A Shard of Kindling wakes an item. An Ember of Growth makes it spread. The Coalwrights think the fire can be tamed this time. They say Velmarch failed because it took without measure, and that a careful guild could take forever. They want the coals the fallen bring back, and they want more of them every year. They say it is to save the Vale. > **Proposal** (concept, not decided): > > They are not villains; they do not know what the fire is. A fallen at their bench is working grace into iron, and the coal in its own chest is the same thing. The proposal on [the story in play](../game/story-in-play.md) is that every orb is a cold ember, an angel heaven never got back. A Coalwright will tell you a coal is a coal. ## The Stilled A quiet sect who believe the Tide is mercy. They drink seawater to forget their grief and keep [Quenching Water](../wiki/items/currency/quench.md) as a sacrament. Those who have drunk the most have forgotten their own children's names. The Stilled are kind. They tend the sick, sit with the dying and feed anyone who comes to their door. They also want the Hearth to go out. They believe every coal brought up from the deep keeps the fire's hunger fed, and that Orrin was right. They are led in Hearthold by [Ilse](../world/characters.md). The Stilled find Frost Nova obscene. To them anyone who bends the Tide to kill is a thief at an altar. > **Proposal** (concept, not decided): > > If the Tide is where a falling angel's memory goes, the Stilled drink what the fallen lost. They forget the way you forgot, and they call it peace. To a fallen climbing back toward its memories, they offer the one thing the climb takes away: not remembering. Ilse asks each fallen why it would want to. ## The Drowned Court King Orrin and what is left of his court and garrison, in drowned Saltreach on the [Drowned Coast](../journey/drowned-coast.md). They hold the old posts still. The [Bone Archers](../wiki/monsters/bone-archer.md) are the Tidewall garrison, still at their posts after the water rose. They loose at any light. Above them, Orrin sits his flooded throne, crowned in coral. Nobody living has asked whether the Court guards the Tidewall to keep the sea in or the fire out. The common drowned of Velmarch are not the Court. The [Hollow Ghouls](../wiki/monsters/hollow-ghoul.md) are townsfolk whose embers the Tide washed out. They don't hate you. They are cold, and you are warm. > **Proposal** (concept, not decided): > > Orrin asked heaven to drown the fire, and someone in heaven answered with the sea. Nobody below knows which side. The drowned are pieces in play, and the white on them is the white of salt and coral; whoever answered Orrin plays his court still, and the Court is the champion's army on the coast. ## The Cinderborn Things the fire made or remade. They have no court and no creed. They have the fire. The [Cavern Brutes](../wiki/monsters/cavern-brute.md) were Velmarch miners whose embers fused them to the stone they cut. They are armoured by it now, and wider than they are tall. They wander up from the [Underhalls](../journey/underhalls.md) wherever a shaft breaks the surface. The [Cinder Imps](../wiki/monsters/cinder-imp.md) are sparks that leapt from the fire with a will of their own. They mimic the voices of the people they burned. The Coalwrights call the Cinderborn the fire's mistakes. The Stilled call them its intent. > **Proposal** (concept, not decided): > > If the fire is fallen grace, the Cinderborn are what grace does to the world when nobody carries it: it makes things, badly, in the shapes it finds. The imps mimic voices because grace remembers and has nothing of its own to say. ## Others in the dark Some things answer to no one. The [Gloom Spiders](../wiki/monsters/gloom-spider.md) grew in the dark of the Gloamroot, between fire and tide, belong to neither, and feed on light. [Harrowwood](../journey/harrowwood.md) is full of them now. The [Rime Wraiths](../wiki/monsters/rime-wraith.md) belong to the Tide alone, and haunt the [High Pass](../journey/barrow-moors.md). > **Proposal** (concept, not decided): > > A Rime Wraith is frost in the shape of a memory: what the Tide keeps of an angel that fell through it. They haunt the High Pass, the last stretch below heaven, because that is where the Tide is thickest. Some fallen swear a wraith there turned its head when they passed, as if it knew them. ## When the war plays them Decided: every monster is a piece in play, marked with a faction's white. Only pieces in play carry white: what a faction has bound, raised, or converted and armed. A rare is moved by an angel's own hand, and has a name because the angel gave it one. In game they are the [rares](../wiki/monsters/rarity.md). How each faction raises its troops from the world's own things is a proposal on [heaven's war](../world/heavens-war.md). ![Hearthold, built in and around the stranded Crowned Gull](../art/paintings/zones/hearthold.jpg) Hearthold, built in and around the stranded Crowned Gull ![The Drowned Coast, where the Tide came in](../art/paintings/zones/drowned-coast.jpg) The Drowned Coast, where the Tide came in ![A Hollow Ghoul: cold, and you are warm](../art/paintings/monsters/hollow-ghoul.jpg) A Hollow Ghoul: cold, and you are warm --- title: "Fire, tide and white" summary: "Fire remembers, the tide forgets, and heaven's white remembers heaven. Three forces, none of them good, and what each does in play." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: fire-and-tide.html source: www/content/world/fire-and-tide.md --- # Fire, tide and white *Fire remembers, the tide forgets, and heaven's white remembers heaven. Three forces, none of them good, and what each does in play.* > A coal hisses where the seawater touches it, and both of them grow smaller. Three forces shape everything in *Road to Redemption*. Two belong to the world, and the Hearthfolk have names for them, sayings about them and songs that get them wrong: the fire and the sea. The third belongs to heaven, and the world has no name for it but *the white*. None of them is good. Each gives something and takes something you cannot spare. Decided by Alex, and the ground this page stands on: heaven is white and has no colour, because in this game white is the colour of evil; the world below is dark, with some colour. Every kill leaves a little white on your hands, and the ember's light turns a little colder with every level. The rest is concept. ## The Ember > **Proposal** (concept, not decided): > > The Ember is what is left of an angel's grace. It burns down to a coal on the way down, and that coal is the light you carry in the deep, the warmth you share with the others who fell with you, and the one warm colour in a cold world. The fire Velmarch mined beneath the world is the same thing: the grace of angels cut loose before you, heaped at the bottom of the world in the [Heartfire](../journey/heartfire.md). To the Hearthfolk the Ember is a living fire under the world. It gives warmth, growth, memory and ambition. Crops grew under its light in midwinter. Its coals burned without fuel, and Velmarch minted its coins from its shards. It is never full. What it warms, it eventually consumes. The Hearthfolk say the fires of the Hunger did not start in any hearth. They started in walls, in beams, in people. Whole districts burned from the inside out. Its colours are ember orange and gold. In the deep, warm light means life. It marks the fallen, their kin, their loot, their craft, and the creatures the fire made. ## The Tide > **Proposal** (concept, not decided): > > The Tide comes from above. The cold that drowned Velmarch came down from heaven, in answer to a king who asked for the fire to be put out. A falling angel passes through the Tide on the way down, and that is where its memory goes; now it is taking the world's. The higher you climb, the closer you come to where it rises. To the Hearthfolk the Tide is the grey sea that drowned Velmarch. It gives rest, peace and an end to grief. It forgets. What it touches loses its shape, then its name, then itself. The Hearthfolk say the drowned of Saltreach still walk because the sea took their names and left their bodies. Its colours are tide teal, rime blue and drowned slate. In the Vale the sun is warm and the grey-teal fog is the intruder at the edge of the fields. Cold belongs to death, to the drowned, and to whatever is coming for you. ## The White Heaven's colour, and the only one it has. Decided: only pieces in play carry white, what a faction has bound, raised, or converted and armed, and when a piece in play dies its white goes into the coals of every fallen near enough. That is how a fallen grows stronger, and it is the corruption coming back. The white remembers heaven before you do, so the passive tree is drawn as heaven from the first level. In the world, angels' true forms are white too, a worse white than heaven's glamour: bleached, cracked, bone and porcelain and a radiance that blinds. More on [who you are](../fallen/who-you-are.md) and [the factions](../world/factions.md). > **Proposal** (concept, not decided): > > The white is not cold the way the Tide is. The Tide takes; the white fills. A fallen at the end of a climb is stronger than it has ever been, and its light is the colour of a heaven that has none. | | The Ember | The Tide | The White | | --- | --- | --- | --- | | Is | What is left of an angel's grace (proposal); to the world, a living fire under it | A cold that came down from above (proposal); to the world, the grey sea | Heaven's mark, and its corruption | | Gives | Warmth, light, the coal that relights you | Rest, peace, an end to grief | Strength: every level is white settling | | Takes | Everything it warms, in the end. It is never full | Shape, name, self, memory | Your warmth: the ember's light cools with every level | | Remembers | Everything | Nothing | Heaven, before you do | | Colour | Ember orange, gold | Tide teal, rime blue, drowned slate | White, with no colour at all | | In play | Every crafting currency but one: fire adds | Quenching Water: the tide erases | Levelling and the passive tree; the mark on every monster in play | ## Caught between A fallen stands where all three meet. It carries fire to live in the dark, it climbs toward the memories the Tide took, and every kill on the way fills it with the white of the heaven it is climbing to. The climb gives back your strength, your memories and your seat, and with them the corruption the fall burned off. The second fall burns it warm again. Most people in Velmarch have chosen between the first two. The [Coalwrights](../world/the-world-between.md) believe the fire can be tamed this time. The [Stilled](../world/the-world-between.md) believe the Tide is mercy and drink seawater to prove it. King Orrin chose the sea once, for everyone. Nobody below has chosen the white; it chooses them. Each of them is a little bit wrong. The world never says which. ## In play The theme runs through the game's systems as well as its stories. Each system's reason in the world is on [the story in play](../game/story-in-play.md). - **Crafting (in game).** Every crafting currency but one is a form of the Ember, and fire adds. A [Shard of Kindling](../wiki/items/currency/kindling.md) wakes a plain item into a magic one. An Ember of Growth spreads a new modifier onto it. A Sovereign Spark adds one to a rare item. The one exception is Quenching Water, seawater from the Tidewall, which strips an item bare. The tide erases. How the Tide fits the new story is still open. - **Skills (in game).** The fallen draw on their coal for fire and on what they have taken from the world for everything else. [Frost Nova](../wiki/skills/frost-nova.md) is the Tide turned against itself. The Stilled find it obscene. - **Monsters (in game).** The [bestiary](../wiki/monsters/index.md) divides along the old line. Hollow Ghouls and Rime Wraiths belong to the Tide. Cavern Brutes and Cinder Imps are Cinderborn, made by the fire. Gloom Spiders grew in the dark between and belong to neither. Every one of them in play carries a faction's white (concept: the build has no factions yet). - **Light.** The climb runs from dark to white. In the deep, where you wake, the world is cold and dark by default and your ember is the only light, so warm colour is earned: a gold drop, an ally's glow or a burning imp reads at once across a cold screen. Velmarch has daylight. Heaven has light everywhere and no colour at all. The build today is the deep. ## Hearthold sayings The Hearthfolk keep a saying for each side, and they use both. *"Keep your coal covered."* Said to children, to the fallen who come up the road, and to anyone who talks too long about the old kingdom. *"The sea is patient."* Said at funerals. The Stilled say it at all other times. > **Proposal** (concept, not decided): > > *"Bar the door to the white."* Said when something comes up the road wearing it. --- title: "History" summary: "Two histories that never meet, heaven's and the world's, and the five ages of Velmarch as the Hearthfolk tell them around the Last Hearth." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: history.html source: www/content/world/history.md --- # History *Two histories that never meet, heaven's and the world's, and the five ages of Velmarch as the Hearthfolk tell them around the Last Hearth.* > The old songs name eleven kings, and no two singers in Hearthold put the middle five in the same order. The world has two histories, and nobody holds both. Heaven's is short and never changes: it built a board, and it plays. The world's is long and full of kings, and it is told by pieces who don't know there is a board. The fallen are the only ones who live in both, and on the climb they remember neither. ## Heaven's history What is decided of it is on the [overview](../world/overview.md), and none of it is told to the world. - Heaven is a castle-city, and at its centre stands the House, where God is supposed to live. Nobody is allowed in, and whether anyone is inside is never answered. Heaven carries on by habit. - Its factions fell into an eternal war, born of hubris and the ambition to sit on God's throne. Angels may not fight in heaven, so heaven made the world as its battleground, and its creatures as the pieces. Each region of the world is bound to a place in heaven, and whoever holds the region holds its twin above. - The Apostates found a way to kill an angel, and what they kill does not end: it falls to the bottom of the world with no memory. Both great factions buy fallen from them in secret. - Heaven holds a narrower set of angels now, and they never stake their own existence: they play. > **Proposal** (concept, not decided): > > Fallen grace has been coming down into the world for as long as there have been Apostates, and the world has been digging it up for as long as it has had kings. > > Heaven counts no years. The Wardens count shut wings, the Heirs count the Prophet's sayings, and the Apostates count nothing. A fallen who asks how long the war has gone on is told *an age*, which in heaven means as long as anyone has been looking. ## The world's history Nobody in Hearthold saw Velmarch burn or drown. What follows is what the Hearthfolk say, as Maudra the Hearthwarden tells it to the fallen who come up the road. They date things by reign, and count the years since the drowning in notches on the Last Hearth's cradle. Where the proposals on the [overview](../world/overview.md) say what really happened, the notes below each age say it; the Hearthfolk never do. ### I. The Age of Hearths The kingdom of Velmarch ruled the coast from Saltreach, its capital on the sea, and the green [Vale](../journey/the-vale.md) behind it. The Hearthfolk say its first king, Aldric, found the Ember when a spring on the moors began to steam in winter. His miners followed the warmth down. Its coals burned without fuel, its shards became [coin](../wiki/items/currency/index.md), and crops grew under glass in midwinter. In the third reign the Tidewall was raised across the harbour of Saltreach, a sea-gate of black stone that kept the storms out. At every coronation the royal mint struck one Sovereign Spark from the Heartfire for the new king. Velmarch was the brightest place in the world for three hundred years. > **Proposal** (concept, not decided): > > What Aldric's miners followed down was the bottom of the world, where the fallen land. The [Heartfire](../journey/heartfire.md) is the great heap of fallen grace there: every angel heaven ever cut loose and never got back, burning. Velmarch was the brightest place in the world because it was spending heaven's dead. ### II. The Hunger The more they took, the hotter it burned. In the reign of the ninth king, Hadrec, people came up from the deep shafts with embers in their chests. The Hearthfolk called them the first [fallen](../fallen/who-you-are.md), and thought them miners the fire had taken in. They lived long, burned bright, and remembered nothing of where they came from. Then the fires began to spread on their own. Whole districts burned from the inside out. The Hearthfolk say the Tallow Quarter of Saltreach burned for a month, and its people walked out of it unharmed, and that this was worse than if they had died. Nobody says why. > **Proposal** (concept, not decided): > > They were not miners. They were the first fallen anyone in Velmarch saw climb, because the deep shafts had at last reached where the fallen wake. Some went on up the Salt Road toward the moors and never came back down. The Hunger's fires were the white catching: a faction had come down to claim the kingdom's coast, and its pieces burned what they did not take. ### III. The Night of the Tide Orrin was the eleventh and last king of Velmarch. In the third year of his reign he went down to the sea alone and made a bargain with the Tide. Nobody knows what he offered. To drown a fire that deep, the Tide needed a whole sea. It drew the southern sea out of its bed, and that seabed is now the [Drawn Sea](../journey/drawn-sea.md). It poured the water through the Tidewall into Saltreach and down the mines. The capital and the coast drowned in a single night. The royal flagship, the *Crowned Gull*, was torn from its moorings and carried forty miles inland on the flood. When the water drew back, the ship lay keel-up on a hilltop in the Vale. > **Proposal** (concept, not decided): > > Orrin did not pray to the sea. He stood on the Tidewall and asked the sky to put the fire out, and someone in heaven answered with the Tide, which comes from above: a cold that falls like the fallen do, and takes memory with it. Nobody below knows which side answered him, or what it was paid. The Tide has been coming down ever since. ### IV. The Long Grey The fire did not go out. It went deeper, and the sea followed it down. On the surface the grey keeps coming in, a few fields a year. The survivors of the coast found the *Crowned Gull* on its hill and built [Hearthold](../journey/hearthold.md) in it and around it, around one coal they had carried up from the drowned city in an iron pot. That coal became the Last Hearth. It grew for a generation. Then it began to burn lower. The drowned began to walk out of the fog at dusk. Every year the Last Hearth burned a little lower and the fog came a little closer. Maudra says there are one hundred and ninety-one notches on the cradle. ### V. Now The war has come to Velmarch's roads, and the Hearthfolk don't know it is a war. White chains on the moors, white banners in the passes, masked things at the town gates: they call it *the white*, and bar the door. Fallen come up out of the deep, through the drowned coast and the Vale, and go on up toward the sky. The [Coalwrights](../world/the-world-between.md) want what the fallen carry, to save the Vale. The Stilled say the fire should be let go out, as Orrin meant. Ilse of the Stilled asks each fallen one question as it passes: *"Why would you want to remember?"* > **Proposal** (concept, not decided): > > ### A hundred years on > > On the [second climb](../game/second-climb.md) the cradle has a hundred more notches, if anyone kept cutting them. A century of war has passed over Velmarch, tipped by your choice. Maudra is dead. Someone else keeps the Last Hearth, or nobody does. The people who were children on your first climb are old, or raised, and the Hearthfolk sing a song about the fallen who went up the Salt Road and did not come back. They sing it wrong. ## Dated by reign - **Aldric, the first king.** Found the Ember. Aldric's Well still steams beside his barrow on the [Barrow Moors](../journey/barrow-moors.md). Cut the Kingsdelve. - **The third reign.** The Tidewall raised. - **The fifth reign, or the sixth in some songs.** The glass gardens of Saltreach planted. The first Gilded Embers minted, merchant's gold for a proud kingdom. - **Hadrec, the ninth king.** The first fallen come up from the shafts. Miners first speak of the Unlit. - **The tenth reign.** The fires spread. The Tallow Quarter burns. - **Orrin, the eleventh king.** His barrow dug in his first year. The Night of the Tide in his third. --- title: "Characters" summary: "The people of the world between, Orrin the Drowned King, Maudra, Ilse and Sereth the Ashen, and the angels who speak to a fallen on the climb." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: characters.html source: www/content/world/characters.md --- # Characters *The people of the world between, Orrin the Drowned King, Maudra, Ilse and Sereth the Ashen, and the angels who speak to a fallen on the climb.* > Maudra keeps a stool by the Last Hearth, worn smooth on the side where she leans toward the coal. Two kinds of people meet a fallen on the climb. The people of Velmarch don't know what you are, and each of them believes something about the fire. The angels know exactly what you are, and each of them wants you. Either may be right. ## The angels ### The Apostate who finds you ![Where you wake: a floor of grey feathers, and the embers of those who fell before](../art/paintings/zones/where-you-wake.jpg) Where you wake: a floor of grey feathers, and the embers of those who fell before Decided: she waits where you wake, and lights a fire beside you before anything can reach you. The cold embers on that floor are the fallen nobody found. She raises you back up and tries to win you over on the climb, and at the top she asks one thing back for it: one more fall. You owe her, and you pay. She cuts you loose a second time, keeping your memories, and drops you a hundred years on, so you see what your choice cost. She never says what she wants you to see. > **Proposal** (concept, not decided): > > She is human-looking and plain, with a hammer made by men, and she is the first voice of the campaign: the one who explains the world and hands you your first weapon. She knows you very well, and you don't know her. She never says who paid for your fall, if anyone did. When she finds you a hundred years later, you know her. Her name is never said on the first climb, and on the second you don't need it. > > > The second time she found you, she didn't have to say her name. ### The Prophet ![The Heirs' host on a siege bridge, the Prophet at its head](../art/paintings/factions/heirs-siege-bridge.jpg) The Heirs' host on a siege bridge, the Prophet at its head Decided: the Heirs follow a prophet, who says God speaks through him and has asked him to claim the throne. He is sincere, and he has one thing nobody else has: he listens at the House's door, and nobody can prove he hears nothing. > **Proposal** (concept, not decided): > > His name is **Ithiel** ("God is with me", from Proverbs 30, where Agur admits he does not know the holy), and other angels call him **the Listener**. He was a Warden, and kept the House's door. One day he put his cheek to it and listened, and soon after he left the City with those who believed him. Nobody knows what he heard. He speaks to an Heir himself. > > > The Prophet has never once said what God's voice sounds like. ### The Doorward ![A Warden at the House's door, his back to it](../art/paintings/factions/wardens-the-doorward.jpg) A Warden at the House's door, his back to it > **Proposal** (concept, not decided): > > The Warden who keeps the House's door, his back to it, a key heavy at his neck. He speaks to a Warden, and is perhaps named **Abdiel**, after Milton's seraph who stayed loyal. He has never looked at the door he keeps. He knew the Prophet when they kept it together. > > > The Wardens are the only angels who never look at the House. ### The gate's keeper Decided: the last fight of each climb is the fallen who keeps heaven's gate that age. Whoever holds the gate sets a fallen in it, so that only fallen strong enough reach the top, and stakes on its keeper something carried up long ago. Whoever passes takes it. > **Proposal** (concept, not decided): > > The keeper is a fallen like you, who climbed and chose and was bought to stand there. It is the only fallen on the climb who knows what you are about to choose, and it never says which side set it in the gate. The champions of each region, the angels' true forms set down on the board, are on [the factions](../world/factions.md). ## The people of Velmarch ### Orrin, the Drowned King ![Orrin on his flooded throne, crowned in coral](../art/paintings/characters/orrin.jpg) The eleventh and last king of Velmarch. On the Night of the Tide he opened the Tidewall and drowned his own kingdom to put out the Ember. Now he sits his flooded throne in Saltreach, crowned in coral, ruling the drowned. The Hearthfolk curse his name and swear their oaths by it. The Stilled light no lamps on the anniversary of the Night and call it his feast. Orrin himself still believes he saved the world. He may be right. He is drowned, and he is not a skeleton. He keeps a king's dignity: grey-teal skin crusted with salt, kelp in his beard, and a crown of branching coral with old gold showing through it. Fallen who have seen him say he barely moves. The water around his throne is still, and coral has grown over his hands where they rest on the arms of the chair. His court still brings him petitions. He still answers them. Orrin waits in the flooded heart of the Sunken Reach, on the [Drowned Coast](../journey/drowned-coast.md). His crown is already in the game, the unique [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md). > **Proposal** (concept, not decided): > > He asked heaven to drown the fire, and someone in heaven answered with the sea. Nobody below knows which side. He is a piece moved by an angel's own hand, the one that answered him, and his Drowned Court is the act boss of the drowned world. He has never learnt who he made his bargain with. He asks every fallen who reaches him. > He ruled the tide until the tide ruled him. ### Maudra, the Hearthwarden ![Maudra lit from below by the Last Hearth](../art/paintings/characters/maudra.jpg) Keeper of the Last Hearth. She is old, and half blind from a life of staring into the coal. The Hearth lights her from below, and her iron tongs are never far from her hand. Her stool and her tongs stand by the Hearth under the hull of the *Crowned Gull*, on the hill at the centre of [Hearthold](../journey/hearthold.md). Maudra is kind in the way of people who have buried many. She feeds the fallen who come up the road, teaches them the old reigns and tells them to come back. She cuts the notches on the Hearth's cradle that count the years since the drowning, or she used to. > **Proposal** (concept, not decided): > > She is of the faithful, the forbidden faith that keeps fires for whoever climbs, and the Last Hearth is the fire she keeps. She performs the Lighting, Hearthold's oldest and least spoken-of rite: a fallen lights its own fire from the Hearth, and Hearthold becomes one of its fires. She knows what you are and does not say it, because in Velmarch the faithful burn. When asked who taught her the rite, she talks about the weather in the hold. On the second climb, a hundred years on, someone else keeps her stool. > > > She fed the fire every night for forty years, and nobody came up the road. ### Ilse of the Stilled ![Ilse offering a bowl of seawater](../art/paintings/characters/ilse.jpg) She leads the Stilled in Hearthold. She is gentle, persuasive and patient. There is salt at her lips and a row of seawater vials at her belt, and she offers a bowl of it, faintly glowing, to anyone who will drink. Every argument the world makes for the fire, she answers for the sea. Ilse has drunk seawater for twenty years and remembers very little of her life before. She says she does not miss it. She keeps the Stilled's house in the forward ribs of the hull, where the old planks weep salt, and she feeds anyone who knocks. > **Proposal** (concept, not decided): > > She does not stop the fallen from going on up. She asks each one a question as it passes, *"Why would you want to remember?"*, and offers it the bowl. A fallen is climbing toward its memories, and the first few are kind. She is the one person on the climb who says the later ones might not be worth it, and she is right about that. The Stilled call her song *The Low Water*. Nobody who hears it can remember the words afterwards. ### Sereth the Ashen ![Sereth, ash-cracked, a dead cinder in his chest](../art/paintings/characters/sereth.jpg) Sereth is grey from head to foot, as if dusted with ash that never brushes off, and his skin is cracked like a burnt log. Behind his cracked breastplate, where a fallen's coal glows, there is a dead grey cinder. He still walks. Nobody knows how. He sits apart from the Hearth and does not warm his hands. He speaks quietly and seldom, as if the fire is listening, and he will not say what he saw. The Hearthfolk say the amulet called the Ashen Heart is his. Some say he gave it away. Some say it was taken from him in the [Heartfire](../journey/heartfire.md), and that he came back to look for it. The amulet is already in the game, the unique [Ashen Heart](../wiki/items/uniques/ashen_heart.md). > **Proposal** (concept, not decided): > > He is a fallen who went the wrong way. Every fallen climbs; Sereth went back down, into the Heartfire, the heap of everyone's lost grace, to look for his own among it. He came back with his coal burned out, and nothing has relit it since. He is the one fallen in the world with no fire to relight at, and he walks anyway. ![Sereth head to toe, standing with his arms held out from the cloak](../art/paintings/characters/sereth-full-body.jpg) Painted head to toe, he became a rigged 3D model, which turns in the [asset explorer](../art/assets.md#concept/characters/sereth.glb). It is a concept model, not yet in the game. > Still warm, long after the fire went out. --- title: "Mysteries" summary: "The questions the game never answers, in heaven and in the world between, and the rumours that circle them." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: mysteries.html source: www/content/world/mysteries.md --- # Mysteries *The questions the game never answers, in heaven and in the world between, and the rumours that circle them.* > Every fallen who reaches the top brings one more question than it took up. Some things in *Road to Redemption* are meant to stay open. Several were decided by Alex on 25 October 2026 to stay unanswered for good; the others are open because nobody has answered them yet, and are the hooks for acts and leagues not yet written. Every faction has its answer to each. None of these answers is confirmed. ## Decided never to be answered ### Who cut you loose, and why you? The exact cause of your fall is never told. The climb reveals what made it possible: heaven's war, the Apostates' hammer, and the trade by which both great factions buy fellings. No fallen learns whether its fall was bought. The Apostate who finds you knows you very well, and she never says who paid, if anyone did. Each memory comes back with the height, and none of them reaches the blow that felled you. ### Is anyone in the House? Nobody is allowed to enter it, and whether anyone is inside is never answered. The Wardens say God is inside and will come out when God wills. The Heirs say God speaks through the Prophet. The Apostates say there shall be no God, whoever is inside. No key in heaven fits the House. ### What did the Prophet hear? He listens at the door, and nobody can prove he hears nothing. ### What does a third cut do? It is said to end an angel, and the Apostates, who free angels and never end them, will not try. So there is no third fall. ### What would winning mean? If either great faction won, the world would probably end, since nobody keeps a board once the game is over. If the Apostates won and heaven were destroyed, the war in the world would stop, and the world might at last be at peace; or it might vanish with heaven. Nobody knows. ### How did the first hammer come up? The hammers were made below; nobody says how the first one came up. Nothing of the world rises to heaven unless a fallen carries it, and the Apostates were making fallen with them. ## Still open ### Who answered Orrin? The Hearthfolk say Orrin opened the Tidewall to drown the Ember for good. The fires had spread past stopping, and a king chose a sea over a pyre. The proposal on the [overview](../world/overview.md) is that he asked heaven, and someone in heaven answered with the sea. Nobody below knows which side. Others say a king who wanted the fire gone would have let it burn out. They say he drowned his kingdom to keep the Ember for himself, or to hide it from someone. Fallen who reach his throne room say the floor at its centre is dry. Nobody can say what holds the water back. His barrow on the moors still stands open, waiting for him. ### Whose lives does a memory show? Each act boss gives back a memory. On the second climb the same heights give back older memories, from before your first fall. A memory may show you serving a side you never chose (a proposal). Some fallen remember things heaven says never happened: a court with no stairs, a door standing open. The Wardens say memories come back crooked. The Apostates say they come back true, and that heaven is what changed. ### Is the fire dying, or waking up? The Last Hearth burns lower every year, and Hearthold reads that as the fire dying. But the old miners said the depths were warmer than they were in their youth. And the Last Hearth itself grew for a generation after the drowning before it began to shrink. Nobody can say what it was growing toward. The royal mint struck one Sovereign Spark for each reign, and Velmarch had eleven kings. Fallen bring back more than eleven in a year. The Coalwrights do not like to discuss it. If the fire is fallen grace, as the overview proposes, every coal is an angel, and the heap at the bottom of the world grows with every felling. ### What is under the fire? Old miners swore there is something under the Ember, a place where the fire itself is afraid. They called it the [Unlit](../journey/the-unlit.md). Voidsteel and Ether are said to come from there, and both turn up in the Underhalls. Nobody admits to having found the place they come from. Heaven made the board, and nobody in heaven speaks of what it was made on. ### Who taught the faithful? The Apostates planted the faith, and the faithful keep fires for whoever climbs. Maudra knows the Lighting, the rite by which a fallen lights its fire from the Last Hearth (a proposal). She has never said where she learned it, or who taught the one who taught her. ## Rumours - A ship's bell rings in the Sunken Reach, on the [Drowned Coast](../journey/drowned-coast.md), at the hour the Tidewall opened. - The Tide's bargain with Orrin had two halves. The Drawn Sea is the half he did not mention, and there is a third that nobody has found. - The Stilled have a second sacrament, drunk only once. Nobody who drinks it is seen in Hearthold again. - The Last Hearth was never a coal from Saltreach. Someone carried it up from the bottom of the world on the Night, and that is why it grew. - Every fallen who first looks at its [passive tree](../fallen/the-rose.md) finds one place in the remembered heaven already lit. Nobody knows who lit it. - The stray coals that wake [rare monsters](../wiki/monsters/rarity.md) are not stray: an angel above drops one on a piece it means to play by hand. - The House has a second door, and the Apostates know where it is. - One of the still angels on the City's walls moved, once, the night the Prophet left. --- title: "Glossary" summary: "The words of heaven and of the world between, from Aldric's Well to the white." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: glossary.html source: www/content/world/glossary.md --- # Glossary *The words of heaven and of the world between, from Aldric's Well to the white.* > In the Vale the old farmers use one word for the fog and the sea, and they say it quietly. Terms as heaven and the Hearthfolk use them. Entries say when a word names something in the current build. Words marked *(proposal)* are not decided yet; words marked *(earlier story)* belong to the descent the game told before 25 October 2026 and no longer hold as written. The rest of heaven's words were decided by Alex on 25 October 2026 (see the [overview](../world/overview.md)). History, factions and people have their own pages: [History](../world/history.md), [The factions](../world/factions.md), [The world between](../world/the-world-between.md), [Characters](../world/characters.md). ## Heaven and the war - **Act boss.** The fight at the end of each act of a climb. Each gives back a memory. - **Apostates.** The renegade faction, who say there shall be no God and want the House broken. They cut angels loose, and every fallen is one of theirs. See [The factions](../world/factions.md). - **The board.** The world, as heaven sees it: made as the battleground for heaven's war, so it can be fought without damaging heaven. Its creatures are the pieces, and are never told. - **Broken ground.** A region whose champion has been killed, so that it is nobody's, and neither is its twin above. The Apostates' front. See [Heaven's war](../world/heavens-war.md). - **The camps.** The Wardens' name for the Heirs' cities *(proposal)*. - **Champion.** An angel's true form set down on the board at the heart of its army: each region's boss. In the endgame, you are your faction's champion. - **The City.** Heaven's celestial city, held by the Wardens, with the House at its heart *(the name is a proposal)*. - **Climb.** The campaign: three acts from the bottom of the world to the gate of heaven. There are two, the second a hundred years after the first. See [The campaign](../game/campaign.md). - **Cold embers.** The coals on the floor where the fallen wake that guttered before they touched any fire. Each is an angel heaven never gets back. - **The court.** The ground around the House. It holds for nobody until the whole board does, and always has one more stair. - **The Doorward.** The Warden who keeps the House's door, perhaps named Abdiel *(proposal)*. - **The faithful.** Believers of the forbidden faith the Apostates planted. They keep fires for whoever climbs, keep the hubs, and burn when they are found. See [The world between](../world/the-world-between.md). - **Fallen.** An angel cut loose from heaven, who wakes at the bottom of the world with no memory. The player is one. The game calls the players *the Fallen* (decided 26 October 2026); see [Who you are](../fallen/who-you-are.md). - **Fires.** The fires a fallen lights wherever it rests. It steps from any of its fires to another, and relights at the last it touched. A century puts them all out. In game, perhaps the waypoints and checkpoints *(proposal)*. - **The gate.** Heaven's gate, at the top of each climb. Its keeper is a fallen, each age's trial. - **Glamour.** Heaven's white, which holds only in heaven. In the world, angels show their true form. - **Go-betweens.** Fallen who carry the secret trade between the Apostates and the great factions, and deal at your seat. - **The hammer.** The Apostates' tool for cutting an angel loose. It works only in heaven, and only in an Apostate's hand. The hammers were made below. - **Heirs.** The great faction that follows the Prophet and wants the House's door opened for him. See [The factions](../world/factions.md). - **The House.** The round domed house at the centre of heaven where God is supposed to live. Nobody may enter it, and whether anyone is inside is never answered. - **Kin.** Fallen who share a fire. A party is kin from the moment it sets out, whatever banners its fallen chose. In game, a party. - **The law.** Angels may not fight in heaven. It binds every angel but the fallen; an angel who breaks it is called an Apostate. Also *ground for ground*: each region of the world is bound to a place in heaven, and whoever holds the region holds its twin above. - **League.** A season of the endgame. At its end one place nearer the House changes hands. - **Memory.** A short scene of who you were, and a strength the character keeps for good. Each act boss of a climb gives one back. See [The second climb](../game/second-climb.md). - **Pieces.** The world's creatures, as heaven made them. *Pieces in play* are those a faction has bound, raised, or converted and armed, and they carry its white. Pieces nobody plays (farmers, priests, traders, children) watch the war. - **Pinnacle.** A fight in heaven, in person, at a broken place that matters. Fallen against fallen. - **The Prophet.** The Heirs' leader, who says God speaks through him, perhaps named Ithiel, called the Listener *(the names are proposals)*. - **The second climb.** The climb again, a hundred years after the first, keeping your memories and your faction, through a world your choice has made worse. It replaces Nightmare. - **The second fall.** The fall at the end of the first climb, willingly, to pay the Apostate who raised you. There is no third. - **Seat.** Your place in heaven, given back at the end of the climb. In game, the hideout. - **The still angels.** Angels who stopped playing, and stand where they stopped with dust on their shoulders *(proposal)*. - **Sworn fallen.** A fallen sworn that no fire will relight it. In game, hardcore. - **The trade.** The secret dealing by which both great factions buy fellings from the Apostates, paying in keys, unwatched wings and unbarred posterns. - **True form.** What an angel is in the world, under heaven's glamour. The Wardens' are lifeless, the Heirs' godlike, the Apostates' human. A fallen's is its shadow, its wings and its light. - **The Unmakers.** The Apostates' name for themselves *(proposal)*. - **Wardens.** The dominant, declining great faction, who say God chose them to protect the House and forbid anyone to enter. See [The factions](../world/factions.md). - **The white.** Heaven's colour, and in this game the colour of evil. Every piece in play carries it; every kill leaves a little on your hands, and it is how a fallen grows stronger, and the corruption coming back. In game, experience. *The white settles* in the passive tree. ## The world between - **The Age of Hearths.** The three hundred years when Velmarch mined the Ember and was the brightest place in the world. See [History](../world/history.md). - **Aldric's Well.** The spring on the Barrow Moors, beside the first king's barrow, where the Ember was found. It steams in winter. - **Barrow Moors.** The high grassland where Velmarch's kings are buried, near the top of the climb. See [The Barrow Moors](../journey/barrow-moors.md). - **Bilge Market.** Hearthold's market, held on the floor of the hull on market days. See [Hearthold](../journey/hearthold.md). - **Candlecap.** A pale fungus of the Gloamroot that gives about as much light as a candle. - **Cinderborn.** Things the fire made or remade. See [The world between](../world/the-world-between.md). - **Cinderworks.** The foundries at the bottom of the Underhalls, still burning without fuel. See [The Underhalls](../journey/underhalls.md). - **Coalwrights.** The guild that works the fire into gear, and the home of crafting. See [The world between](../world/the-world-between.md). - **Crowned Gull.** The royal flagship of Velmarch, carried forty miles inland by the flood and left keel-up on a hill. Hearthold is built in and around it. - **The Drawn Sea.** The bed of the southern sea, emptied by the Tide to drown Saltreach. See [The Drawn Sea](../journey/drawn-sea.md). - **The Drowned Coast.** Where the Tide came in. Salt marsh, the spires of Saltreach and the Sunken Reach. See [The Drowned Coast](../journey/drowned-coast.md). - **The Drowned Court.** King Orrin and what is left of his court and garrison in drowned Saltreach, still holding the old posts. See [The world between](../world/the-world-between.md). - **The Ember.** To the world, the living fire under it. Proposed: what is left of an angel's grace, the coal in a fallen's chest, and the fire Velmarch mined. See [Fire, tide and white](../world/fire-and-tide.md). - **False lamps.** The Hearthfolk's name for Cinder Imps drifting between the trees of Harrowwood. - **The fogline.** The rows of whitewashed stones across the Vale, one row a year, that mark how far the fog has come. - **Gloamroot.** The roots of Harrowwood, going down into the dark beneath the forest. - **Greyhallow.** The stone hut at the top of the High Pass, where travellers once kept a fire. - **Guttering.** A fallen's fall when its life runs out: its coal gutters, and relights at the last fire it touched. In game, death. - **Harrowwood.** The kings' forest. See [Harrowwood](../journey/harrowwood.md). - **The Heartfire.** The core of the Ember, at the bottom of the world. Proposed: the great heap of fallen grace where the fallen land. See [The Heartfire](../journey/heartfire.md). - **Hearthfolk.** The people of the Vale and of Hearthold. - **Hearthold.** The hill-town in the stranded *Crowned Gull*, and a hub of the climb. - **The High Pass.** The snowbound road through the mountains, the last stretch below heaven. - **The Hunger.** The age when the Ember burned hotter the more Velmarch took, the first fallen came up from the shafts, and fires spread on their own. - **The Hush.** The old miners' name for whatever lives in the Unlit. Never said underground. - **Kindled.** *(Earlier story.)* The players' name before 26 October 2026; they are now *the Fallen*. The word lives on as the lowest tier of a fire affix. - **Kings' lamps.** The coals that glow in the hollow trunks of Harrowwood, warm to the hand and burning nothing. - **The Kingsdelve.** The first hall of the Underhalls, cut in Aldric's reign. - **The Last Hearth.** Hearthold's great coal, the size of a house, in an iron cradle. - **The Lighting.** Hearthold's oldest rite. Proposed: a fallen lights its own fire from the Last Hearth, so that Hearthold becomes one of its fires. *(Earlier story: the rite that gave someone an ember.)* - **The Lisle.** The clear river of the Vale. At dusk the drowned wade up it out of the fog. - **The Long Grey.** The years since the drowning, while the fog comes in a few fields a year and the Last Hearth burns lower. - **Lowmouth.** The old mine-head on the Drawn Sea, where the Plumb stands. - **Night of the Tide.** The night Orrin opened the Tidewall and the coast drowned. - **The Plumb.** The Coalwrights' great winch and iron cage at Lowmouth, which lowered miners into the Underhalls. - **Relighting.** A guttered fallen rising again, at the last fire it touched or at once from a friend's warmth. In game, resurrect. - **The Salt Road.** The old road from the coast over the High Pass, Velmarch's spine. - **Salters.** Hearthfolk who cut salt on the Drawn Sea and carry it home by night. - **Saltreach.** The capital of Velmarch, now standing in the sea. - **Shared warmth.** Kin growing from each other's kills. In game, experience shared within a radius. - **The Smoking Pit.** A collapsed shaft between the Vale and the coast, the nearest to Hearthold, which has breathed red smoke since the drowning. - **The Stilled.** The quiet sect who believe the Tide is mercy and drink seawater to forget. See [The world between](../world/the-world-between.md). - **The Summer Sea.** The southern sea before the Tide drew it out of its bed. Now the Drawn Sea. - **The Sunken Reach.** The flooded streets of Saltreach, walkable at low water. - **The Tallow Quarter.** The district of Saltreach that burned for a month in the Hunger. Its people walked out unharmed. - **The Tide.** The sea that drowned the coast and is still rising, and what it does to what it touches. Proposed: a cold that comes from above, where a falling angel's memory goes. - **The Tidewall.** The great sea-gate of Saltreach, opened by Orrin and still standing open. - **The Underhalls.** Velmarch's mine-halls, at the bottom of the climb. See [The Underhalls](../journey/underhalls.md). - **The Unlit.** What lies below the fire. Perhaps a region of the endgame *(proposal)*. See [The Unlit](../journey/the-unlit.md). - **The Vale of Velmarch.** The last green valley of the kingdom. See [The Vale](../journey/the-vale.md). - **Velmarch.** The kingdom, half drowned: the part of the world between the deep and heaven that the climb passes through. - **Voidsteel and Ether.** Materials said to come from the Unlit. In game, the Voidsteel Sword and Ether Wand item bases. ## Words of the earlier story - **The Descent.** *(Earlier story.)* The endless depths of the endgame, which had no bottom anyone had found. The endgame is now the contested world, regions opened as maps from your seat. In game today, the cave levels that go on without end, one portal at a time: the deep where the climb begins. - **The Undersky.** *(Earlier story.)* The dark sky of unlit coals a Kindled saw inside themselves. The passive tree is now [the Rose](../fallen/the-rose.md). See [The passive tree](../fallen/the-rose.md). - **Newly Lit.** *(Earlier story.)* Someone just given an ember in the Lighting. The fallen arrive with their coal. --- title: "Writing the world" summary: "How the world is written, for anyone adding to it: lore that serves the game, the tone, who tells what, one-sentence flavour, and how people, places and things are named." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The World" html: writing.html source: www/content/world/writing.md --- # Writing the world *How the world is written, for anyone adding to it: lore that serves the game, the tone, who tells what, one-sentence flavour, and how people, places and things are named.* > One sentence, one concrete image, and no explanation. This page is for anyone, person or agent, who writes for *Road to Redemption* (still *Emberdeep* in the code): lore pages, flavour text, the names of items, monsters and places, the words on a loading screen. The pages of this site are the source of truth for the world and its names, and the [overview](../world/overview.md) is the canon. When the game ships something that contradicts a page, the game wins and the page is changed. Every page says how sure it is in its status: in game, decided, or concept. Anything you invent is concept, or a proposal block on a decided page. ## Lore serves the game The story was made to give every system of the game a reason, and new lore should do the same. - **Every rule of the world explains something you do.** Monsters attack anything because pieces don't know their players. Loot drops because the dead drop what they carried. Friends share kills because kin share a fire. When you add to the world, ask what it explains in play, or what fight, item or place it sets up. [The story in play](../game/story-in-play.md) is the list. - **Plug holes; don't open them.** If a new idea makes a system harder to explain (why do my own faction's troops attack me? why can I trade with friends?), it needs an answer before it goes in. Most of the rules on [heaven's war](../world/heavens-war.md) exist to answer one such question. - **The game decides; the lore follows.** A design choice is never bent to fit the story. If the game needs something the world forbids, the world finds a reason. ## Tone - **It starts in the dark and climbs toward something worse.** The deep where you wake is cold and dark, and your ember is the only warm thing in it. Velmarch has daylight, orchards, a market and people who laugh: a place worth saving, and a home, not a place already lost. Heaven, at the top, is the most beautiful place in the game and the most wrong: white, colourless, and at war. Each act gives back a little more of you, and a little more of the corruption with it. - **White is evil.** In this game white is the colour of evil, decided. Heaven is white, the true forms of angels are white, the mark on every monster in play is white. Never write white as pure, holy or safe. Warmth and colour belong to the world, and to what is left of you. - **Mythic and terse.** Short sentences about concrete things. No winking humour, no modern idiom, no exposition dumps. - **Never nihilistic.** Even at its darkest, small human things endure: a market, a song, a mended coat, a fire kept for someone who may never come. - **Nobody is right.** Each of heaven's factions is right about one thing and wrong because of it (see [the factions](../world/factions.md)), and any two that beat the third fall out. Below, fire remembers, the tide forgets, and neither is good. The world never tells the player which side is right, and nothing written for it should. See [Fire, tide and white](../world/fire-and-tide.md). ## Who is telling it - **The world does not know heaven.** Its people have only their religions. Lore told below says *the Hearthfolk say*, *the Coalwrights say*, *Maudra says*, and never names heaven, angels or the board: they see *the white*, and bar the door. - **Angels never explain themselves.** They tell a fallen what they want it to believe. Each faction has its answer to every question, and none of them is the truth. - **The fallen don't remember.** On the first climb you know less than anyone you meet. Memories come back with the height, one per act boss, and none of them reaches the blow that felled you. The exact cause of your fall is never told, by anyone, ever. - **Tellers disagree.** No two singers put the middle five kings in the same order, and the first Gilded Embers were struck in the fifth reign, or the sixth in some songs. That is how the Hearthfolk would tell it, and it leaves room to change things later. They date things by reign, not by year, and count the years since the drowning in notches on the Last Hearth's cradle. ## The mysteries stay open The questions on [Mysteries](../world/mysteries.md) are deliberately unanswered. Some are decided to stay unanswered for good: who cut you loose and why, whether anyone is in the House. The others are the hooks for future acts and leagues. Add rumours around them; never answer them. A rumour is one specific line that nobody can confirm, and the pages end with two or three of them. ## Flavour text - **One sentence, built on a concrete image, that never explains itself.** The uniques in the game set the bar: > The ground remembers every fire. > He ruled the tide until the tide ruled him. > Still warm, long after the fire went out. - **Flavour in the game is canon.** A page can tell the story behind a line. It never changes the line. - **No lore in tooltips.** A tooltip says what an item does, with one line of flavour at its foot. The story belongs on its wiki page. - **Every page opens with a flavour line,** as a blockquote: one sentence, one image of the place or thing, like the line at the top of this page. ## Names The names already in the world follow a few patterns. New names should fit them. - **Heaven's words are plain and few.** The House, the City, the court, the gate, the board, the law, the trade, the white. Heaven has had one name for each thing for an age, and capitalises almost none of them. Its factions are named for what they do or claim: the Wardens, the Heirs, the Apostates. - **Angels have old Hebrew names** ending in *\-el*, taken from scripture or its margins, with the meaning and the source in mind: Ithiel and Abdiel are proposals. Their epithets are what other angels call them: the Listener, the Doorward. - **Places in the world** are old compounds of plain words that say what the place is or was: Hearthold, Saltreach, Harrowwood, the Gloamroot, Greyhallow, Lowmouth, the Tidewall, the Kingsdelve. The Hearthfolk name things practically: the Bilge Market, the Plumb, the fogline, candlecap, false lamps. The miners named theirs for what they found: the Ninth Shaft, the Long Bellows, the Slow Gold. - **People of the world** have short, old-European names: Aldric, Hadrec, Orrin, Maudra, Sereth, Ilse. Their epithets say what happened to them or what they keep: the Drowned King, the Hearthwarden, the Ashen, of the Stilled. - **The game's systems have the world's words.** A fallen does not die but gutters, and is relit rather than resurrected, at the last fire it touched. Its party is its kin, who share warmth rather than experience. It grows by the white that comes off the dead. Its hideout is its seat; in the endgame it works its champion from there, and fights in person only at a pinnacle. Lore uses these words; the rules on the wiki use the plain ones. The [glossary](../world/glossary.md) pairs them. What the players and the passive tree are called is still open. - **Uniques name a person, a place or an event of the world,** so the loot tells the story: the Crown of the Drowned King, the Ashen Heart, the Grave Mantle. - **Currency is the coin of old Velmarch,** minted from the fire, so every coin but one is a form of fire: Shard of Kindling, Ember of Growth, Shifting Ash, Gilded Ember, Crowning Flame, Wildfire Orb, Sovereign Spark. The last is the sea: Quenching Water. A new currency that adds is fire. One that takes away is the Tide. - **Rare monsters** take a one-word name joined from a grim beginning and an ending, like Gorefang or Murkspine; the [wiki](../wiki/monsters/rarity.md) lists the parts the build uses. The angel who moves a rare gave it that name. Titles after the name, such as *the Patient*, are concept. - **Sayings** are short and practical, and about coals, the sea or the white: *"Keep your coal covered." "The sea is patient." "One coal dies. A heap of them burns till morning."* ## Writing a page - The game is two climbs of three acts each, then the endgame in the contested world. Which regions fall in each act is a proposal on the [overview](../world/overview.md), shown on [the Journey](../journey/index.md); take act numbers from there rather than typing your own. - A region page keeps one shape: what it looks like, who or what lives there, who holds it in heaven's war, how strange it is, its place in history, what of it is in the game, and rumours. - Say plainly what is in the current build and what is not, in an *In the game* section. Game numbers are never typed in: they are expressions on the game's data, so they stay true. The page format is in `www/README.md`. - British spelling: colour, grey, armour. --- title: "The Journey" summary: "Three acts and an endgame, from the bottom of the world where you wake to the gate of heaven, then the same climb again a hundred years on, through a world your choice has made worse." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" html: index.html source: www/lib/sections.ts (SECTIONS) and the pages of www/content/journey/ --- # The Journey *Three acts and an endgame, from the bottom of the world where you wake to the gate of heaven, then the same climb again a hundred years on, through a world your choice has made worse.* Three acts and an endgame, from the bottom of the world where you wake to the gate of heaven, then the same climb again a hundred years on, through a world your choice has made worse. The three acts and the two climbs are decided. Which region sits in which act, read bottom to top, is a proposal: see [the overview](../world/overview.md). 1. **Act 1: The Deep.** Where the fallen wake, with no memory: a floor of feathers, the heap of fallen grace that Velmarch mined, and the foundries and halls above it. Only your ember lights the way up. [The second climb](../game/second-climb.md): She is waiting where you wake, and this time you know her. A century more of your kind has been dug up and burned. 1. [Where You Wake](../journey/where-you-wake.md): The floor of the world: grey feathers, the cold embers of those who fell before you, and one shaft of light from very far above. (Daylight: One shaft from far above; Strangeness: Dreamlike) 2. [The Heartfire](../journey/heartfire.md): The great heap of fallen grace that Velmarch mined: white-gold, glass-floored, too bright to look at. (Daylight: Overexposed; Strangeness: Visionary) 3. [The Underhalls](../journey/underhalls.md): Foundries that burn your kind for fuel, then mine-halls too large to see across, and the Plumb’s cage hanging in the dark. (Daylight: Only your ember; Strangeness: Mythic) 2. **Act 2: The Drowned World.** Up the Plumb into Velmarch, mostly under the sea: a desert of salt, then the drowned capital, where its king still holds court and ends the act. [The second climb](../game/second-climb.md): The coast has drowned further and the front between heaven’s holds has moved. Orrin is on his throne either way. 1. [The Drawn Sea](../journey/drawn-sea.md): Out of the Plumb into blinding noon: salt flats, stranded fleets, whale ribs, and Saltreach hanging upside down in the sky. (Daylight: Blinding white noon; Strangeness: Surreal) 2. [The Drowned Coast](../journey/drowned-coast.md): Grey salt marsh, faces under the water, Saltreach’s spires in the sea and the Drowned King on his dry floor. (Daylight: Grey fog, cold shafts; Strangeness: Uncanny) 3. **Act 3: The Ascent.** Out of the fog into the Vale, where daylight comes back and Hearthold keeps a fire for you; then the kings’ forest, the moors of their graves and the High Pass above the clouds, to the gate of heaven: white, colourless, and at war. Hub: [Hearthold](../journey/hearthold.md). [The second climb](../game/second-climb.md): The fog has climbed the Vale and the children who watched you pass are old, or raised. A century’s fallen keeps the gate, and you arrive on your own banner’s ground. 1. [The Vale of Velmarch](../journey/the-vale.md): Up the low road out of the fog: orchards, hedgerows, and Hearthold on its hill, the last warm place. (Daylight: Golden afternoon; Strangeness: Grounded) 2. [Harrowwood](../journey/harrowwood.md): The kings’ forest of colossal oaks and yews, coals glowing in hollow trunks, the Gloamroot beneath. (Daylight: Dappled, then dusk; Strangeness: Fairy tale) 3. [The Barrow Moors](../journey/barrow-moors.md): Golden grass over the mounds of eleven kings, then the High Pass, climbing through snow above the clouds. (Daylight: Wind and cloud, then snow-glare; Strangeness: Eerie) 4. [The Gate of Heaven](../journey/heaven.md): A bridge over the cloud sea to a white gate, arches inside arches, and the city behind it at war. (Daylight: White without a sun; Strangeness: Sublime) 4. **Endgame: The Contested World.** The endgame: the world’s regions, held by heaven’s factions, opened as maps from your seat above; the Unlit under the fire; pinnacle fights in heaven. 1. [The Contested World](../journey/contested-world.md): The world as heaven’s board: every region held by a faction, opened as a map from your seat above. (Daylight: The world’s own light; Strangeness: Whatever holds it) 2. [The Unlit](../journey/the-unlit.md): Under the floor where you woke, where the fire itself is afraid, and light lights nothing. (Daylight: Light that lights nothing; Strangeness: Phantasmagoria) - [Where You Wake](../journey/where-you-wake.md): The floor at the bottom of the world, drifted deep in grey feathers and the cold embers of the fallen nobody found, where every climb begins. [concept] - [The Heartfire](../journey/heartfire.md): The great heap of fallen grace that Velmarch mined for three hundred years, white-gold and glass-floored, the first light a fallen comes to. [concept] - [The Underhalls](../journey/underhalls.md): The Cinderworks, foundries that burn fallen grace for fuel, then Velmarch's mine-halls climbing reign by reign to the Plumb, the way out of the deep. [concept] - [The Drawn Sea](../journey/drawn-sea.md): The Plumb comes up into blinding noon on the bed of the southern sea, emptied by the Tide: a desert of salt, stranded ships, and a crusade marching on a city in the sky. [concept] - [The Drowned Coast](../journey/drowned-coast.md): Where the Tide came in, a grey salt marsh with faces under the water, the spires of Saltreach standing in the sea, and the Drowned King on his dry floor. [concept] - [The Vale of Velmarch](../journey/the-vale.md): Up the low road out of the fog into the last green valley of Velmarch, all orchards and hedgerows, with Hearthold on its hill and the sea fog creeping up the low fields. [concept] - [Hearthold](../journey/hearthold.md): The first town of the climb. A hill-town in the Vale, built in and around the royal flagship the Tide left keel-up on the hilltop, with a fire for fallen hidden in its hull. [concept] - [Harrowwood](../journey/harrowwood.md): The kings' forest of colossal oaks and yews, and below it the Gloamroot, where the roots go down into the dark. Broken ground, where the world's own things run loose. [concept] - [The Barrow Moors and the High Pass](../journey/barrow-moors.md): Open golden grassland over the graves of Velmarch's kings, where their households march under white banners, then the High Pass, climbing through snow above the clouds. [concept] - [The Gate of Heaven](../journey/heaven.md): The top of the climb. A bridge over the cloud sea to a white gate kept by a fallen, the City behind it, the choice of a faction, and the second fall. [concept] - [The Contested World](../journey/contested-world.md): The endgame. The world as heaven's board, every region held by a faction, opened as a map from your seat above, where you go down as your faction's champion. [concept] - [The Unlit](../journey/the-unlit.md): The endgame's deep end. What the old miners swore lies under the fire, below the floor where the fallen wake, where the fire itself is afraid and the depths have no bottom. [concept] --- title: "Where You Wake" summary: "The floor at the bottom of the world, drifted deep in grey feathers and the cold embers of the fallen nobody found, where every climb begins." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: where-you-wake act: "Act 1: The Deep" html: where-you-wake.html source: www/content/journey/where-you-wake.md --- # Where You Wake *The floor at the bottom of the world, drifted deep in grey feathers and the cold embers of the fallen nobody found, where every climb begins.* > You wake on a floor of feathers, and the light you fell through is already too far away to reach. Every fallen begins here, at the bottom of the world, with a coal in its chest and no name. This is the first step of the first act, the Deep, and of every climb after it. The three acts are decided; which regions sit in which act is a proposal, from "The climb" in the [overview](../world/overview.md). ## What you find A cave too wide to see the walls of, floored with grey feathers drifted as deep as snow. Far overhead a crack in the roof lets down one shaft of white light, and you are lying in it. The feathers are what the fall burned off you, and off every fallen before you. They are soft, grey, and cold, and they drift where you walk. Scattered through them are small orange lights: the cold embers. Each is a coal that guttered before it touched any fire, an angel heaven never gets back. They still glow a little. They give no warmth. Beside you, before anything in the dark can reach you, someone has lit a fire. ## What it tells you That you fell, and you are far from the first. That a coal on its own goes out. And that someone knew where you would land. She is an Apostate, though she does not use the word: plain, human-looking, with a hammer made by men for stone. She knows you very well, and you do not know her. She tells you where you are and which way is up, puts your first weapon in your hand, and never says who you were. ## How it plays - **The first minutes of the game.** A small circle of firelight in a great dark, the first fire you can relight at, and one way out: toward the light of [the Heartfire](../journey/heartfire.md). - **Your ember is the light.** Outside her fire, only the coal in your chest lights the floor. The first monsters come to it out of the dark, the way they come to the player's light in the build today. - **Kin wake together.** A party that sets out together wakes on the same floor, in the same shaft of light, at her one fire. ## On the second climb You fall a second time, willingly and keeping your memories, and wake on the same floor a hundred years on. The feathers are deeper. Every fire you lit is out, but hers is burning, and this time you know her. See [the second climb](../game/second-climb.md). ## In the game Where You Wake is concept, and so is the Apostate. The build starts every run in a generated cave lit only by the player's ember, with no fire and nobody waiting. ## Rumours - The shaft of light is never quite where it was. The feathers are deepest where it has fallen most. - A cold ember held long enough in a warm hand grows warm again. Nobody has held one that long. --- title: "The Heartfire" summary: "The great heap of fallen grace that Velmarch mined for three hundred years, white-gold and glass-floored, the first light a fallen comes to." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: heartfire act: "Act 1: The Deep" html: heartfire.html source: www/content/journey/heartfire.md --- # The Heartfire *The great heap of fallen grace that Velmarch mined for three hundred years, white-gold and glass-floored, the first light a fallen comes to.* > The floor is glass, and through it the light goes down further than the eye will follow. Up from the feather floor, the dark ends all at once. The Heartfire is the fire under the world, the Ember that Velmarch mined toward for three hundred years, and the first light a fallen comes to. It is in the first act, the Deep; which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What you find Holy and unbearable. After the feather floor, there is suddenly too much light. White-gold comes from everywhere at once, with no source the eye can find. The floor is glass, fused from the stone by the heat, and the light rises through it. There are no shadows. Colours bleach out until your own gear looks white, and the coal in your chest, the only light you had, can no longer be seen at all. It pulls. Your coal strains toward the heart of it the way a compass needle swings north, and the closer you walk, the harder it pulls. ## What it tells you What the fire is. Everything the fall burns off an angel on the way down comes to rest here, and keeps burning: grace with nobody in it, heaped up over more falls than anyone has counted. Velmarch grew rich on it. Every coal that burned without fuel and every shard struck into coin was cut from here, or from what ran out of it into the stone. You are standing in your own kind, and in some of yourself. Nobody above knows it. The Coalwrights who still mine it are not villains; they think it is fire. ## How it plays - **A crossing, not a hunt.** No monster follows you into the light. The danger is the pull: the nearer the heart, the slower you walk, as if the heap wants you back. - **The first thing you understand.** It is where the climb shows you what the world is made of, before anyone tells you. - **The way up is a shaft.** At its rim the oldest workings of Velmarch reach down to it, and the climb goes on up them, into [the Underhalls](../journey/underhalls.md). ## On the second climb A hundred years more of mining have cut it back: the Coalwrights' shafts reach further in, and the light is a little less. A hundred years more of falls have fed it. Which way that balance tips is the second climb's question here. See [the second climb](../game/second-climb.md). ## Its place in history The royal mint of Velmarch struck one [Sovereign Spark](../wiki/items/currency/sovereign.md) from the Heartfire for each reign. The Hearthfolk say the miners who cut those sparks went down with their eyes bound and were led by the hand. When Orrin opened the Tidewall, the Heartfire is what he meant to drown. The sea came down the shafts after it and never reached it. See [History](../world/history.md). [Sereth the Ashen](../world/characters.md) reached it from above, and went back up with his ember burned out. Asked what lives in the Heartfire, he has answered only once. *"It does."* ## In the game The Heartfire is concept. The Sovereign Spark is in the game: its [wiki page](../wiki/items/currency/sovereign.md) says what it does and how often it drops. ## Rumours - The glass floor is not a floor. It is the top of something. - Sereth was not the first to come back from the Heartfire. He was only the first to come back alone. --- title: "The Underhalls" summary: "The Cinderworks, foundries that burn fallen grace for fuel, then Velmarch's mine-halls climbing reign by reign to the Plumb, the way out of the deep." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: underhalls act: "Act 1: The Deep" html: underhalls.html source: www/content/journey/underhalls.md --- # The Underhalls *The Cinderworks, foundries that burn fallen grace for fuel, then Velmarch's mine-halls climbing reign by reign to the Plumb, the way out of the deep.* > A pillar rises out of your ember's light, and nobody in the party can see where it meets the roof. Above the Heartfire, Velmarch's workings begin. First the Cinderworks, where the light comes back hot and red; then the Underhalls, the mine-halls of Velmarch, cut over three hundred years in pursuit of the fire, where your ember is the only light there is. At the top hangs the Plumb, the cage that goes up to the world. This is the end of the first act, the Deep; which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What you find Roaring, then enormous. The Cinderworks come first: rivers of slag throwing a hot light upward, brass machinery, obsidian where the heat has turned stone to glass, smoke under the ceilings. The engines run with nobody to tend them. Bellows, hammers, the grinding of gears nobody oils. The miners named every shaft and hall: the Long Bellows, a hall of engines a mile from end to end; the Slow Gold, a slag river so slow it looks like a road. ![The Cinderworks](../art/paintings/zones/cinderworks.jpg) Above them, the halls. Black basalt, pillared and vaulted, carved on a scale meant for kings, and too large to see across. Your light shows a few pillars, a stretch of floor, a carved face on a column, and then nothing. Every king of Velmarch cut a hall below the last, so a fallen climbs the reigns backwards, the youngest first, up to the Kingsdelve, cut in Aldric's reign. At its top hangs the Plumb, the great winch and iron cage that lowers Coalwright crews from Lowmouth. ## What it tells you What the world does with your kind. The foundries burn without fuel because they burn fallen grace, and everything Velmarch made of it went up these shafts. Then the first people: Coalwright crews riding the Plumb down to cut shards. They are glad of a light in the halls, and they do not know what they are cutting. ## Who holds it The Wardens. Their hold shows in its stillness and its white: the engines worked from above, the miners fused to the stone masked and chained in white, and stone sentinels at the shafts. At the foot of the Plumb stands the act's boss, the Wardens' champion in the deep: lifeless, an automaton with a keyhole for a heart, set to keep the way up the way the Wardens keep every door. ![A Warden's true form in the world, the kind of champion that keeps the Plumb (painted at a town gate)](../art/paintings/champions/wardens-puppet-saint.jpg) A Warden's true form in the world, the kind of champion that keeps the Plumb (painted at a town gate) ## What lives there - **[Cavern Brutes](../wiki/monsters/cavern-brute.md).** Velmarch miners whose embers fused them to the stone they cut, and armoured them with it. Massive, wider than they are tall. The Wardens' chains hold them in the halls; where a shaft breaks the surface, the loose ones climb out. - **[Cinder Imps](../wiki/monsters/cinder-imp.md).** Sparks that leapt from the fire with a will of their own. They mimic the voices of the people they burned. In the Cinderworks you hear your own name called from the slag, by voices that know it better than you do. ## How it plays - **The caves of today's build, given a purpose.** Dark halls lit only by the party's light, the horde coming out of the black. - **Climbing the reigns.** Each hall is a reign, each a little older and finer-cut than the one below; the halls are the act's long middle, and the Cinderworks its loud start. - **The act ends at the Plumb.** Beat the Warden's champion and the first memory comes back: heaven, white and far off, as you knew it. Then the cage goes up. ## On the second climb A century more of mining. The Cinderworks burn hotter, the halls go deeper, and the crews on the Plumb are the grandchildren of the ones you met. If you chose the Wardens, their hold here is tighter; if the Apostates, the chains lie broken and the brutes run loose. See [the second climb](../game/second-climb.md). ## Its place in history The Underhalls were the source of Velmarch's wealth. In the reign of Hadrec, the ninth king, miners came back from the deepest shafts with embers lodged in their chests. Then came the Hunger, and the fires that burned whole districts of Saltreach began here, the Hearthfolk say, and climbed the shafts. On the Night of the Tide the sea came down the same shafts after the fire. See [History](../world/history.md). ## In the game The Underhalls look most like the current build, a dark cave lit only by the player's ember. Cavern Brutes are in the game from depth 1 of the build's caves, and Cinder Imps from depth 2; their wiki pages say how each one fights. The halls, the Cinderworks, the Plumb and its keeper are concept. ## Rumours - In the Long Bellows one engine runs backward. The Coalwrights say not to stand near it. - The Coalwrights send no one into the Cinderworks to mine, yet they buy every shard a fallen brings up from there. --- title: "The Drawn Sea" summary: "The Plumb comes up into blinding noon on the bed of the southern sea, emptied by the Tide: a desert of salt, stranded ships, and a crusade marching on a city in the sky." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: drawn-sea act: "Act 2: The Drowned World" html: drawn-sea.html source: www/content/journey/drawn-sea.md --- # The Drawn Sea *The Plumb comes up into blinding noon on the bed of the southern sea, emptied by the Tide: a desert of salt, stranded ships, and a crusade marching on a city in the sky.* > A ship sits upright on a dune with its sails still set, and the sand has drifted to its rail. The Plumb's cage comes up at Lowmouth, the old mine-head at the edge of the seabed, and the first daylight of the climb is blinding. To drown a fire that deep, the Tide needed a whole sea. It drew the southern sea out of its bed and poured it into Saltreach; what it left behind is the Drawn Sea. This opens the second act, the Drowned World; which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What you find Blinding white noon. Salt flats that run past the edge of sight, cracked into plates. Pale dunes. A turquoise sky with no cloud in it, and shadows so deep a blue they look wet. Heat comes up off the salt in sheets, and everything far away wavers. The sea left everything it held. Whole fleets lie stranded where they were on the Night, hulls on their sides, masts standing, rigging gone white with salt. Whale ribs arch over the caravan tracks like the beams of a hall. Forests of bleached coral stand as tall as the oaks of Harrowwood. Out on the flats the air shows Saltreach, hanging in the sky upside down, spires pointing at the ground, every window clear: the city as it was before the drowning. It does not waver like the other mirages do. At Lowmouth, in the winch-house of the Plumb, the faithful keep a fire for whoever climbs, behind a wall the salters never look at twice. It is the act's first hub: a trader, a bench, and an Apostate cell. ## What it tells you That the world is a board, and somebody is playing it. A crusade is crossing the flats: processions under white banners, the dead walking in step with the living, beasts that heard the word, all of them going toward the city in the sky. Their preachers call it the promised city. At the edge of the flats they burn the Apostates' believers on pyres of ship's timber, never knowing who taught them to. ## Who holds it The Heirs. Their hold shows in its fervour and its white: banners written edge to edge, zealots, pyres, a white light at the head of every procession that nobody in it looks up at. The salters, who cut salt in blocks and walk it by night, are pieces nobody plays. They keep out of the processions' way and navigate by the stranded ships, which they have named: *the Widow*, *the Long Keel*, *the Bell*. ## How it plays - **Open ground after the halls.** The first wide spaces of the climb, with long sight lines in the glare and processions that wheel to meet you. - **Wrecks and ribs** break up the flats: a stranded fleet is a maze, a whale's ribs a gate. - **North to the coast.** The road leaves the flats where the stranded ships begin to point the same way, toward [the Drowned Coast](../journey/drowned-coast.md). ## On the second climb A century on, the flats are damp in the mornings, and the processions are longer. If you chose the Heirs, their hold reaches to the coast; if the Apostates, the pyres are cold and the white banners lie in the salt. See [the second climb](../game/second-climb.md). ## Its place in history The Hearthfolk's grandparents called it the Summer Sea, and the south of Velmarch fished it and sailed it for three hundred years. On the Night of the Tide it went in an hour. The Hearthfolk say the Tide's bargain with Orrin had two halves, and that this was the half he did not mention. See [History](../world/history.md). ## In the game The Drawn Sea is concept. The current build has no surface regions, and nothing yet lives in the Drawn Sea. ## Rumours - The mirage of Saltreach is not a mirage. It is the city the Tide took, kept where the sea can see it. - The Tide will want its water back. The salters say the flats are damp in the mornings now, and they were not when their mothers crossed them. --- title: "The Drowned Coast" summary: "Where the Tide came in, a grey salt marsh with faces under the water, the spires of Saltreach standing in the sea, and the Drowned King on his dry floor." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: drowned-coast act: "Act 2: The Drowned World" html: drowned-coast.html source: www/content/journey/drowned-coast.md --- # The Drowned Coast *Where the Tide came in, a grey salt marsh with faces under the water, the spires of Saltreach standing in the sea, and the Drowned King on his dry floor.* > Under the black water of the marsh a woman's face looks up, calm, with her eyes open and coral in her hair. North of the flats the seabed rises into marsh, and the marsh into the coast where the Tide came in on the Night of the Tide. Saltreach, the capital of Velmarch, stands in the water here, and its king still holds court under it. He is the boss of the second act, the Drowned World; which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What you find Grey fog and cold light. A salt marsh runs for miles, grey reeds and black pools and the old Salt Road sinking into it plank by plank. In the pools lie the drowned, faces turned up just under the surface, perfectly kept. Fallen who walk the marsh learn not to look down. Beyond the marsh the grey sea runs to the horizon under endless rain. Out of it rise the spires of Saltreach, like the masts of a fleet that sank standing up. Among them stands the Tidewall, the great sea-gate of the city, and its gates stand open. ![The spires of Saltreach in the grey sea](../art/paintings/zones/the-drowned-above.jpg) The palette is almost all cold: slate, verdigris, tide teal, and the pale bone of the dead. The only warm thing on the coast is your own light, and every drowned thing sees it coming. ## The Sunken Reach At low water the sea draws back from the lower city, and the Sunken Reach can be walked: the flooded streets of Saltreach, ankle-deep in black water, marble crusted with coral, driftwood jammed into doorways. Fallen name the streets by what is left in them. The Lantern Stair, a flight of steps going down into water, still lined with iron lamp-posts. The Mint, where the coin of Velmarch was struck, and loose shards still turn up in the silt. When the tide turns, the Reach fills again, and whoever is still in it stays. ![The Sunken Reach at low water](../art/paintings/zones/sunken-reach.jpg) ## What it tells you That the war has fronts. The coast is where two holds meet. In the Reach the Drowned Court keeps its posts, bound and still: sentries on the walls, heralds in flooded halls waiting for messages that will never come. On the marsh the crusade from the flats wades in under its banners. Where no fallen is near, their pieces fight each other in the water, drowned against drowned, and the faces in the pools are what is left. And that a king asked heaven for something once. Orrin begged for the fire to be drowned, and someone above answered with the sea. Nobody below knows which side. ## What lives there - **[Hollow Ghouls](../wiki/monsters/hollow-ghoul.md).** The drowned of Velmarch, their embers washed out by the Tide. They don't hate you. They are cold, and you are warm. - **[Bone Archers](../wiki/monsters/bone-archer.md).** The Tidewall garrison, still at their posts after the water rose. They loose at any light. - **The Drowned Court.** See [The world between](../world/the-world-between.md). At the heart of the Reach, in the throne room of Saltreach, sits [Orrin, the Drowned King](../world/characters.md), crowned in coral. The floor at the centre of his throne room is dry. His court wears white, and nobody, below or above, agrees whose. ## How it plays - **Three sides, not two.** Packs of the Court and packs of the crusade fight each other as well as you; a fallen who waits can let them thin each other out. - **The tide is a clock.** The Reach is walked at low water, and the way to the throne room closes when the tide turns. - **The act's boss is Orrin.** Beating him gives back the second memory: a procession in heaven, stopping at the edge of the House's court. Past him the low road climbs out of the fog to [the Vale](../journey/the-vale.md). ## On the second climb A century on, the coast has drowned further, and the front between the two holds has moved: toward the flats if the Wardens hold more of the board, into the Reach if the Heirs do, and if you chose the Apostates, there is no front at all, only drowned things loose in the marsh. Orrin is on his throne either way. See [the second climb](../game/second-climb.md). ## Its place in history Saltreach was the capital of Velmarch for three hundred years. On the Night of the Tide, Orrin opened the Tidewall and the sea poured through it into the city and down the mines beneath. The coast drowned in a single night. See [History](../world/history.md). ## In the game The Drowned Coast is concept. Hollow Ghouls and Bone Archers are in the current build from depth 1 of its caves, and Orrin's crown is a unique, the [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md). ## Rumours - At the hour the Tidewall opened, a ship's bell rings somewhere in the Reach. Fallen have followed it. It is always one street further on. - A warm light burns in the topmost window of the tallest spire. It has never gone out. Nobody has reached it. - Shards from the Mint are warmer than any others. The Coalwrights pay double for them and will not say why. --- title: "The Vale of Velmarch" summary: "Up the low road out of the fog into the last green valley of Velmarch, all orchards and hedgerows, with Hearthold on its hill and the sea fog creeping up the low fields." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: the-vale act: "Act 3: The Ascent" html: the-vale.html source: www/content/journey/the-vale.md --- # The Vale of Velmarch *Up the low road out of the fog into the last green valley of Velmarch, all orchards and hedgerows, with Hearthold on its hill and the sea fog creeping up the low fields.* > Apples lie in the long grass of a low orchard, and the fog has already reached the second row of trees. From the coast the old low road climbs inland under a grey fog, past empty farms, and comes out of the fog into the sun. The Vale of Velmarch is the last green valley of a drowned kingdom, forty miles from the sea, and the last warm place on the climb. It opens the third act, the Ascent: Orrin ends the second act on the coast, and the next act sets out from a town in daylight (picked at Alex's request on 26 October 2026; where the other regions sit is a proposal, from the [overview](../world/overview.md)). ## What you find First the fog. The low road runs up the valley through grey-teal murk that does not lift at noon or move with the wind. Farms stand empty, lamps cold on their boundary stones. Then the fogline: a row of whitewashed stones across the valley, one row for each year, marking how far the grey has come. You cross them from the newest to the oldest, and the light comes back. Golden afternoon. Hedgerows heavy with blackberry, orchards in rows down to the river, half-timbered villages with slate roofs and smoke going straight up from the chimneys. The river Lisle runs clear over stones, and children wade in it. Standing stones keep their circles on the high ground, older than Velmarch. On the hill above it all stands [Hearthold](../journey/hearthold.md), the town built in the hull of a royal ship, the act's hub. ## What it tells you What the board is for, from the side of the pieces nobody plays. The [Hearthfolk](../world/the-world-between.md) farm the Vale: millers, orchard-keepers, shepherds, carters. They laugh loudly and often, dance at harvest, and argue about the words of the old songs. They watch the war without knowing it is one, and because nobody plays them, nothing sent to fight comes for them. Their towns stand. Their fear is the fog, and the shapes that walk out of it. They have never seen anyone come *up* the low road. A fallen walking out of the fog is the strangest thing that has happened in the Vale in living memory. ## What comes out of the fog At dusk, [Hollow Ghouls](../wiki/monsters/hollow-ghoul.md) wade up the river out of the grey: the drowned of the coast, the coast's war spilling inland. Farmers who stay out too late in the low fields are found in the morning, sitting by the water, very calm and very wet. Not everything comes from the west. The old shafts of Velmarch break the surface all over the kingdom, and the nearest to Hearthold is the Smoking Pit, a collapsed shaft that has breathed red smoke since the drowning. Wherever a shaft breaks the surface, [Cavern Brutes](../wiki/monsters/cavern-brute.md) can climb out of it. ## How it plays - **The climb's breath.** After the deep and the drowned coast, a place worth saving: daylight, people, a market, and fights at its edges rather than in its heart. - **The fogline is a front.** Below it the fights are the coast's; above it, the Vale's own: a brute out of the Pit, ghouls up the river at dusk. - **The act sets out from Hearthold's fire.** North of the Vale the ground rises toward [Harrowwood](../journey/harrowwood.md) and the rest of the third act. ## On the second climb A century on, the fog has climbed the Vale. The whitewashed rows reach the foot of Hearthold's hill, the orchards you walked through are under it, and the children who watched you come up the low road are old, or raised. Nobody below knows it was you. See [the second climb](../game/second-climb.md). ## Its place in history The Vale was the farmland of Velmarch, the green country behind the coast that fed Saltreach. On the Night of the Tide the sea came within forty miles of it and stopped. The *Crowned Gull* was carried inland on the flood and left keel-up on the hilltop, and the survivors gathered around it. See [History](../world/history.md). ## In the game The Vale is concept. The current build has no daylight and no surface. Hollow Ghouls are in the game from depth 1 of its caves. ## Rumours - A farmer below the fogline still lights his lamp every night. Nobody has seen him in nine years, and the lamp is always lit. - The standing stones were raised to keep something in the ground, the old shepherds say. The Coalwrights say the stones are warm in winter. --- title: "Hearthold" summary: "The first town of the climb. A hill-town in the Vale, built in and around the royal flagship the Tide left keel-up on the hilltop, with a fire for fallen hidden in its hull." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: the-vale # the hub town of this region act: "Act 3: The Ascent" html: hearthold.html source: www/content/journey/hearthold.md --- # Hearthold *The first town of the climb. A hill-town in the Vale, built in and around the royal flagship the Tide left keel-up on the hilltop, with a fire for fallen hidden in its hull.* > A ship lies upside down on top of a green hill, and smoke rises from a chimney cut through its keel. The first town a fallen reaches, at the start of the third act, and the hub of the climb from there to the gate. Hearthold is the last town of Velmarch, on a hill in the middle of [the Vale](../journey/the-vale.md). On its summit lies the *Crowned Gull*, the royal flagship, keel-up, forty miles from the sea that carried it there. The town is built in it and around it. Under the hull burns the Last Hearth. Which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What it looks like From the Vale, a green hill with a dark ship on top, like a barrow with a keel. Galleries, dormers and window boxes have been built into its planking, a market spreads around its foot, and through a great doorway cut in its side the Hearth's glow shows at any hour. Half-timbered houses climb the slopes in rings, some built from the timbers of the royal fleet, with portholes for windows. Inside the hull it is another light. The ribs of the *Crowned Gull* arch overhead into shadow, lamps hang from them on chains, and the ship's carved gull figurehead hangs upside down over the Bilge Market. The light is warm and low and comes from below, so faces are lit from the chin up. Everything is patched and riveted. The Last Hearth sits at the centre of the hull in an iron cradle, and it is the size of a house. The Hearthfolk say the coal the survivors carried up from Saltreach fitted in an iron pot. It grew for a generation after the drowning, and has burned lower every year since. ## What a fallen finds there - **A town that doesn't know what you are.** Nothing shows on a fallen on the climb, so the Hearthfolk see a stranger who came up the low road, and are generous anyway. - **The faithful's fire.** The forbidden faith keeps a fire for whoever climbs, and in Hearthold it is in the hull itself: down in the forward ribs, where the old planks weep salt, under the house of the Stilled. Whether every Stilled is one of the faithful, [Ilse](../world/characters.md) will not say. Your hoard is kept there as relics, and an Apostate cell meets beside it. - **The Coalwrights' benches.** The [Coalwrights](../world/the-world-between.md) work Ember shards into gear, and every craft a fallen learns, from a [Shard of Kindling](../wiki/items/currency/kindling.md) to a [Sovereign Spark](../wiki/items/currency/sovereign.md), starts at one of their benches. They do not know what they are working, and they are proud of it. - **[Maudra, the Hearthwarden](../world/characters.md).** She keeps the Hearth. She looks at a fallen a little too long, and says nothing. ## Who lives there - **The [Hearthfolk](../world/the-world-between.md).** Farmers, millers and traders of the Vale come up the hill to buy, sell, marry and bury. Practical, superstitious and generous. - **The Coalwrights**, whose forges ring the Hearth, close to the heat. - **The [Stilled](../world/the-world-between.md).** The quiet sect who want the Hearth to go out, and who feed you while they say so, led by Ilse. No monster has come up the hill. The Hearthfolk say the drowned cannot bear the warmth. The fallen know better: nobody plays the people of Hearthold, so nothing sent to fight comes for them. ## How it plays - **The hub of the climb's second half.** Traders, the stash, the crafting benches, and the fire you return to from the Vale, Harrowwood and the moors. - **Memories play again here.** A memory's scene plays at the next fire after its boss, and again at any hub. ## On the second climb A century on, Maudra's notches have gone round the cradle and started again, and the Hearth is smaller. The fog is at the foot of the hill. The faithful kept your things, and give them back. See [the second climb](../game/second-climb.md). ## Its place in history On the Night of the Tide the flood carried the *Crowned Gull* forty miles inland and left it keel-up on the hilltop. The survivors of the coast came up the Vale behind the water and found it there. They carried one coal from the drowned city. The coal became the Last Hearth, and the ship became the town. Each year Maudra cuts a notch in the cradle. See [History](../world/history.md). ## In the game Hearthold is the planned hub town. It is not in the current build, where every run begins in the caves. ## Rumours - The *Crowned Gull*'s bell still hangs in the hull. It has not rung since the drowning, and it is cracked, so it never can. - Maudra does not sleep. Children who wake in the night see her by the Hearth, talking to the coal in a voice too low to hear. --- title: "Harrowwood" summary: "The kings' forest of colossal oaks and yews, and below it the Gloamroot, where the roots go down into the dark. Broken ground, where the world's own things run loose." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: harrowwood act: "Act 3: The Ascent" html: harrowwood.html source: www/content/journey/harrowwood.md --- # Harrowwood *The kings' forest of colossal oaks and yews, and below it the Gloamroot, where the roots go down into the dark. Broken ground, where the world's own things run loose.* > A coal glows inside a hollow oak, and the moss on the trunk around it has grown in the shape of a hand. North of the Vale the ground rises into Harrowwood, the old forest of the kings of Velmarch, older than the kingdom. Beneath it the roots go down into the dark, and that lower country is the Gloamroot. It is the third act's first wild ground after the Vale; which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What you find Colossal oaks and yews, their trunks as wide as houses and their roots standing out of the ground like walls. Moss on everything. Sun comes through the canopy in gold shafts and lies on the forest floor in coins. Further in, the canopy closes and the light goes from dappled to dusk, though it is still afternoon outside. Some of the oldest trunks are hollow, and some of the hollows hold a coal, glowing ember orange in the green dark, warm to the hand, burning nothing. The Hearthfolk call them the kings' lamps. A fallen knows what they are. Deep in the wood stands the King's Lodge, roofless, with a yew growing through its hall, and beside it a stone king on his horse under a coat of moss so thick his face is gone. ## The Gloamroot Where the roots break through into caves, the road goes under. The Gloamroot is a country of roots under the stone, some thin as rope, some wide enough to walk along, all wrapped in web. There is no sun at all. The only light is candlecap, scattered amber glows in a violet dark. Sound does not carry; you can lose a companion three roots away. It is the last dark of the climb. ![The Gloamroot](../art/paintings/zones/gloamroot.jpg) ## What it tells you What the Apostates' war costs. Harrowwood is broken ground: somebody broke the hold here, and the Apostates keep it broken. The world's own things run loose in it, still wearing the broken white of the chains they slipped, and they go for a coal first, then for whatever lives. The Hearthfolk who come to the wood's edge for firewood and mushrooms are dying of it, and they were never in the war. The Apostates who have helped you all the way up planted that. ## What lives there - **[Gloom Spiders](../wiki/monsters/gloom-spider.md).** They grew in the dark of the Gloamroot and feed on light. They wrap the fallen they catch, coal and all, and hang them in the roots. The webs near the oldest trunks are full of dim lights. - **[Cinder Imps](../wiki/monsters/cinder-imp.md).** In Harrowwood they drift between the trees like will-o-the-wisps, small lights that call in borrowed voices. The Hearthfolk call them false lamps and teach children never to follow a light that speaks. ## How it plays - **No champion, no order.** Broken ground has no hold to break and no angel's hand on its packs. What runs loose comes at the party's light from every side at once, and never turns on what runs loose with it. - **Down before up.** The Gloamroot is a dark, tight stretch between the forest and the moors, where the party's light matters again. - **North to the moors.** The road comes up out of the roots onto open grass, the [Barrow Moors](../journey/barrow-moors.md). ## On the second climb A century on, the wood is broken wider if you chose the Apostates, the webs reach the Vale's top fields, and the woodcutters' villages at its edge are empty. If you chose a great faction, it has mended the hold here, and Harrowwood is a quiet, white-chained wood. See [the second climb](../game/second-climb.md). ## Its place in history The kings of Velmarch hunted here for three hundred years. The oaks of Harrowwood were cut for the royal fleet, the *Crowned Gull* among them, so the hull that Hearthold lives in grew in this forest. Since the drowning the roots have kept growing down, following the fire. See [History](../world/history.md). ## In the game Harrowwood and the Gloamroot are concept. Gloom Spiders and Cinder Imps are in the current build from depth 2 of its caves. ## Rumours - Candlecap eaten raw lets you see in the dark for an hour, and dream of a white city for a week after. - One root of Harrowwood runs all the way under the Vale to Hearthold's hill, behind the Coalwrights' forges. They have bricked it over. Some nights the bricks are warm. --- title: "The Barrow Moors and the High Pass" summary: "Open golden grassland over the graves of Velmarch's kings, where their households march under white banners, then the High Pass, climbing through snow above the clouds." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: barrow-moors act: "Act 3: The Ascent" html: barrow-moors.html source: www/content/journey/barrow-moors.md --- # The Barrow Moors and the High Pass *Open golden grassland over the graves of Velmarch's kings, where their households march under white banners, then the High Pass, climbing through snow above the clouds.* > Wind combs the dry grass flat across a king's grave, and frost has drawn a face on the stone at its door. Out of the Gloamroot the land opens. The Barrow Moors are high, treeless grassland under a sky that fills most of the view, and across them lie the burial mounds of Velmarch's kings. Past the moors the mountains rise, and the road climbs them by the High Pass, up through the snow and out above the clouds. This is the third act, the Ascent; which regions sit in which act is a proposal, from the [overview](../world/overview.md). ## What you find Gold and heather. Dry grass the colour of old brass, purple heather in the hollows, grey stone breaking through on the ridges. Clouds the size of counties drag their shadows over the land. The wind never stops. A party of fallen on the moor is a few small figures in a great deal of country. The barrows are long green mounds with stone doors, laid out along the old road, one for each of the eleven kings. Aldric's is the oldest and the lowest, worn nearly flat. Beside it a spring steams in winter: Aldric's Well, where the Hearthfolk say the Ember was first found. Then the road climbs. Grass gives way to scree, scree to snow. At the top of the pass stands Greyhallow, a stone hut where travellers once kept a fire; the faithful keep it now, for whoever climbs. There the Salt Road turns down west toward the coast, and an older track goes on up, cut into the mountain, into the cloud. Above the cloud there is only white: snow-glare, a sea of cloud below, and far across it, the first sight of something built. ## What it tells you Why the kings were buried here: it is the highest ground in Velmarch, as near to heaven as the living go. And that heaven is close. The cold is coming from above you now. The old saying holds, fire remembers and the tide forgets, and up here the frost forms in the shapes of faces and hands, and of words in a script you almost read. ## Who holds it The Heirs. On windy nights the barrows open and the kings' households walk the road in shrouds, under white banners, in step: the dead raised to march, a crusade climbing toward the gate. The unique [Grave Mantle](../wiki/items/uniques/grave_mantle.md) is said to be woven from those shrouds. The pass above belongs to whoever holds the gate this age. ## What lives there - **[Rime Wraiths](../wiki/monsters/rime-wraith.md).** Frost in the shape of a memory, what the Tide leaves when it takes one. They haunt the High Pass, where the snow keeps them, and there are more of them the higher you go. They come out of the white-out with no sound, and the cold arrives before they do. Some of them wear faces you nearly know. ## How it plays - **Wide, then narrow.** The moors are the climb's widest ground, the marching households wheeling across it; the pass is its narrowest, a white-out where Rime Wraiths come from nowhere. - **Greyhallow is the last fire** before the gate, and the place to settle a build before the act's last fight. - **Up into the white.** Above the cloud the colour drains out of the world, and the path ends at a bridge: [the gate of heaven](../journey/heaven.md). ## On the second climb A century on, Orrin's barrow still stands open, and is warmer. The households march further, and more of the pass is held. If you chose the Heirs, their banners reach Greyhallow's door. See [the second climb](../game/second-climb.md). ## Its place in history The kings of Velmarch were carried here to be buried, each with a procession from Saltreach over the High Pass. Ten of the barrows hold a king. The eleventh was dug in the first year of Orrin's reign, as the custom was, and it stands open and empty, and warm inside. Orrin is still on his throne. The Salt Road over the pass was Velmarch's spine; since the drowning nothing has come up it but the cold. See [History](../world/history.md). ## In the game The Barrow Moors and the High Pass are concept. Rime Wraiths are in the current build from depth 3 of its caves. ## Rumours - The open barrow is warm because something sleeps in it on stormy nights. - The [Stormglass Loop](../wiki/items/uniques/stormglass.md) was found on the moors, on a shepherd who had been struck by lightning and lived. He said he could hear the sky through it. --- title: "The Gate of Heaven" summary: "The top of the climb. A bridge over the cloud sea to a white gate kept by a fallen, the City behind it, the choice of a faction, and the second fall." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: heaven act: "Act 3: The Ascent" html: heaven.html source: www/content/journey/heaven.md --- # The Gate of Heaven *The top of the climb. A bridge over the cloud sea to a white gate kept by a fallen, the City behind it, the choice of a faction, and the second fall.* > The angels on the bridge have dust on their shoulders, and none of them turns to watch you pass. Above the High Pass the track ends at a bridge over the cloud sea, and the bridge ends at a gate. This is the top of the climb and the end of the third act, the Ascent: the gate's keeper is its last fight, and through the gate is heaven, white and colourless and at war. What heaven is, and the rules of its war, are decided, in the [overview](../world/overview.md); what this page adds, and which act the gate sits in, is a proposal. ## What you find White. After a whole climb of colour coming back, it all goes. Heaven is drawn in ink: spires, flying buttresses, pointed arches nested inside pointed arches, and walls like cliffs over a sea of cloud. There is no sun, and no colour anywhere but the coals of the party, red in the white. The bridge is long and crenellated, and lined with angels standing where they stopped, with dust on their shoulders. Some of them stopped playing a long time ago. Others are posted, and on the far bridges, across the cloud, the hosts of heaven stand facing each other, close enough to touch, and nobody strikes. Angels may not fight in heaven. The board fights for them. ![The gate of heaven, arches inside arches](../art/paintings/heaven/arrival-bridge-front.jpg) The gate of heaven, arches inside arches ## The gate's keeper The last fight of each climb is the fallen who keeps the gate that age. Whoever holds the gate sets a fallen in it, so that only fallen strong enough reach the top, and stakes on its keeper something carried up long ago. Whoever passes takes it. All of a party fights the keeper, and any fallen already in heaven may come down the bridge to join them. Only a fallen that has beaten all three acts goes through. It is the climb's first fight against one of your own kind, and the only one where a stranger may come to help. ## Through the gate The City, far too big for its keepers: whole wings shut and empty, figures on the walls who are still angels, and processions in the streets that go nowhere. At its heart, the House. The first time a party arrives, it does not see it. The House shows only in the memory the gate gives back: the processions stop at the edge of its court, and nobody goes further. ![A memory: the processions stop at the edge of the House's court](../art/paintings/heaven/memory-castle-city.jpg) A memory: the processions stop at the edge of the House's court ## The choice At the top of the first climb each fallen chooses its faction, for good, in its own time; the party's fire waits. Three voices have found you on the way up, and here they ask: - **The Wardens**, through the Doorward, who keeps the House's door with his back to it. - **The Heirs**, through the Prophet himself, who listens at that door. - **The Apostates**, through the one who lit your first fire, and who has been beside you the whole climb. See [the factions](../world/overview.md). Then she asks for what she is owed: one more fall. In the dark, under the walls, she cuts you loose a second time, and you go down keeping everything. ## How it plays - **A quiet approach.** The bridge has no horde: the armies stand, and nobody strikes. The walk to the gate is the climb's one long silence, then its hardest fight. - **Heaven is a hub, not a map.** Past the gate there is nothing to clear on the first climb: the City, the choice, and the fall. - **The colour rule turns over.** Up here white is everything, so the party's warm coals are what the eye finds first. ## On the second climb A hundred years on, a fallen of that age keeps the gate, and what it stands on has changed hands. Where you arrive follows your faction: inside the City for a Warden, in the Heirs' siege lines for an Heir, under the walls for an Apostate, and your seat is given back on your banner's ground. From it you go down into the world again, as your faction's champion: the endgame, [the contested world](../journey/contested-world.md). See [the second climb](../game/second-climb.md). ![The Wardens' City, far too big for its keepers](../art/paintings/factions/wardens-the-city.jpg) The Wardens' City, far too big for its keepers ![The Heirs' host on a siege bridge, the Prophet at its head](../art/paintings/factions/heirs-siege-bridge.jpg) The Heirs' host on a siege bridge, the Prophet at its head ![An Apostate cell in the undercrofts beneath the City](../art/paintings/factions/apostates-undercroft.jpg) An Apostate cell in the undercrofts beneath the City ## In the game Heaven is not in the build. Nothing of the campaign is yet; see [the campaign](../game/campaign.md). ## Rumours - One of the still angels on the bridge has moved since the last climb. Nobody agrees which. - The gate's keeper is always someone who once passed it. --- title: "The Contested World" summary: "The endgame. The world as heaven's board, every region held by a faction, opened as a map from your seat above, where you go down as your faction's champion." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: contested-world act: "Endgame: The Contested World" html: contested-world.html source: www/content/journey/contested-world.md --- # The Contested World *The endgame. The world as heaven's board, every region held by a faction, opened as a map from your seat above, where you go down as your faction's champion.* > The banner you cut down was mended by morning. After the second climb you are one of the players. The endgame is played in the world, which heaven made as the board for its war: its regions are the maps, opened from your seat in heaven, which is your hideout, and every one is held by a faction. The rules of the board are decided, in the [overview](../world/overview.md); this page gathers them for the journey, and what it adds is a proposal. ## What you find The same world you climbed twice, seen from above. Every region you passed through is a front: the Wardens' still, chained ground, the Heirs' crusade under banners, the Apostates' broken ground where the world's own things run loose. Heaven's white is on whatever a faction holds, and the more white a region shows, the deeper the hold. The world keeps its colours everywhere else. ![A Warden champion in the world](../art/paintings/champions/wardens-puppet-saint.jpg) A Warden champion in the world ![An Heir champion, a crusade below](../art/paintings/champions/heirs-seraph.jpg) An Heir champion, a crusade below ![An Apostate in the world, only his shadow winged](../art/paintings/champions/apostates-rebel.jpg) An Apostate in the world, only his shadow winged ## How you go down - **As a piece.** In the endgame you work your faction's champion from your seat, as every angel works its own, and your coal rides in it. Yours is the one piece that carries back up what it takes. Dying on a map costs the piece, not you: you set down another, and each map takes only so many before it is lost. - **In your true form.** Warden porcelain and keys, Heir radiance and wings, Apostate plainness: the more your faction holds, the more of it shows. - **Together.** Every map is open to every player, and a party of mixed factions fights together: kin share a fire, whatever banners they chose. ## What the maps are - **Regions held by a faction,** each with its own troops and modifiers. Your faction chooses which front you push and what you earn there. - **Tiers are nearness to the House.** A region bound to an outer bridge of heaven is lightly held; one bound to a stair of the court is held by angels who look closely, through whiter pieces, and what is carried there is finer. - **Kill the champion and the hold breaks.** The region is nobody's, and neither is its twin above. Most holds mend by morning, unless a fallen settles the place. - **Pinnacles are broken places that matter:** a gate, a wing, a stair of the court. When your faction breaks the hold on one, it opens a fight in heaven, the one fight of the endgame you go to in person: fallen against fallen, in white courts where the angels watch. - **Leagues are fought below.** At a league's end one place nearer the House changes hands, and the war comes closer to the door, and never reaches it. ## How it plays The maps are the game's long tail, as in Path of Exile. Today's build already has their core: a new cave from a seed every depth, a portal on, and monsters that grow harder with no floor to it. [Maps and the hideout](../game/maps-and-hideout.md) says how that scaling carries into the endgame. The regions of the climb, with their looks and monsters, are what the maps are made of; [the Unlit](../journey/the-unlit.md), under the floor where you woke, may be the one region nobody holds. ## On the second climb The contested world is what comes after it: the second climb ends at the gate, and your seat is given back on your banner's ground. See [the second climb](../game/second-climb.md). ## In the game The endless cave depths are in the build; factions, holds, tiers, pinnacles and leagues are not. ## Rumours - The court has one more stair than the last time anyone counted. - Somewhere on the board there is a region whose twin above nobody has found. --- title: "The Unlit" summary: "The endgame's deep end. What the old miners swore lies under the fire, below the floor where the fallen wake, where the fire itself is afraid and the depths have no bottom." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "The Journey" region: the-unlit act: "Endgame: The Contested World" html: the-unlit.html source: www/content/journey/the-unlit.md --- # The Unlit *The endgame's deep end. What the old miners swore lies under the fire, below the floor where the fallen wake, where the fire itself is afraid and the depths have no bottom.* > A lantern held out over the edge lights the hand that holds it and nothing else. Old miners swore there is something under the fire, a place where the fire itself is afraid. They called it the Unlit. Every climb starts above it without knowing: it lies below the floor where the fallen wake. In the endgame it may be one of the regions of [the contested world](../journey/contested-world.md), the one with no bottom anyone has found. Where it sits is a proposal, from the [overview](../world/overview.md). ## What you find Wrong. On the climb the light changed with every act: your ember in the deep, too much of it at the Heartfire, sun in the Vale, white in heaven. In the Unlit, light stops working. Your coal still burns, and the dark around it does not give way. Hands show. Feet show. The ground under them does not. True black, and the deep violet of void. Specks of ether cyan drift in it, lit by nothing, moving against whatever wind there is. Fallen who have stood at the edge long enough say the specks are not scattered. Seen from far enough away, they make two vast shapes, close together, like eyes. The miners who claimed to have seen its edge said the fire there runs uphill. Slag flows away from the dark. Sparks fall upward. The fire has consumed everything it ever touched, and it will not touch this. ## What lives there Unknown. The miners had a word for whatever it is. They called it the Hush, and they would not say it underground. Most of the Hearthfolk think the Hush is only the Unlit by another name. The Coalwrights do not think so. No faction's white has been seen there. Nobody knows whether that is because nobody holds it, or because nobody plays it from where heaven can see. ## How it plays - **The deep end of the maps.** Depth after depth with no floor, each harder than the last: the endless descent of today's build, kept as the endgame's measure of a party's builds. - **Light is the rule.** The Unlit's look is the one place the game's light stops lighting, so a party reads the dark by its own coals and by the ether drifting in it. ## Its place in history The Hearthfolk say the deepest crews of the Underhalls first heard of the Unlit in the reign of Hadrec, the ninth king, when they broke through below the fire's seams. It was the same reign in which miners first came back with embers in their chests. The Hearthfolk have never decided whether the two are connected. See [History](../world/history.md). Voidsteel and Ether are said to come from there. Both are found in the deep, and both are worked in Hearthold. No Coalwright will say she has been where they come from. ## In the game The endless depths are the one part of the journey already in the build: each portal leads one depth further, with harder monsters as you go. The endgame it grows into is decided: maps opened from your hideout, which friends join. See [Maps and the hideout](../game/maps-and-hideout.md). The Unlit's look is concept. Two of its materials are already in the game's item data as bases, the [Voidsteel Sword](../wiki/items/bases/voidsteel_sword.md) and the [Ether Wand](../wiki/items/bases/ether_wand.md). Where they come from is a question the game has not answered. See [Mysteries](../world/mysteries.md). ## Rumours - Voidsteel takes no edge from a whetstone. It comes up sharp and stays that way. - The miners used to stop singing at a certain depth. Nobody remembers which. The songs ended there, and the Hearthfolk sing them wrong because nobody ever heard the endings. --- title: "The Fallen" summary: "You are an angel who fell and forgot, and woke with a coal in your chest and no name. Who you were, what the climb gives back, and what it costs." status: decided # Decided in the design notes, not built yet section: "The Fallen" html: index.html source: www/lib/sections.ts (SECTIONS) and the pages of www/content/fallen/ --- # The Fallen *You are an angel who fell and forgot, and woke with a coal in your chest and no name. Who you were, what the climb gives back, and what it costs.* You are an angel who fell and forgot, and woke with a coal in your chest and no name. Who you were, what the climb gives back, and what it costs. - [Who you are](../fallen/who-you-are.md): A fallen angel with a coal for a heart and no memory, climbing back to heaven, and how the fall explains the way you play. [decided] - [The Rose](../fallen/the-rose.md): The passive tree, where a fallen's white settles: the heaven it remembers, drawn round like a rose window and lit place by place as it grows. [decided] --- title: "Who you are" summary: "A fallen angel with a coal for a heart and no memory, climbing back to heaven, and how the fall explains the way you play." status: decided # Decided in the design notes, not built yet section: "The Fallen" html: who-you-are.html source: www/content/fallen/who-you-are.md --- # Who you are *A fallen angel with a coal for a heart and no memory, climbing back to heaven, and how the fall explains the way you play.* > Through the cracks of a salvaged breastplate, an ember glows like a coal under ash. You play a fallen angel. You wake at the bottom of the world with no memory of who you were, and you climb back up, act by act, learning who you are, toward the seat in heaven that was yours. The fall burned heaven's white off you: the fallen are the only clean angels, and the climb back slowly brings the corruption back. Redemption, and its price. At the top you choose a faction, for good, and fall once more, keeping your memories, to [climb it again](../game/second-climb.md) a hundred years later. All of that was decided by Alex on 25 October 2026, with the rules below that don't sit in a proposal block. Why you fell, and the war you climb into, are on the [overview](../world/overview.md). Why each system of the game works the way it does is on [the story in play](../game/story-in-play.md). ![Where you wake: a floor of grey feathers, and the embers of those who fell before](../art/paintings/zones/where-you-wake.jpg) Where you wake: a floor of grey feathers, and the embers of those who fell before ## What you are called The Fallen. Decided by Alex on 26 October 2026: it says what you are in one word, and it sits beside *Road to Redemption*. Only heaven, and the faith that keeps your fires, know the word. Down below, anyone who comes up out of the deep with a coal in their chest is taken for a miner the fire took in; nobody below believes a word of the faithful but the burned. > They took her for a miner in every town, and she let them. ## The ember > **Proposal** (concept, not decided): > > The ember is what is left of you. An angel's grace burns down to a coal on the way down. It is the light you carry in the deep, the warmth you share with the others who fell with you, and the one warm colour in a cold world. The higher you climb, the more of it comes back, and with it heaven's corruption. > > It shows. It glows through the ribs of armour and the cracks in a breastplate. In the deep it is the only light there is; in the daylight of the Vale it is a small warm mark on the chest, easy to miss; in heaven it is the one thing with colour. The fallen wear what they can salvage, hoods and sailcloth and riveted plate. The glow at the chest is the one thing they all share. Decided: every kill leaves a little white on your hands, and the ember's light turns a little colder with every level. The second fall burns it warm again. At its heart the coal still shows red, however cold its light has grown. **In game.** The current build is all underground, so the ember is your light. The warm spotlight that follows your character and the warm fill around you are your ember. Past it the world fades into fog and then to black, a few dozen paces out. Whatever you can see, your ember is showing you. The daylit world above, and the light that cools as you level, are concept. ## The fires > She fed the fire every night for forty years, and nobody came up the road. Drafted by a team of Claude agents to plug the lore's holes, and kept by Alex on 25 October 2026. - **A fallen lights its own fires.** It lights one wherever it rests, steps from any of its fires to another, and relights at the last it touched. A century puts them all out. - **Kin are fallen who share a fire.** A party is kin from the moment it sets out together, whatever banners its fallen chose. Kin relight at the party's fire, grow from each other's kills, and can't be made to burn one another. Strangers can. > She chose the Heirs, and she still sleeps with her back to yours. - **The faithful keep the hubs.** The forbidden faith keeps fires for whoever climbs. It teaches a board, a climb, and rest for the dead, and nobody below believes it but the burned. Where the faithful gather, the climbs have towns, traders and an Apostate cell. A fallen's things are one hoard: the faithful keep it as relics below, safe a hundred years if need be, and it is in your seat once you have one. In heaven, the go-betweens of the trade come to your seat to deal. - **The cold embers** on the floor where the fallen wake are coals that guttered before they had touched any fire. Each is an angel heaven never gets back, and that is why heaven is narrower now. - **Some fallen swear that no fire will relight them.** When one gutters, nothing relights it, not even a friend's warmth, and a sworn fallen's piece takes its coal with it. ## Who keeps the fires > She lit the first fire before you opened your eyes. Marked for Alex by a Claude stand-in, at his request, and applied as decided on 25 October 2026. - **She lights your first fire.** The Apostate who waits where you wake lights a fire beside you before anything can reach you. The cold embers are the fallen nobody found. - **The faithful keep what fallen leave with them,** and give it to whoever it was left for. Each war keeps its own hoard; when a war moves on, its hoard goes back to the long war with its fallen. - **The faithful hide in plain sight.** Their towns look like any other; the fire is behind a wall, under a floor, in a hull. Each age the faiths burn them, and each age the faith is found again among the new pieces the board makes of the dead. - **A seat's door is in heaven,** so kin come through it only while they stand in heaven themselves. A fallen whose climbs are behind it goes down to a friend's climb as its piece, as to any map, and sets it down again at the party's fire. ## Guttering and relighting On the climbs a fallen is there in person, not as a piece, and the board can't take back what it never made. When a fallen dies it gutters out, and its coal relights at the last fire it touched; a friend's warmth relights it on the spot. In the endgame you are your faction's champion, worked from your seat, and losing it costs the piece, not you. There is no third fall: nobody knows what a third cut does. **In game.** Death is guttering, and resurrecting is relighting. When your life reaches zero you fall dark. Press Space to relight. You rise at the start of the depth. If anyone in your party is still lit, they fight on where they are. If no one is, the depth is made anew. A companion kneeling to relight you by hand is concept. Each time you relight, you lose some of the experience toward your next level, though never a level; the [wiki](../wiki/characters.md) has the rules as the build runs them. > **Proposal** (concept, not decided): > > A relit coal spills the white it had not yet settled. That is what guttering costs: never what you have become, only some of what you were becoming. ## Shared warmth Kin grow from each other's kills: the white of a kill goes into the coals of every kin near enough. The Hearthfolk have a saying for it, from the days when they took the fallen for miners: *"One coal dies. A heap of them burns till morning."* **In game.** Experience from a kill goes to every living player within 30 tiles of it, so a party that fights together levels together. When any living member of the party steps into a portal, the whole party goes with them. Loot follows the same rule. Each player near a kill rolls their own drops, which only they can see and pick up, so nobody fights over a coal. See [Co-op](../wiki/coop.md). ## The white comes off the dead > Every kill leaves a little white on your hands. Drafted by a team of Claude agents, and kept by Alex on 25 October 2026. - **Only pieces in play carry white:** what a faction has bound, raised, or converted and armed. Farmers, priests, traders and children are pieces nobody plays. They watch the war, and that is why towns stand. - **When a piece in play dies,** the board takes back what it made, and its white goes into the coals of every kin near enough. That is how a fallen grows stronger, and it is the corruption coming back: the ember's light turns a little colder with every level, and the second fall burns it warm again. - **The more white, the more played.** A magic piece carries more than a plain one. A rare is moved by an angel's own hand, and has a name because the angel gave it one. > Somewhere above, an angel calls it by name. - **Your faction's white shows in your shadow, your wings and the light off you;** your gear stays yours. An Apostate's white shows only in its shadow, its teeth and the edge of its hammer. - **The passive tree is where the white settles,** and it is drawn as the heaven you remember. It is called [the Rose](../fallen/the-rose.md). ## What the white makes > The dead it raised turned their heads when it did. Marked for Alex by a Claude stand-in, at his request, and applied as decided on 25 October 2026. - **What a fallen raises wears the shapes of the dead, but it is the fallen's own white.** It needs no grave, knows its fallen, is kin to its kin, and brings its kills' white home. It goes where its fallen goes, into heaven too, and fights there as part of it. The coal's red shows in its eyes. This holds for what a faction's skills call up as well. - **A fallen's true form is what comes back of it:** its shadow, its wings and its light, never its body or gear. On both climbs its body is clean to look at and only its light cools; its faction shows from its seat on. At its heart the coal still shows red, however cold its light has grown. - **The white remembers heaven before you do,** so the passive tree is drawn as heaven from the first level. - **What runs loose on broken ground is still in play:** it still wears the white of the chains it slipped. It goes for a coal first, then for whatever lives, and never for what runs loose with it. ## Memories > The higher you stand, the more of you comes back. Each act of a climb ends with a boss, and each act boss gives back a memory: a short scene of who you were, and a strength the character keeps for good. Six in all, three on each climb. The first climb's show heaven as you knew it; the second's are older, from before your first fall. None of them reaches the blow that felled you, and your faction changes what you notice in them, never what happened. More on [the second climb](../game/second-climb.md). ## What you can do Every way of killing below is open to any fallen. Your [skills](../wiki/skills/index.md) are fire, frost, storm and stone, and the trade your hands remember, one of the [archetypes](../game/builds.md), is only where you start. The faction you choose at the top adds its own few skills on top of any build and takes nothing away. As you grow, the white settles in your [passive tree](../fallen/the-rose.md), and the places it lights map who you are becoming. --- title: "The Rose" summary: "The passive tree, where a fallen's white settles: the heaven it remembers, drawn round like a rose window and lit place by place as it grows." status: decided # Decided in the design notes, not built yet section: "The Fallen" html: the-rose.html source: www/content/fallen/the-rose.md --- # The Rose *The passive tree, where a fallen's white settles: the heaven it remembers, drawn round like a rose window and lit place by place as it grows.* > Close your eyes and you see a city you have never been to, and you know every street. Every kill leaves a little white on your hands, and the passive tree is where it settles. It is drawn as the heaven you remember, and since the white remembers heaven before you do, it is drawn as heaven from the first level, long before the climb gives back any memory of it. Decided by Alex on 25 October 2026. It is called the Rose, picked at Alex's request on 26 October 2026 (below); the rest of this page is proposals, the four rules of its shape among them. The tree is in the game's rules and in the [build planner](../game/planner.md), but not yet on a screen in the game: a character there has only its gate lit. It has one start for each archetype (decided by Alex on 26 October 2026). The version in the rules today is a prototype of the shape proposed below, made on 26 October 2026: 510 places on six petals and 54 in 6 Seats, whose names and numbers are placeholders. Every place, notable and keystone is listed on [the wiki](../wiki/rose.md). Characters that persist between sessions come with its screen, the next step on the [roadmap](../dev/roadmap.md). How the Rose fits a build, with skills and gear, is on [Builds](../game/builds.md). ## The Rose's shape The first Rose, built on 26 October 2026, had a fault: every build ended up the same. Its six keystones sat on one ring around the House, six to twelve points from any gate, and four of every five roads into another quarter crossed that ring. A point every two levels lit two places in five by level 100, enough for a build to take its whole quarter and most of both neighbours'. Alex chose four rules to fix it on 26 October 2026, and later that day took attributes off the Rose, moved the gates in to ring the House and asked that every dead end be a notable; the rules are proposals until the planner shows they work. > **Proposal** (concept, not decided): > > **A point every two levels, and a fully built fallen lights a tenth of the Rose at most.** A fallen gets 49 points by level 100, and its attributes come from levels instead, so no place on the Rose is an attribute and every point is a choice. The Rose is sized so that a fallen at level 100 with every memory lights no more than one place in ten (both decided by Alex on 26 October 2026, see [Builds](../game/builds.md)). The prototype has 510 places on its petals, so 49 points light 9.6% of them. About one place in 5 is a notable (108), much as in Path of Exile; the rest are small places that each name something specific, not attributes or plain damage. > > **The gates ring the House, and the petals fan out to the rim.** The House at the centre is drawn but never reached: every gate opens beside it, and each petal widens as it runs out, so builds that set off together drift apart, and the keystones sit near the rim, where there is the most room (Alex's choice, 26 October 2026). Measured, where the gates are drawn changes nothing by itself: what decides how builds spread is how the places are joined. The inner ring is shorter than the old rim road, so your neighbours are nearer, and the room at the rim gives two petals a second place to meet, out where their branches end. > > **Power sits off the roads.** The roads are short and plain: an inner ring runs from each gate to its neighbours, and a road of two places runs out to a crossing. The power is in notables and on dead ends. From the crossing three branches fan out, two running small place and notable in turn to a keystone and one running straight out to a notable; small clusters hang off the roads and the branches as dead ends, each ending on its notable, so no point goes on a place that leads nowhere; between two petals a seam runs out to a keystone that both petals reach; and near the rim a wall joins the two petals' outer branches. Nothing joins the keystones to each other: a neighbour's keystones cost a few points more than your own and the far side's about twice, and you walk to one only because you want it, never on your way to something else. > > **Places name a mechanic, not a number.** Increased damage and life stay on the roads. A petal's branches each name one way of fighting: the Hedgewitch's frost and fire, the Sexton's burning, the Huntsman's long shot and crits. A fire build gets nothing from the frost branch, so it never fills its own petal, and two Hedgewitches may share little beyond the roads. A keystone is a trade that changes a rule, not more damage for every spell. The prototype makes do with the numbers the game has; the places get their real mechanics once the skills are studied. > > **The Seats: one for each fallen, lit by memories.** Beyond the rim sit the Seats, the seats of heaven the fallen are climbing back to, and a fallen takes one, for good. They are not lit with points: each act boss's memory lights one place, 6 over both climbs, in a Seat of 9 places, so even a fallen with every memory leaves part of its Seat dark. No road joins a Seat to the petals. This is what Path of Exile does with its ascendancies, tied to the story: the strength a memory gives back is a place in your seat in heaven. > **Proposal** (concept, not decided): > > **Ideas kept for later (concepts).** > > - **Glass.** A rose window is stained glass. Panes of glass are loot, set into sockets on the Rose, and each recolours the places in its reach: life places near a red pane also give fire resistance, damage near a blue one turns to cold. The same Rose then makes different builds, and the endgame gets a chase tied to the tree. > - **The House's shadow.** Lighting a place deep in a petal darkens its mirror across the House, so a build that goes deep one way closes the far side. The opposites fall out of the attributes: Strength against Dexterity and Intelligence, Strength and Dexterity against Intelligence, Dexterity against Strength and Intelligence. Kept back in case builds still converge. > - **A faction gate.** After the choice at the top, the second climb opens a second start on the Rose, on your faction's ground (the Wardens' City, the Heirs' siege lines, the Apostates' undercrofts), so a faction reaches a far part of the Rose without walking there. > **Proposal** (concept, not decided): > > **The first Rose's names, kept.** Six petals ring the House, clockwise from the top in the order of their attributes: the Quarryman's foundations (Strength), the Sellsword's walls, the Huntsman's outer bridges (Dexterity), the Sexton's crypts, the Hedgewitch's cloister garden (Intelligence) and the Penitent's cells. The places' names are heaven's plain words: the bone stair, the cistern, the barbican; the Seats are heaven's own: the seat of judgement, of the sword, of keys, of the watch, of song and of mercy. > **Proposal** (concept, not decided): > > ## What you see > > Heaven drawn in ink, the way the paintings of heaven are: the City seen from above, its walls, bridges, stairs and courts laid out like the plan of a cathedral. Every place in it is a node, and every street between two places is a path. > > - **Unlit, it is a drawing.** The tree opens as faint ink lines on the dark: a city you have never been to, which you know anyway. > - **The white fills it.** Every point spent lights one place, and it fills with white, with a small flare as it catches. As a character grows the drawing turns into a white city, which is what heaven looks like and what the corruption is. The coal at the centre of the screen, which is you, stays red. > - **The House is the one blank.** At the heart of the tree the House is drawn as a shape with nothing in it. No path reaches it and no point lights it. Every gate opens beside it. > - **You start beside the House.** The [archetypes](../game/builds.md) begin at different gates on the ring around it, biased toward attacks, spells or defence, and each petal of the remembered city opens out from there to its walls, so every character can reach anything but nobody can take everything. The undercrofts and foundations for the Quarryman, the walls for the Sellsword, the outer bridges for the Huntsman, and so on. > - **Great places.** The gate, a bridge, a stair of the court: larger nodes that carry the effects that define a build, in the spirit of Path of Exile's notables and keystones. They take longest to reach, and they change a fallen most. > - **Readable at a glance.** Lit places are white and unlit ones faint ink, so the path a fallen has taken reads as one trail of white across the dark. > - **Your faction shows on it.** After the choice at the top, your banner's ground in the remembered city takes your faction's mark (cosmetic only): the Wardens' City, the Heirs' siege lines, the Apostates' undercrofts. > - **Places you don't remember lighting.** On the second climb the tree is the same, and you keep every point. A memory may show you a lit place you have no record of reaching. ## Why the Rose Heaven's plan is round: courts, bridges and stairs ring the House at its heart, the way the panes of a cathedral's rose window ring its centre. So the tree is the Rose, and every place in it is a pane that the white lights. The name is short enough to say mid-fight ("two more points in the Rose"), it names what you see on the screen, and it keeps the House as the blank at the heart that every build circles. It was picked over *the Undersky* (the earlier story's name, made for going down) and *the Remembered City* (exact, but long). > She knew every pane of the Rose before she had seen a single court of heaven. How a point is taken back again is a proposal on [Builds](../game/builds.md): with the Tide's water, since fire remembers and the tide forgets. ## The earlier concept ![The Undersky as first imagined, for the earlier story: a dark sky of unlit coals inside every fallen, then called the Kindled](../art/paintings/undersky.jpg) The Undersky as first imagined, for the earlier story: a dark sky of unlit coals inside every fallen, then called the Kindled Before 25 October 2026 the passive tree was the Undersky: a dark sky full of unlit coals, which a fallen (then called the Kindled) saw on closing their eyes, lit coal by coal with ember orange and gold. The new tree keeps its shape (a dark screen that fills with light as you grow, great nodes at the heart of clusters, one trail across the dark) and changes its light from warm to white, because the tree is now where heaven's corruption settles. *"Steer by the coal you lit, not the coal you wish you had,"* said the Hearthfolk; it would still do. --- title: "How it plays" summary: "The campaign, combat, builds, loot, crafting, maps and the hideout, alone or with friends." status: decided # Decided in the design notes, not built yet section: "How it plays" html: index.html source: www/lib/sections.ts (SECTIONS) and the pages of www/content/game/ --- # How it plays *The campaign, combat, builds, loot, crafting, maps and the hideout, alone or with friends.* The campaign, combat, builds, loot, crafting, maps and the hideout, alone or with friends. - [The campaign](../game/campaign.md): Three acts of about 30 minutes, climbing from the deep where you fell to a corrupted heaven, then one more fall and a second climb a hundred years later. Alone or with friends. [decided] - [The second climb](../game/second-climb.md): At the top you choose a faction, then fall once more, willingly, and climb again a hundred years later through a world your choice has made worse. It replaces Nightmare; after it comes the endgame. [decided] - [Combat](../game/combat.md): Positioning in a crowd. Four damage types, three ailments, telegraphed hits and a dash to get out of trouble. [in-game] - [Builds](../game/builds.md): Skills, gear and the passive tree, working together, so two players never build the same character by accident. [decided] - [Build planner](../game/planner.md): Make a character, from its archetype and the Rose to its skill gems and gear, and read off its damage, defences and mana against any monster, computed by the game's own code. [in-game] - [Loot and crafting](../game/loot-and-crafting.md): Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them. [in-game] - [Maps and the hideout](../game/maps-and-hideout.md): After the campaign, the game is maps, opened from your hideout, where friends drop in to join you. [decided] - [Alone or together](../game/together.md): Every part of the game works solo; with friends it is two to four players on a server that owns the world, each with their own loot. [in-game] - [The story in play](../game/story-in-play.md): Why each system of the game is the way it is, told from inside the world. [decided] --- title: "The campaign" summary: "Three acts of about 30 minutes, climbing from the deep where you fell to a corrupted heaven, then one more fall and a second climb a hundred years later. Alone or with friends." status: decided # Decided in the design notes, not built yet section: "How it plays" html: campaign.html source: www/content/game/campaign.md --- # The campaign *Three acts of about 30 minutes, climbing from the deep where you fell to a corrupted heaven, then one more fall and a second climb a hundred years later. Alone or with friends.* Every character starts with the campaign, alone or with friends: three acts of about 30 minutes each, climbing from the bottom of the world, where you woke, to the gate of heaven. The first climb introduces the monsters, the skills and crafting. At the top you choose your faction, then fall once more, willingly and keeping your memories, and wake a hundred years later to climb the same acts again, harder. That [second climb](../game/second-climb.md) takes the place of a Nightmare pass, and ends where the endgame begins. About three hours in all. Each act ends with a boss, and each act boss gives back a memory. No character skips the campaign: every new fallen climbs both times (decided by Alex on 25 October 2026). How the regions fall into the three acts is a proposal, told act by act on [the Journey](../journey/index.md). > **Proposal** (concept, not decided): > > Caves and fields are still generated from seeds, but each act has fixed landmarks and a fixed order, so the route is the same every time while the layout is not. Each act ends with a boss that guards the way up: Orrin's Drowned Court waits on the Drowned Coast. > > Keeping it short is the point: a new build is one long evening away from maps, and a fallen who knows the way climbs faster. ## Climbing together Marked for Alex by a Claude stand-in, at his request, and applied as decided on 25 October 2026. - **An act counts for every fallen who fought its boss,** even one that hasn't reached it on its own climb. - **The gate's keeper stands in the gate,** so all kin fight it, and any fallen already in heaven may join them there. Only a fallen that has beaten all three acts goes through. - **At the top each fallen chooses in its own time;** the party's fire waits. - **A memory's scene plays at the next fire,** and again at any hub. ## Today There is no campaign in the build yet: the game is one endless run of generated cave depths, with a portal on at the end of each. That is the deep where the climb begins, without the acts above it. See [Where it stands](../dev/roadmap.md). --- title: "The second climb" summary: "At the top you choose a faction, then fall once more, willingly, and climb again a hundred years later through a world your choice has made worse. It replaces Nightmare; after it comes the endgame." status: decided # Decided in the design notes, not built yet section: "How it plays" html: second-climb.html source: www/content/game/second-climb.md --- # The second climb *At the top you choose a faction, then fall once more, willingly, and climb again a hundred years later through a world your choice has made worse. It replaces Nightmare; after it comes the endgame.* > The second time, you remember the way up. You fall twice, and only twice. The first fall is the one you never learn the cause of: you wake at the bottom with no memory and climb to heaven. At the top you choose a [faction](../world/overview.md), for good. Then the Apostate who raised you asks one thing back for it: one more fall. You owe her, and you pay. She cuts you loose again, and this time you go willingly and keep your memories; she drops you a hundred years on, so you see what your choice cost. You wake at the bottom in a world made worse by what you chose, and climb it a second time. The second fall burns off heaven's white again, but not your faction: you are clean to look at, and your faction's skills come down with you. After the second climb comes the endgame, where you are your faction's champion. Each act of a climb ends with a boss, and each act boss gives back a **memory**: a short scene of who you were, and a strength the character keeps for good. Decided by Alex on 25 October 2026. Earlier the same day he had decided a **rebirth** after *The 4th Coming*, falling and climbing again as often as you liked; he cut it, because falling again and again made no sense for the story. The second climb takes the place of a Nightmare pass. No character skips either climb. The debt, the century, memories and friends below were drafted by Claude's lore team, and Alex kept them the same day. ## The debt > She asked for one more fall, and said it was cheap. - **What you owe her is the climb:** the gates she unbarred, the champions she drew off you. Nobody knows what a third cut does, so she asks for one more fall and no more. - **She never says what she wants you to see.** If you chose the Apostates, the debt is light. If you chose a great faction, she has been selling it fellings, one at a time, all along, and you wake where that trade has done the most harm. - **The hundred years are the fall's, she says, not hers:** a coal that keeps its memories falls slowly. You remember agreeing, then the dark, then waking. ## A hundred years on - **The same acts, worse.** A century of war has passed over them, tipped by your choice: the faction you chose holds more of the board, or more of it lies broken if you chose the Apostates. The same angels play the same champions, a century more practised. Every fire you lit has gone out, and you walk the road again. - **Nothing is reset.** A fallen keeps what it remembers, and this time you remember it all: level, passives, skills, faction. The fall burns off what shows, not what you took, and the faithful kept your things. The second climb is quicker, since you remember the way. ## Memories > The higher you stand, the more of you comes back. Six in all, one per act boss of each climb. Memory comes back with height: each act's boss holds the way up, and past it you remember what you knew there. The first climb's three show heaven as you knew it: the white city, the processions that stop at the edge of the House's court, the war. On the second climb the same heights give back older memories, from before your first fall, because the newer ones are already yours. None of them reaches the blow that felled you. Your faction changes what you notice in them, never what happened. The first few are kind. The later ones are not. ## With friends Friends on different climbs play together, in the century of whoever leads the party. Each act boss gives each player the memory of that act on their own climb, if they don't have it yet, and its scene plays for that player alone. A party of mixed factions still climbs together, because kin share a fire. **Between the climbs** your seat waits above, out of reach; on the second climb everything is at the faithful's hubs (marked for Alex by a Claude stand-in, at his request). > **Proposal** (concept, not decided): > > ## What a century does > > - **We did this.** The places you saved are gone, the ones you passed through are held, and people who were children on your first climb are old, or raised. Nobody below knows it was you. > - **Harder:** monsters a good many levels higher, more magic and rare packs, and act bosses with an extra phase. ## Open questions - What a memory's strength is: a passive point, a skill unlocked, a bonus no gear can give. Proposed on [the Rose](../fallen/the-rose.md): each memory lights a place in your Seat, one of the seats of heaven around the House. ## Today Nothing of the second climb is in the build yet: it needs the campaign and characters that persist between sessions, both on the [roadmap](../dev/roadmap.md). --- title: "Combat" summary: "Positioning in a crowd. Four damage types, three ailments, telegraphed hits and a dash to get out of trouble." status: in-game # Exists in the current build; generated from or checked against its code section: "How it plays" html: combat.html source: www/content/game/combat.md --- # Combat *Positioning in a crowd. Four damage types, three ailments, telegraphed hits and a dash to get out of trouble.* WASD walks, relative to the camera, and the mouse aims. The left button is Strike, the right button Fireball; Q is Frost Nova, E Arc, R Earthshatter. Space dodges with Ember Dash, the way you are walking, and holding it sprints. You take a moment to reach full speed and stop almost at once. 1 and 2 drink the life and mana flasks. Keys are physical positions, so on AZERTY it is ZQSD and A, E, R, and the HUD relabels itself on your first key press. Fights are about positioning in a crowd: monsters that hurt badly show it first, a dash gets you out, and crowd-clearing skills are what make a horde fun rather than frightening. Packs sleep in the dark until you come close, then wake together. Damage comes in four types: physical, fire, cold, lightning. Armour soaks physical hits, resistances soak the elements, and each element has an ailment: **ignite** burns over time, **chill** slows, **shock** makes the target take more damage. Monsters inflict them on you too. - Physical - Fire - Cold - Lightning Magic and rare packs bring modifiers: hasted, armoured, empowered, regenerating, vampiric, giant. Each depth ends at a portal guarded by a guardian. You have two attacks, three spells and a dash today. The [wiki](../wiki/skills/index.md) has every skill's numbers, and [Damage and ailments](../wiki/combat.md) the exact formulas. --- title: "Builds" summary: "Skills, gear and the passive tree, working together, so two players never build the same character by accident." status: decided # Decided in the design notes, not built yet section: "How it plays" html: builds.html source: www/content/game/builds.md --- # Builds *Skills, gear and the passive tree, working together, so two players never build the same character by accident.* A character is three things working together: the skills you use, the gear you wear and, later, the passive tree. Today there are two attacks, three spells and a dash; gear makes them into a build. The [build planner](../game/planner.md) puts one together before you play it, with the game's own numbers. The passive tree and characters that persist between sessions are the next step on the [roadmap](../dev/roadmap.md). Decided by Alex on 25 October 2026: the passive tree is where a fallen's white settles, drawn as the heaven it remembers. It is called [the Rose](../fallen/the-rose.md) (26 October 2026). The faction you choose at the top adds its own few skills on top of any build and takes nothing away (see the [overview](../world/overview.md)). Decided by Alex on 26 October 2026, after the [build planner](../game/planner.md) was made: - **Attributes, as in Path of Exile.** Strength, Dexterity and Intelligence come from your archetype, the Rose and gear. Each gives a small bonus, and gear and skill gems require them, so a build leans toward its part of the Rose. - **Skills are gems in skill slots, as in Path of Exile 2.** You find skill gems and put each in a skill slot of its own, and every skill has its own support slots for gems that change how it behaves. Nothing is socketed in gear, so changing armour never breaks a skill. - **The first Rose has about 120 places, with one start for each archetype.** - **The rules come first, in the game's simulation and the planner, so builds can be tried on the website.** The game's own screens for the Rose and gems follow. Decided by Alex later on 26 October 2026, after the first Rose turned every build into the same one: - **Attributes come from levels, not the Rose.** Every level after the first gives 5 attribute points to spend as you like, and the Rose gives none. Requirements are sized so that a build in one attribute spends about two thirds of its points meeting its own gem and gear, and a build across two about nine tenths; the rest buys what each attribute gives, which is a choice between defence and damage. Armour and support gems ask less than weapons and skill gems, so a caster can wear armour and a build can run supports of a second attribute. - **A passive point every two levels**, 49 by level 100, with 18 keystones on the Rose. **A fully built fallen lights no more than a tenth of the Rose**, so the Rose grows with the points. Its shape is on [the Rose](../fallen/the-rose.md). > **Proposal** (concept, not decided): > > Support gems change how a skill behaves: more projectiles, chaining, area, conversion to another element. That is where most of the build depth in Path of Exile comes from, and it is the part worth copying most closely. > > The Rose is one shared web, with each starting position biased toward attacks, spells or defence, so every character can reach anything but nobody can take everything. ## Archetypes > The quarryman listens to the stone before he strikes it. A new fallen remembers nothing, but its hands reach for something. Where it wakes, she puts that tool in them, and its teachers wait at the first fires of the faithful. They teach it a trade, one of the ways of killing that men learnt below, and that trade is the archetype you start with: where you stand on the passive tree and the skills you reach for first, never what you may become. Every way of killing below is open to any fallen, so it may learn any other trade later, and any trade takes any faction at the top. Six to start: - **The Quarryman.** Taught by the quarrymen who cut the stone that hides the fires. Hammers and mauls, made for stone; heavy armour; slams that crack the ground. Strength. - **The Sellsword.** Taught by the sellswords the faithful hire to keep their doors at night. Sword and buckler, the quick cut and the parry. Strength and dexterity. > He kept the door all night, and nobody knocked. - **The Huntsman.** Taught by the huntsmen who keep the roads between the fires. Bows, throwing blades and traps, speed and the long shot. Dexterity. > He taught it to wait, and it had been waiting longer than he had lived. - **The Hedgewitch.** Taught by the hedgewitches who keep the fires lit through the winter. Fire, frost and the storm, called by their old names. Intelligence. > She called the frost by its first name, and it came. - **The Sexton.** Taught by those who bury the faithful's dead and know every name; the fallen calls them back in its own white. Curses and rot, minions and damage over time. Dexterity and intelligence. > The sexton knows every grave, and which ones are empty. - **The Penitent.** Taught by the faithful who bleed in cellars for the burned. A flail in one hand, warcries and auras, and power paid for in your own blood. Strength and intelligence. > Every scar on her back is the name of someone burned. Alex chose the world's trades and five of their names on 25 October 2026; the Sellsword and the rest were marked for him by a Claude stand-in, at his request. > **Proposal** (concept, not decided): > > **Respec.** A few points come back from the climb. After that, each point moved costs an orb, and it is the Tide's water, not fire: fire remembers, the tide forgets. This waits on how the Tide fits. --- title: "Build planner" summary: "Make a character, from its archetype and the Rose to its skill gems and gear, and read off its damage, defences and mana against any monster, computed by the game's own code." status: in-game # Exists in the current build; generated from or checked against its code section: "How it plays" html: planner.html source: www/content/game/planner.md --- # Build planner *Make a character, from its archetype and the Rose to its skill gems and gear, and read off its damage, defences and mana against any monster, computed by the game's own code.* The planner is the game's [Path of Building](https://pathofbuilding.community/): a place to try a build before you play it. Pick a level and a main skill, put an item in each slot, and the sidebar shows what that character does. A character here is everything a build is made of: its archetype and attributes, the places it has lit on [the Rose](../fallen/the-rose.md), its skill gems and their supports, and its gear. The rules for all of it are in the game's simulation, but the game has no screens for the Rose and gems yet, so for now the planner is the only place to try them. **The numbers are the game's.** Path of Building rewrites Path of Exile's rules in its own code and reads each item's text back into numbers, and both have to be fixed by hand every time the game changes. The planner does neither: its engine is the sim's own Rust (`crates/planner`, built on `sim::calc` and `sim::items`) compiled to WebAssembly and loaded in the page. Items are stored as the game stores them, not as text. A change to a rule in the game changes the planner on the next build of the site. The sim's tests check that the hits it rolls average to what the planner expects. **What it shows.** - **The character.** Its level and archetype, with the archetype's Strength, Dexterity and Intelligence. Gear and gems require attributes; with *Gear needs its attributes* on, as the game will have it, an item or gem whose requirements aren't met does nothing. - **The Rose.** The passive tree, one point every two levels. Click a place to light it and the shortest road to it; point at one to see every number change. The Rose's notables and keystones are listed on [the wiki](../wiki/rose.md). - **Gear.** Eight slots. Each item has its base, item level, rarity and modifiers, with every tier and its roll range. An item can be rolled the way a drop of its base, rarity and item level would be, by the game's own generator. Under *Add a modifier* is every affix the item can still roll, sorted by what it adds to your main skill. Point at one and every number in the sidebar shows the change. Each slot says what you would lose by taking that item off. - **Skills.** Six skill slots, each a skill gem with three support slots and a gem level (Auto follows your character), with the supports that would add most to that skill. Then every skill against the enemy: damage per second, average hit, uses per second, crit, mana, ignite and shock, and how long the enemy lasts. The [support gems](../wiki/skills/support-gems.md) are on the wiki. - **Enemy.** The monster every number is measured against: its kind, level (the depth it is met at), rarity, modifiers, and whether it is shocked. There is also how hard each monster at that level hits you through your armour and resistances, and how many hits you can take. - **Breakdown.** Where each number comes from, from the Rose and item by item, then one use of the main skill step by step from its damage ranges to its damage per second. **How it counts.** All damage is the average against one target. Crits are counted at their chance, and so are the enemy's armour and resistances. *Shocked: from your hits* counts the share of the time your own hits keep the enemy shocked. An ignite counts at the share of the time you keep it burning. Mana lasts as long as your full mana pool can pay for using the skill nonstop, with regeneration taken into account. Chaining and areas are listed, but the damage is always for one target. **Sharing.** The address always holds the build, so a link opens it. *Copy link* puts the link on your clipboard. Items in a link are named by base and affix, so a link keeps working when the game adds new ones. *Pin to compare* keeps the current build, and every number then shows its difference from it. [![](../art/logo-mark.svg)Road to Redemption](../index.html "The Road to Redemption website") # Build planner New Roll rare gear Pin to compare Copy link About The planner needs JavaScript and WebAssembly. How it works is under About. Gear The Rose Skills Enemy Breakdown Close --- title: "Loot and crafting" summary: "Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them." status: in-game # Exists in the current build; generated from or checked against its code section: "How it plays" html: loot-and-crafting.html source: www/content/game/loot-and-crafting.md --- # Loot and crafting *Items with random affixes in four rarities, uniques that name the world, and currency that changes items rather than buying them.* Items come in four rarities. Normal items are a base and nothing else; magic items have up to one prefix and one suffix; rares have more; uniques are fixed designs with their own lore. Affixes roll from tiers, and the best tiers only appear on items from deep enough. > *Magic item* > > **Sanguine Iron Helm of the Salamander** > > Armour: 36 > > - +(15–29) to maximum Life > - +(12–17)% to Fire Resistance [ > *Unique item* > > **Crown of the Drowned King**, Iron Helm > > Armour: 36 > > - +(40–60) to maximum Mana > - +1 to Level of all Spell Skills > - (15–25)% increased Spell Damage > - +(25–35)% to Cold Resistance > > He ruled the tide until the tide ruled him. ](../wiki/items/uniques/drowned_crown.md)[ > *Unique item* > > **Twinflame**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - (8–12)% increased Spell Damage > > - Skills fire 1 additional Projectile > - (30–40)% increased Fire Damage > - (10–15)% increased Cast Speed > > One flame for the living, one for the dead. ](../wiki/items/uniques/twinflame.md) A magic helmet with second-tier life and fire resistance, and two of the game's uniques. Values in brackets are the ranges an item can roll. In the game today: 45 item bases, 34 affixes with up to five tiers each, 7 uniques and 8 currencies. Each player rolls their own drops and sees only their own; `I` opens the inventory, with the eight equipment slots and the currency pouch. [How items work](../wiki/items/index.md) has the rules. ## Crafting Currency is crafting material: every orb does one thing to an item. The coin of drowned Velmarch was minted from the Ember, and it is still alive: seven kinds of fire that add to an item, and one of seawater that strips it bare. - ![](../art/currency/kindling.svg) [Shard of Kindling](../wiki/items/currency/kindling.md) Upgrades a normal item to a magic item. - ![](../art/currency/growth.svg) [Ember of Growth](../wiki/items/currency/growth.md) Adds a modifier to a magic item with room for one. - ![](../art/currency/ash.svg) [Shifting Ash](../wiki/items/currency/ash.md) Rerolls the modifiers of a magic item. - ![](../art/currency/gilded.svg) [Gilded Ember](../wiki/items/currency/gilded.md) Upgrades a normal item to a rare item. - ![](../art/currency/crowning.svg) [Crowning Flame](../wiki/items/currency/crowning.md) Upgrades a magic item to a rare item, adding a modifier. - ![](../art/currency/wildfire.svg) [Wildfire Orb](../wiki/items/currency/wildfire.md) Rerolls a rare item with new random modifiers. - ![](../art/currency/sovereign.svg) [Sovereign Spark](../wiki/items/currency/sovereign.md) Adds a random modifier to a rare item. - ![](../art/currency/quench.svg) [Quenching Water](../wiki/items/currency/quench.md) Removes all modifiers, making an item normal. > **Proposal** (concept, not decided): > > There is no gold. Because every orb is useful, currency doubles as what friends trade with, and rare orbs are worth more than most items. --- title: "Maps and the hideout" summary: "After the campaign, the game is maps, opened from your hideout, where friends drop in to join you." status: decided # Decided in the design notes, not built yet section: "How it plays" html: maps-and-hideout.html source: www/content/game/maps-and-hideout.md --- # Maps and the hideout *After the campaign, the game is maps, opened from your hideout, where friends drop in to join you.* After the campaign, the game is maps. You open them from your hideout, and friends who come into your hideout can join the maps you open. Today's game already has the core of it: every depth is a new cave generated from a seed, a portal takes the whole party further down, and depth has no floor. Monster life grows 12% per depth and compounds: a Cavern Brute with 60 life at depth 1 has 1,605 at depth 30. How deep your party can go is the measure of your builds. > **Proposal** (concept, not decided): > > Maps are items. Each one opens a single generated cave with a tier and modifiers, and its tier is its depth, so the scaling above carries straight into the endgame. Maps roll and craft with the same currency as gear: more monsters, more dangerous ones, or more loot, traded against each other. > > The hideout holds a map device, your stash and your trophies. Opening a map puts six portals in the hideout; anyone there can step through, and a fallen player comes back through one of them. When the portals run out or the map is cleared, it closes. > > Each season, the deepest map tier a party clears goes on a board for your friends to beat. The maps also go down into [the Unlit](../journey/the-unlit.md), under the floor where the fallen wake, which has no bottom. --- title: "Alone or together" summary: "Every part of the game works solo; with friends it is two to four players on a server that owns the world, each with their own loot." status: in-game # Exists in the current build; generated from or checked against its code section: "How it plays" html: together.html source: www/content/game/together.md --- # Alone or together *Every part of the game works solo; with friends it is two to four players on a server that owns the world, each with their own loot.* Every part of the game works solo. Playing alone runs the same server on your own machine, so solo and co-op are one game and nothing has to be built twice. With friends it is up to four players. The host's game runs the world and everyone else's mirrors it, so what you see is fair for everyone, and your own movement is predicted so it feels instant. Experience goes to every living player within 30 tiles of a kill, the portal takes the whole party down, and a fallen player gets back up at the start of the depth. If the whole party falls, the depth starts over. Loot is instanced: each player rolls their own drops and only sees their own, so loot never decides who is a good friend. > One coal dies; a heap of them burns till morning. You can host from the game, run a dedicated server, or join by address. Friends over the internet need the host to forward a UDP port; there is no matchmaking or relay yet. [Co-op](../wiki/coop.md) in the wiki has how to host and join. --- title: "The story in play" summary: "Why each system of the game is the way it is, told from inside the world." status: decided # Decided in the design notes, not built yet section: "How it plays" html: story-in-play.html source: www/content/game/story-in-play.md --- # The story in play *Why each system of the game is the way it is, told from inside the world.* > Everything you keep, you will carry into heaven. Each system below has a reason in the world. The rules behind them are on the [overview](../world/overview.md), and where the two disagree, the overview wins. Drafted by Claude's lore team and kept by Alex on 25 October 2026; the proposal blocks are still open. Round 2's additions were marked for Alex by a Claude stand-in, at his request. ## Hordes Every monster is a piece in play, marked with a faction's white. Pieces in play attack anything not of their side, and even your own faction's troops don't know which side you took. The dead go back into the board and are made again, so the hordes never end. ## Loot Pieces are armed with what the world makes, and the dead drop what they carried. Nothing of the world rises to heaven unless a fallen carries it, which is why heaven needs you. Each fallen sees by its own coal, and the coal shows each one its own share, until it is given. Men work fire too, badly: that is a magic item. A rare was worked by a fallen once; a unique was carried by one with a name. ## Currency and crafting Every orb but one is fire, and fire answers a coal best: a fallen works it into iron, and can't feed on it. There is no gold. The faithful, the Apostates' cells and the go-betweens deal in what is useful. > **Proposal** (concept, not decided): > > **Where the fire comes from.** The orbs are the cold embers: coals of fallen who guttered before they touched any fire, angels heaven never got back. They lie thickest in the deep where the fallen wake, and wherever the world has dug. A fallen can work one into iron because it is grace, and can't take it back into itself because it is someone else's. Every orb you spend was an angel. The one orb that isn't fire, Quenching Water, stays with the Tide, which is still open. > > > Nobody asks whose it was. ## Levelling Every kill leaves a little white on your hands, shared with kin near enough. It is strength and the corruption coming back at once, and the ember's light grows colder with every level. The passive tree is where the white settles, drawn as the heaven you remember: [the Rose](../fallen/the-rose.md). ## Skills and factions Every way of killing below is open to any fallen. The faction you choose at the top adds its own few skills on top of any build, and takes nothing away. ## Death A fallen gutters and relights at the last fire it touched, or at once from a friend's warmth. In the endgame you are your faction's champion, worked from your seat. Losing it costs the piece, not you, and each map takes only so many. In the endgame a taken piece loses the white it hadn't carried home, and a friend's warmth can't reach a coal in a piece. There is no third fall: nobody knows what a third cut does. ## Hubs and the stash The hubs are where the faithful of the forbidden faith keep their fires, with traders and an Apostate cell among them. They keep your things as relics, safe across a century, and the same hoard is in your seat once you have one. Between hubs you step from one of your fires to another. ## Co-op Kin are fallen who share a fire, so a party is kin from the moment it sets out, whatever banners its fallen chose. Kin grow from each other's kills, relight at the party's fire, and can't be made to burn one another. ## Bosses and memories Each act's boss holds the way up, and past it a memory comes back with the height. The last boss of each climb is the fallen who keeps heaven's gate. More on the [second climb](../game/second-climb.md). ## The second climb The Apostate who raised you asks for one more fall in return for the climb she gave you. A coal that keeps its memories falls slowly, she says, and you wake a century on, keeping all you remember, with every fire you lit gone out. See [the second climb](../game/second-climb.md). ## The hideout Your seat in heaven: the hearth you carried up, your things, and the go-betweens of the secret trade who come to deal. From it you work your champion on the board. Kin come and go through your door whatever their banner. Your seat is white; only what you carry up has colour. ## Maps and tiers A map is the way down to one region, carried up on something that holds its name: a key, a seal, a torn banner. Kill its champion and the hold breaks, and your faction pays for it whoever held it. A map's tier is how near the House the region's twin above stands. More in [Maps and the hideout](../game/maps-and-hideout.md), which still describes the earlier endgame. ## Pinnacles When ground bound to a place that matters lies broken, the place above opens, and you go up in person to settle it against the champions it draws. Beaten, you relight where you set out and go again while the fires lit to it last; whoever holds the field at the end takes it. ## Leagues Each league is fought below, and at its end one place nearer the House changes hands. Places behind it are lost again, and the court has one more stair than anyone counted, so the war never reaches the door. A player can win every fight and the board is still not won: the grind never ends. ## Hardcore Some fallen swear that no fire will relight them. When one gutters, nothing relights it, not even a friend's warmth, and a sworn fallen's piece takes its coal with it. An ended sworn fallen goes back to the long war. Some fallen take nothing from another's hand (solo self-found). ## New characters Each new character is another angel cut loose, and it wakes knowing nothing you know. Its hands remember what it was, though it doesn't, and that is where it starts: the [archetypes](../game/builds.md) proposed on the builds page. Nobody skips the campaign; every new fallen climbs both times. --- title: "Wiki" summary: "Exact numbers for what is in Emberdeep today, generated from the game code." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Wiki [In game] The vision pages describe what Emberdeep is meant to become. The wiki describes what is in the game now. Every number on it is taken from the game's own code each time the site is built, so it can't drift from the game. - [**6** skills](../wiki/skills/index.md) - [**6** monster families](../wiki/monsters/index.md) - [**6** monster modifiers](../wiki/monsters/rarity.md) - [**45** item bases](../wiki/items/bases/index.md) - [**34** affixes](../wiki/items/affixes/index.md) - [**7** uniques](../wiki/items/uniques/index.md) - [**8** currencies](../wiki/items/currency/index.md) - [**44** stats](../wiki/stats.md) ## What is in the game | Module | Status | Pages | | --- | --- | --- | | Combat | Playable | [Damage and ailments](../wiki/combat.md), [Characters](../wiki/characters.md), [Stats](../wiki/stats.md), [Skills](../wiki/skills/index.md) | | Monsters and depths | Playable | [Families](../wiki/monsters/index.md), [Rarity and modifiers](../wiki/monsters/rarity.md), [Depths](../wiki/depths.md) | | Co-op | Playable | [Co-op](../wiki/coop.md) | | Items and crafting | In the game rules, not playable yet: drops, inventory and crafting run on the server, but clients don’t receive or show items yet | [How items work](../wiki/items/index.md), [Drops](../wiki/items/drops.md), [Crafting](../wiki/items/crafting.md), and every base, affix, unique and currency | | Passive tree and progression | Not started | Roadmap step 3 | | Art, effects and audio | Placeholder | Roadmap step 4 | ## How the numbers are made Content tables are read straight from the simulation crate. Scaling that lives in code is measured by running it: monsters are spawned in real game worlds to read their life at each depth, rarity and modifier multipliers, and pack odds, and every currency is used thousands of times on test items to measure what it does. Example items are rolled by the game's own item generator. A few formulas are quoted in prose. If the code behind one changes, the site build stops until someone re-reads that prose. Units: distances in tiles (a player is about 0.8 tiles wide), speeds in tiles per second, times in seconds. The game runs at 30 ticks per second. Press / to search. --- title: "Damage and ailments" summary: "Damage types, armour, resistances, critical strikes and ailments in Emberdeep." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: combat.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Damage and ailments [In game] ## Damage types Every hit carries up to four types of damage: Physical, Fire, Cold, Lightning. Each part is reduced separately by the target's defences, then the parts are added up. The same rules apply to hits on players and on monsters. ## Armour and resistances - **Armour** reduces physical damage by armour ÷ (armour + 10 × damage), at most 90%. Big hits get through armour much more easily than small ones. - **Resistances** reduce fire, cold and lightning damage by their percentage. Players are capped at 75%; monsters have fixed resistances (see [Families](../wiki/monsters/index.md)). - **Shocked** targets take 20% more damage from every hit, after armour and resistances. Share of a physical hit prevented by armour | | 5 damage hit | 20 damage hit | 80 damage hit | | --- | --- | --- | --- | | 50 armour | 50% | 20% | 6% | | 200 armour | 80% | 50% | 20% | | 800 armour | 90% | 80% | 50% | ## Hits - **Attacks** use your weapon: its physical damage plus any added damage, times the skill's damage effectiveness. See [weapon bases](../wiki/items/bases/index.md#weapon). - **Spells** have their own base damage, multiplied by 1.12 for every level above 1 of their gem's power: the character level the gem's level requires (see [gem levels](../wiki/skills/support-gems.md#levels)), plus any bonus to the level of spell skills. - **Increased damage** modifiers (generic, per damage type, and attack or spell) add together, then multiply the damage once. ## Critical strikes Critical chance is the base chance (the weapon's for attacks, the skill's for spells) times increased critical chance, capped at 95%. A critical strike deals 150% damage plus any critical strike multiplier, and always shocks and ignites if the hit has lightning or fire damage. A skill supported by Elemental Focus never ignites, chills or shocks. ## Ailments | Ailment | Caused by | Effect | Lasts | | --- | --- | --- | --- | | Chill | Any hit with cold damage | Moves and acts 30% slower | 2 s on monsters, 1.5 s on players | | Shock | Lightning hits: always on a critical strike, otherwise 30% (player hits) or 20% (monster hits) | Takes 20% more damage | 3 s on monsters, 2 s on players | | Ignite | Fire hits: always on a critical strike, otherwise the skill's ignite chance ([Fireball](../wiki/skills/fireball.md) 25%, plus any added ignite chance) or 15% (monster hits) | Burns for 50% of the hit's fire damage per second (40% from monsters), reduced by fire resistance. A stronger ignite replaces a weaker one | 3 s | A monster killed by an ignite still counts as killed by the player who ignited it. --- title: "Characters" summary: "Life, mana, levelling, experience sharing, flasks and death in Emberdeep." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: characters.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Characters [In game] - **Starting life:** 61 - **Starting mana:** 40 - **Movement speed:** 6.8 tiles/s - **Starting weapon:** [Rusted Sword](../wiki/items/bases/rusted_sword.md) (4–9 physical, 1.45/s) - **Level cap:** 100 ## Life and mana A character has 50 life plus 12 per level and 33 mana plus 6 per level, before attributes and items. Flat bonuses from attributes and items are added first, then percentage increases apply. Mana regenerates at 1.8% of maximum mana per second, plus any mana regeneration from items. Life only regenerates through items and flasks. The starting numbers above are a Sellsword's, the archetype every character in the game has until characters can be made. ## Attributes Strength, Dexterity and Intelligence come from your archetype, then from the 5 attribute points you get each level after the first, spent as you like (495 by level 100), and from gear. [The Rose](../wiki/rose.md) gives none. Only whole bonuses count: - **Strength:** +1 maximum life per 2, and 1% increased physical damage per 5. - **Dexterity:** 1% increased attack damage per 5. - **Intelligence:** +1 maximum mana per 2, and 1% increased spell damage per 5. | Archetype | Strength | Dexterity | Intelligence | | --- | --- | --- | --- | | The Quarryman | 32 | 14 | 14 | | The Sellsword | 23 | 23 | 14 | | The Huntsman | 14 | 32 | 14 | | The Hedgewitch | 14 | 14 | 32 | | The Sexton | 14 | 23 | 23 | | The Penitent | 23 | 14 | 23 | Gear and skill gems require attributes. A requirement is 5 + 3.6 × a level: a base's level, or the character level a gem's level needs. A weapon asks it all of one attribute, or most of it of each of two (axes Strength; swords Strength and Dexterity; daggers Dexterity and Intelligence; staves Strength and Intelligence; wands Intelligence); armour asks 50% of it in Strength, so a build in another attribute can still wear it; a skill gem asks it all of its attribute, a support gem 40%. So a build in one attribute spends about two thirds of its points meeting its own gem and gear, and a build across two about nine tenths. An item's own attributes don't count toward its own requirement. An item whose requirements aren't met gives nothing. For now the game shows requirements without enforcing them, since a character there has no way to spend attribute points yet; the [build planner](../game/planner.md) enforces them. ## Levelling The next level takes 60 × level² experience. Levelling up refills life and mana. Every kill gives its full experience, not a split share, to each living player within 30 tiles, so playing together levels everyone faster. | Level | Life | Mana | Mana regen /s | XP to next | Total XP | | --- | --- | --- | --- | --- | --- | | 1 | 61 | 40 | 0.7 | 60 | 0 | | 2 | 73 | 46 | 0.8 | 240 | 60 | | 5 | 109 | 64 | 1.2 | 1,500 | 1,800 | | 10 | 169 | 94 | 1.7 | 6,000 | 17,100 | | 20 | 289 | 154 | 2.8 | 24,000 | 148,200 | | 30 | 409 | 214 | 3.9 | 54,000 | 513,300 | | 40 | 529 | 274 | 4.9 | 96,000 | 1,232,400 | | 50 | 649 | 334 | 6 | 150,000 | 2,425,500 | | 75 | 949 | 484 | 8.7 | 337,500 | 8,269,500 | | 100 | 1,249 | 634 | 11.4 | – | 19,701,000 | ## Flasks Two flasks, life (key 1) and mana (key 2). Each holds 30 charges; a drink uses 10 and restores 60% of maximum life or mana over 1.5 seconds. Kills within 30 tiles refill both flasks: 1 charge for a normal monster, 2 for magic and 5 for rare. ## Death Dying costs 10% of the experience needed for your next level, never a level. Press Space to get back up at the start of the depth. If the whole party is down, the depth is generated again and everyone starts it over. ## Equipment A character wears 8 items: a weapon, helmet, body armour, gloves, boots, an amulet and two rings, and carries 60 more in the inventory. Everything an item grants adds into your stats, except weapon-local modifiers, which change the weapon itself. Without a weapon you attack for 2–5 at 1.2 attacks per second. See [How items work](../wiki/items/index.md). --- title: "Stats" summary: "Every character stat in Emberdeep, what it does and which items grant it." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: stats.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Stats [In game] Everything that changes a character, from items today and the passive tree later, is one of these 44 stats. "Increased" stats add together before they multiply. On weapons, 5 stats are local: as affixes or unique modifiers they change the weapon's own numbers instead of the character's, as in Path of Exile. Implicit modifiers are never local. | Stat | What it does | Where it comes from | | --- | --- | --- | | Maximum life | Flat life, added before percentage increases. | Affixes: [+(5–79) to maximum Life](../wiki/items/affixes/life.md) Implicit on [Coral Amulet](../wiki/items/bases/coral_amulet.md), [Coral Ring](../wiki/items/bases/coral_ring.md) Uniques: [Cinderstep](../wiki/items/uniques/cinderstep.md), [Grave Mantle](../wiki/items/uniques/grave_mantle.md) | | Increased maximum life | Percentage increase to maximum life. | Affixes: [(4–10)% increased maximum Life](../wiki/items/affixes/inc_life.md) Uniques: [Ashen Heart](../wiki/items/uniques/ashen_heart.md) | | Maximum mana | Flat mana, added before percentage increases. | Affixes: [+(5–69) to maximum Mana](../wiki/items/affixes/mana.md) Implicit on [Lapis Amulet](../wiki/items/bases/lapis_amulet.md) Uniques: [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md) | | Increased maximum mana | Percentage increase to maximum mana. | Nothing grants this yet | | Life regeneration | Life regenerated per second. | Affixes: [Regenerate (1–15) Life per second](../wiki/items/affixes/life_regen.md) Uniques: [Ashen Heart](../wiki/items/uniques/ashen_heart.md) | | Mana regeneration | Mana per second, on top of the base 1.8% of maximum mana per second. | Affixes: [Regenerate (1–7) Mana per second](../wiki/items/affixes/mana_regen.md) | | Added physical damage [Local on weapons] | Added to attacks. On a weapon it changes that weapon’s own damage. | Affixes: [Adds (1–20) to (3–38) Physical Damage to Attacks](../wiki/items/affixes/added_phys.md) Implicit on [Iron Ring](../wiki/items/bases/iron_ring.md) Uniques: [The Hungering Shank](../wiki/items/uniques/hungering_shank.md) | | Added fire damage | Fire damage added to attacks. | Affixes: [Adds (1–24) to (3–48) Fire Damage to Attacks](../wiki/items/affixes/added_fire.md) | | Added cold damage | Cold damage added to attacks. | Affixes: [Adds (1–21) to (3–42) Cold Damage to Attacks](../wiki/items/affixes/added_cold.md) | | Added lightning damage | Lightning damage added to attacks. | Affixes: [Adds (1–6) to (4–66) Lightning Damage to Attacks](../wiki/items/affixes/added_light.md) Uniques: [Stormglass Loop](../wiki/items/uniques/stormglass.md) | | Increased damage | Increases all damage. Adds together with the other increases. | Implicit on [Amber Amulet](../wiki/items/bases/amber_amulet.md) Uniques: [Ashen Heart](../wiki/items/uniques/ashen_heart.md) | | Increased physical damage [Local on weapons] | On a weapon, increases that weapon’s physical damage; elsewhere, all physical damage. | Affixes: [(15–100)% increased Physical Damage](../wiki/items/affixes/inc_phys.md) | | Increased fire damage | Increases fire damage. | Affixes: [(8–44)% increased Fire Damage](../wiki/items/affixes/inc_fire.md) Uniques: [Twinflame](../wiki/items/uniques/twinflame.md) | | Increased cold damage | Increases cold damage. | Affixes: [(8–44)% increased Cold Damage](../wiki/items/affixes/inc_cold.md) | | Increased lightning damage | Increases lightning damage. | Affixes: [(8–44)% increased Lightning Damage](../wiki/items/affixes/inc_light.md) Uniques: [Stormglass Loop](../wiki/items/uniques/stormglass.md) | | Increased spell damage | Increases damage dealt by spells. | Affixes: [(10–89)% increased Spell Damage](../wiki/items/affixes/inc_spell.md) Implicit on [Driftwood Wand](../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../wiki/items/bases/gnarled_staff.md), [Bone Wand](../wiki/items/bases/bone_wand.md), [Ironwood Staff](../wiki/items/bases/ironwood_staff.md), [Crystal Wand](../wiki/items/bases/crystal_wand.md), [Runic Staff](../wiki/items/bases/runic_staff.md), [Ether Wand](../wiki/items/bases/ether_wand.md) Uniques: [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md) | | Increased attack damage | Increases damage dealt by attacks. | Nothing grants this yet | | Increased attack speed [Local on weapons] | On a weapon, increases that weapon’s attacks per second; elsewhere, all attack speed. | Affixes: [(5–20)% increased Attack Speed](../wiki/items/affixes/attack_speed.md) | | Increased cast speed | Increases how fast spells are cast. | Affixes: [(5–25)% increased Cast Speed](../wiki/items/affixes/cast_speed.md) Uniques: [Stormglass Loop](../wiki/items/uniques/stormglass.md), [Twinflame](../wiki/items/uniques/twinflame.md) | | Increased critical strike chance [Local on weapons] | Multiplies base critical chance. As a weapon affix it is local to the weapon. | Affixes: [(10–60)% increased Critical Strike Chance](../wiki/items/affixes/crit_chance.md) Implicit on [Glass Shank](../wiki/items/bases/glass_shank.md), [Stiletto](../wiki/items/bases/stiletto.md), [Obsidian Kris](../wiki/items/bases/obsidian_kris.md) Uniques: [The Hungering Shank](../wiki/items/uniques/hungering_shank.md) | | Critical strike multiplier | Added to the base 150% damage of a critical strike. | Affixes: [+(8–34)% to Critical Strike Multiplier](../wiki/items/affixes/crit_multi.md) | | Increased movement speed | Increases the base 6.8 tiles per second. | Affixes: [(10–30)% increased Movement Speed](../wiki/items/affixes/move_speed.md) Uniques: [Cinderstep](../wiki/items/uniques/cinderstep.md) | | Armour | Reduces physical hits: armour ÷ (armour + 10 × damage), at most 90%. | Affixes: [+(5–130) to Armour](../wiki/items/affixes/armour_flat.md) Uniques: [Grave Mantle](../wiki/items/uniques/grave_mantle.md) | | Increased armour | Percentage increase to armour. | Affixes: [(8–56)% increased Armour](../wiki/items/affixes/armour_inc.md) | | Fire resistance | Reduces fire damage taken, including ignite. Capped at 75%. | Affixes: [+(6–35)% to Fire Resistance](../wiki/items/affixes/fire_res.md) Implicit on [Onyx Amulet](../wiki/items/bases/onyx_amulet.md), [Ruby Ring](../wiki/items/bases/ruby_ring.md), [Prismatic Ring](../wiki/items/bases/prismatic_ring.md) Uniques: [Cinderstep](../wiki/items/uniques/cinderstep.md) | | Cold resistance | Reduces cold damage taken. Capped at 75%. | Affixes: [+(6–35)% to Cold Resistance](../wiki/items/affixes/cold_res.md) Implicit on [Onyx Amulet](../wiki/items/bases/onyx_amulet.md), [Sapphire Ring](../wiki/items/bases/sapphire_ring.md), [Prismatic Ring](../wiki/items/bases/prismatic_ring.md) Uniques: [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md) | | Lightning resistance | Reduces lightning damage taken. Capped at 75%. | Affixes: [+(6–35)% to Lightning Resistance](../wiki/items/affixes/light_res.md) Implicit on [Onyx Amulet](../wiki/items/bases/onyx_amulet.md), [Topaz Ring](../wiki/items/bases/topaz_ring.md), [Prismatic Ring](../wiki/items/bases/prismatic_ring.md) | | Life gained on hit | Life gained for each enemy hit that takes damage. | Affixes: [Gain (1–7) Life per Enemy Hit](../wiki/items/affixes/life_on_hit.md) Uniques: [The Hungering Shank](../wiki/items/uniques/hungering_shank.md) | | Life gained on kill | Life gained for each enemy you kill. | Affixes: [Gain (3–20) Life per Enemy Killed](../wiki/items/affixes/life_on_kill.md) Uniques: [Grave Mantle](../wiki/items/uniques/grave_mantle.md) | | Mana gained on kill | Mana gained for each enemy you kill. | Affixes: [Gain (1–6) Mana per Enemy Killed](../wiki/items/affixes/mana_on_kill.md) | | Increased area of effect | Radius grows with the square root: +100% area is ×1.41 radius. Affects Earthshatter, Fireball’s explosion and Frost Nova. | Affixes: [(5–20)% increased Area of Effect](../wiki/items/affixes/inc_aoe.md) | | Additional projectiles | Fireball fires this many more, in a fan. | Uniques: [Twinflame](../wiki/items/uniques/twinflame.md) | | Increased projectile speed | Fireball travels faster (its range stays the same). | Affixes: [(10–34)% increased Projectile Speed](../wiki/items/affixes/proj_speed.md) | | Increased item rarity | Multiplies the magic, rare and unique weights of your drops (not normal), up to +1,000%. | Affixes: [(6–32)% increased Rarity of Items found](../wiki/items/affixes/inc_rarity.md) Implicit on [Gold Ring](../wiki/items/bases/gold_ring.md) | | Spell skill level | Raises spell level: ×1.12 spell damage and +3.5% mana cost per level. | Affixes: [+(1–2) to Level of all Spell Skills](../wiki/items/affixes/spell_level.md) Uniques: [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md) | | Strength | An attribute: +1 maximum life per 2, and 1% increased physical damage per 5. Armour and some weapons require it. | Affixes: [+(8–32) to Strength](../wiki/items/affixes/strength.md) | | Dexterity | An attribute: 1% increased attack damage per 5. Swords and daggers require it. | Affixes: [+(8–32) to Dexterity](../wiki/items/affixes/dexterity.md) | | Intelligence | An attribute: +1 maximum mana per 2, and 1% increased spell damage per 5. Wands, staves and daggers require it. | Affixes: [+(8–32) to Intelligence](../wiki/items/affixes/intelligence.md) | | Additional chains | A chaining skill (Arc) leaps to this many more enemies, up to 7 leaps in all. | Nothing grants this yet | | Ignite chance | Added to a fire skill's chance to ignite on a hit that isn't a critical strike (a critical strike always ignites). | Nothing grants this yet | --- title: "The Rose" summary: "The passive tree: 510 places in six petals and 6 Seats, its notables and keystones." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: rose.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # The Rose [In game] - **Places:** 510 on the petals, 54 in the Seats - **Notables:** 108 - **Keystones:** 18 - **Points:** one every two levels: 49 at level 100 - **Memories:** 6, which light one Seat The passive tree, the Rose, is six petals around the House, one for each archetype, and 6 Seats on a ring outside them. A character starts at its archetype's gate on the inner ring around the House, which no road reaches, and its petal fans out from there to the rim. Each point lights one place, and a lit place counts only while it joins the gate through lit places. Another archetype's gate is never a road. The roads are short and plain. An inner ring joins each gate to its neighbours' petals, and a road runs out from the gate to a crossing. The power is off the roads, in notables and on dead ends: from the crossing two branches run small place and notable in turn to a keystone near the rim, and a third runs straight out to a notable; small clusters hang off the roads and the branches as dead ends, each ending on its notable; a seam runs out between two petals to a keystone that both reach; and near the rim a second wall joins the two petals' outer branches. Every dead end is a notable or a keystone, and nothing joins the keystones to each other. No place gives an attribute: those come from levels (see [Characters](../wiki/characters.md#attributes)). The Seats are lit with memories instead of points, one from each act's boss. A fallen takes one Seat: its root, then the places that join it. The Rose is in the game's rules and in the [build planner](../game/planner.md), not yet on a screen in the game, where every character has only its gate lit. This one is a prototype of its shape: the names and numbers of its places are placeholders. How it is drawn and named is on [the Rose](../fallen/the-rose.md). ## Notables and keystones by petal ### The Quarryman: the foundations | Place | Kind | What it gives | | --- | --- | --- | | **The wall walk** | Notable | 25% increased armour; 6% increased maximum life | | **The gatehouse** | Keystone | 50% increased armour; 20% increased maximum life; 15% reduced movement speed; 50% increased armour and 20% increased life, but 15% slower. | | **The undercroft** | Notable | 10% increased maximum life; 20% increased armour | | **The buttress** | Notable | 20% increased physical damage; 10% increased area of effect | | **The rubble chute** | Notable | 15% increased area of effect; 10% increased attack damage | | **The footing** | Keystone | Your hits never crit. 30% more attack damage. | | **The keystone arch** | Notable | 25% increased physical damage; +10 to maximum life | | **The quarry face** | Notable | 15% increased physical damage; 4% increased attack speed | | **The pile driver** | Keystone | 15% reduced attack speed; 40% more physical damage, but 15% reduced attack speed. | | **The long cellar** | Notable | 35% increased armour; +10 to maximum life | | **The cornerstone** | Notable | +80 to armour; 15% increased armour | | **The quarry gate** | Notable | +60 to armour; +10% to fire resistance | | **The scaffold** | Notable | 10% increased area of effect; 4% increased attack speed | | **The rockfall** | Notable | 15% increased physical damage; 15% increased area of effect | | **The deep footing** | Notable | 25% increased armour; +2 to life regeneration | | **The first stone** | Notable | +30 to maximum life | | **The cistern** | Notable | 8% increased maximum life; +2 to life regeneration | | **The well-head** | Notable | +3 to life regeneration; +15 to maximum life | | **The hammer pond** | Notable | +3 to added physical damage (min); +6 to added physical damage (max) | | **The sledge** | Notable | 20% increased physical damage; +10% to critical strike multiplier | | **The cellar door** | Notable | 15% increased armour; +15 to maximum life | ### The Sellsword: the walls | Place | Kind | What it gives | | --- | --- | --- | | **The outworks** | Notable | 5% increased movement speed; 15% increased attack damage | | **The breach** | Keystone | 10% increased movement speed; 30% reduced armour; 20% more melee damage and 10% faster, but 30% reduced armour. | | **The mustering yard** | Notable | 15% increased attack damage; 5% increased attack speed | | **The arming hall** | Notable | 20% increased attack damage; 4% increased attack speed | | **The tiltyard** | Notable | 15% increased attack damage; 15% increased critical strike chance | | **The duel** | Keystone | 30% reduced area of effect; 30% more melee damage, but 30% reduced area. | | **The shield wall** | Notable | 30% increased armour; +15 to maximum life | | **The pell** | Notable | 6% increased attack speed; +2 to life gained on hit | | **The watch** | Keystone | +4 to life gained on hit; 10% increased attack speed; +4 life on hit and 10% increased attack speed, but 15% less attack damage. | | **The postern** | Notable | 8% increased attack speed; 10% increased attack damage | | **The sally port** | Notable | 5% increased attack speed; 4% increased movement speed | | **The gate arch** | Notable | 6% increased attack speed; +1 to life gained on hit | | **The quintain** | Notable | 15% increased attack damage; +2 to life gained on hit | | **The lists** | Notable | 20% increased attack damage; 10% increased physical damage | | **The armoury** | Notable | 10% increased attack damage; 15% increased armour | | **The barbican** | Notable | 20% increased attack damage; +2 to life gained on hit | | **The guardroom** | Notable | +12% to fire resistance; +12% to cold resistance; +12% to lightning resistance | | **The sick bay** | Notable | +3 to life gained on hit; 5% increased maximum life | | **The tower door** | Notable | 20% increased armour; +8% to fire resistance; +8% to cold resistance | | **The murder hole** | Notable | 15% increased attack damage; +10% to critical strike multiplier | | **The keep stair** | Notable | 12% increased attack damage; +12 to maximum life | ### The Huntsman: the outer bridges | Place | Kind | What it gives | | --- | --- | --- | | **The ferry** | Notable | 20% increased lightning damage; 10% increased projectile speed | | **The weir** | Keystone | +2 to additional chains; Chaining skills chain 2 more times, but deal 20% less damage. | | **The high span** | Notable | +15% to critical strike multiplier; 20% increased critical strike chance | | **The span** | Notable | +1 to additional projectiles; 20% increased projectile speed | | **The arrow loop** | Notable | 15% increased attack damage; 10% increased projectile speed | | **The long shot** | Keystone | 10% reduced movement speed; 30% more projectile damage, but 10% slower. | | **The far bridge** | Notable | 35% increased critical strike chance; +15% to critical strike multiplier | | **The keep of eyes** | Notable | +25% to critical strike multiplier | | **The drawbridge** | Keystone | +75% to critical strike multiplier; 50% reduced critical strike chance; +75% to critical strike multiplier, but 50% reduced critical strike chance. | | **The watch arch** | Notable | 6% increased movement speed; 5% increased attack speed | | **The causeway** | Notable | 5% increased movement speed; 8% increased item rarity | | **The far landing** | Notable | 4% increased movement speed; 15% increased projectile speed | | **The fletcher's** | Notable | 20% increased attack damage; 3% increased attack speed | | **The archers' gallery** | Notable | 15% increased projectile speed; 15% increased critical strike chance | | **The crown of the arch** | Notable | 20% increased critical strike chance; 10% increased projectile speed | | **The tollhouse** | Notable | 15% increased item rarity; 3% increased movement speed | | **The market bridge** | Notable | 10% increased item rarity; 10% increased attack damage | | **The customs house** | Notable | 20% increased item rarity | | **The sightline** | Notable | 25% increased critical strike chance; 4% increased attack speed | | **The plunge** | Notable | +15% to critical strike multiplier; 10% increased attack damage | | **The bridge chapel** | Notable | +10% to critical strike multiplier; 3% increased movement speed | ### The Sexton: the crypts | Place | Kind | What it gives | | --- | --- | --- | | **The burial yard** | Notable | 15% increased spell damage; 10% increased fire damage | | **The bonfire** | Keystone | 15% increased area of effect; 15% increased area and 20% more fire damage, but 20% less cold and lightning damage. | | **The lantern of the dead** | Notable | 15% increased damage; +2 to mana gained on kill | | **The bone stair** | Notable | +10% to ignite chance; 15% increased fire damage | | **The pyre** | Notable | 20% increased fire damage; +5% to ignite chance | | **The ossuary** | Keystone | +100% to ignite chance; Your fire hits always ignite, but 25% less damage. | | **The charnel** | Notable | 20% increased cold damage; 20% increased lightning damage | | **The bell tower** | Notable | +1 to additional chains; 10% increased lightning damage | | **The cold vault** | Keystone | 30% more cold damage, but 30% less fire damage. | | **The yew court** | Notable | +4 to mana gained on kill; +4 to life gained on kill | | **The bone garden** | Notable | +6 to life gained on kill; +10 to maximum life | | **The grave row** | Notable | +5 to life gained on kill; 8% increased damage | | **The charnel fire** | Notable | +8% to ignite chance; 10% increased damage | | **The ash pit** | Notable | 15% increased fire damage; 8% increased area of effect | | **The vault of names** | Notable | 10% increased fire damage; 10% increased cold damage; 10% increased lightning damage | | **The sexton's house** | Notable | +5 to mana gained on kill; 10% increased maximum mana | | **The dead-house** | Notable | 10% increased item rarity; +3 to mana gained on kill | | **The mourners' bench** | Notable | +3 to mana regeneration; +2 to mana gained on kill | | **The cold room** | Notable | 25% increased cold damage | | **The lightning rod** | Notable | 25% increased lightning damage | | **The bone door** | Notable | 10% increased damage; +3 to life gained on kill | ### The Hedgewitch: the cloister garden | Place | Kind | What it gives | | --- | --- | --- | | **The herb court** | Notable | 20% increased spell damage; 4% increased maximum life | | **The chapel** | Keystone | 40% more spell damage, 50% less attack damage. | | **The scriptorium** | Notable | +1 to spell skill level | | **The frost garden** | Notable | 25% increased cold damage; 5% increased spell damage | | **The ice house** | Notable | 15% increased cold damage; 4% increased cast speed | | **The winter rose** | Keystone | 10% reduced cast speed; 35% more cold damage, but 10% reduced cast speed. | | **The bakehouse** | Notable | 25% increased fire damage; 5% increased spell damage | | **The kiln** | Notable | 15% increased fire damage; +5% to ignite chance | | **The kitchen fire** | Keystone | 15% reduced maximum mana; 35% more fire damage, but 15% reduced mana. | | **The well** | Notable | 15% increased maximum mana; +3 to mana regeneration | | **The fountain court** | Notable | +4 to mana regeneration; +20 to maximum mana | | **The rain barrel** | Notable | +25 to maximum mana; 5% increased spell damage | | **The snow court** | Notable | 20% increased cold damage; 8% increased area of effect | | **The winter well** | Notable | 15% increased cold damage; +2 to mana regeneration | | **The library** | Notable | 20% increased spell damage; +10 to maximum mana | | **The lantern room** | Notable | 8% increased cast speed; 10% increased spell damage | | **The bell cote** | Notable | 6% increased cast speed; +15 to maximum mana | | **The sundial** | Notable | 5% increased cast speed; 3% increased movement speed | | **The bread oven** | Notable | 20% increased fire damage; 3% increased cast speed | | **The hearth** | Notable | 15% increased fire damage; 10% increased area of effect | | **The reading room** | Notable | 12% increased spell damage; 3% increased cast speed | ### The Penitent: the cells | Place | Kind | What it gives | | --- | --- | --- | | **The flagellants' walk** | Notable | 20% increased physical damage; +10 to maximum life | | **The martyrs' stair** | Keystone | +6 to life regeneration; +6 life regenerated a second, but 10% less damage. | | **The confessional** | Notable | 15% increased damage; +2 to life regeneration | | **The penance stair** | Notable | 15% increased damage; +15 to maximum life | | **The hair shirt** | Notable | 10% increased maximum life; +2 to life regeneration | | **The chapter house** | Keystone | Your skills cost life instead of mana. 20% more damage. | | **The scourging post** | Notable | 20% increased fire damage; 10% increased damage | | **The brazier** | Notable | 15% increased fire damage; 4% increased attack speed | | **The burning cell** | Keystone | −20% to fire resistance; 30% more fire damage, but -20% to fire resistance. | | **The vigil** | Notable | +4 to life regeneration; 6% increased maximum life | | **The infirmary** | Notable | +3 to life regeneration; +15 to maximum life | | **The night office** | Notable | +3 to life regeneration; +2 to mana regeneration | | **The scourge** | Notable | 20% increased damage; +1 to life gained on hit | | **The fast** | Notable | 12% increased maximum life | | **The chapter seat** | Notable | 10% increased damage; +15 to maximum life | | **The almonry** | Notable | +8 to life gained on kill; +4 to mana gained on kill | | **The dole window** | Notable | +6 to life gained on kill; 8% increased item rarity | | **The refectory** | Notable | +5 to life gained on kill; 6% increased maximum life | | **The branding iron** | Notable | 15% increased fire damage; +6% to ignite chance | | **The censer** | Notable | 10% increased fire damage; 10% increased area of effect | | **The chapter well** | Notable | 8% increased damage; +3 to life regeneration | ## The Seats ### The seat of judgement | Place | Kind | What it gives | | --- | --- | --- | | **The seat of judgement** | Seat | 20% increased critical strike chance | | **The verdict** | Great place | +25% to critical strike multiplier | | **The sentence** | Great place | 40% increased critical strike chance; +10% to critical strike multiplier | | **The scales** | Great place | +12% to fire resistance; +12% to cold resistance; +12% to lightning resistance | | **The headsman** | Great place | 15% more attack damage. | ### The seat of the sword | Place | Kind | What it gives | | --- | --- | --- | | **The seat of the sword** | Seat | 15% increased attack damage | | **The edge** | Great place | 10% increased attack speed | | **The guard** | Great place | 40% increased armour | | **The war banner** | Great place | 15% increased damage; 5% increased movement speed | | **The vow of steel** | Great place | 20% more melee damage. | ### The seat of keys | Place | Kind | What it gives | | --- | --- | --- | | **The seat of keys** | Seat | 15% increased item rarity | | **The treasury** | Great place | 30% increased item rarity | | **The open door** | Great place | 10% increased movement speed | | **The lock** | Great place | +200 to armour | | **The keeper's ring** | Great place | +1 to additional projectiles | ### The seat of the watch | Place | Kind | What it gives | | --- | --- | --- | | **The seat of the watch** | Seat | 10% increased area of effect | | **The beacon** | Great place | 20% increased area of effect | | **The long watch** | Great place | +1 to additional chains | | **The night bell** | Great place | +15% to ignite chance; 10% increased fire damage | | **The tower** | Great place | 20% more area damage. | ### The seat of song | Place | Kind | What it gives | | --- | --- | --- | | **The seat of song** | Seat | 15% increased spell damage | | **The choir** | Great place | +1 to spell skill level | | **The anthem** | Great place | 10% increased cast speed | | **The silence** | Great place | +5 to mana regeneration; 15% increased maximum mana | | **The last hymn** | Great place | 20% more spell damage. | ### The seat of mercy | Place | Kind | What it gives | | --- | --- | --- | | **The seat of mercy** | Seat | +3 to life regeneration | | **The balm** | Great place | +6 to life regeneration | | **The almoner's hand** | Great place | +10 to life gained on kill | | **The pardon** | Great place | +40 to maximum life | | **The last rites** | Great place | 15% increased maximum life; 10% reduced damage | --- title: "Co-op" summary: "How to host and join an Emberdeep game, and what the party shares." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: coop.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Co-op [In game] ## Playing together Every game runs on a server, including solo play, where the game quietly starts one on your own machine. To play with friends, one of you hosts: | To | Run | | --- | --- | | Play solo | `cargo run --release -p emberdeep` | | Host a game | `cargo run --release -p emberdeep -- --host 5000` (prints the address to share) | | Join a friend | `cargo run --release -p emberdeep -- --connect IP:5000` | | Run a dedicated server | `cargo run --release -p server -- --bind 0.0.0.0:5000` | Add `--name NAME` to choose the name others see. Over the internet the host needs to forward UDP port 5000 to their machine, or run a dedicated server with a public address; there is no matchmaking or relay yet. Debug keys such as spawning hordes only work if the host started with `--cheats`. ## What the party shares - **The depth.** When any living player steps into the portal, the whole party moves to the next depth together. - **Experience and flask charges.** Every kill gives its full experience and flask charges to each living player within 30 tiles. - **The monsters.** Each monster goes for the nearest living player. - **Death.** A fallen player can get back up at the start of the depth. If everyone is down, the depth is generated again. ## Loot is yours Each living player within 30 tiles of a kill rolls their own drops, using their own item rarity, and only they can see or pick them up. Nobody races for loot. See [Drops](../wiki/items/drops.md). This runs on the server today; sending items to clients is the next step. ## Under the hood The server runs the game 30 times a second and is the only authority: clients send inputs and draw what the server sends back. Each client predicts its own movement so walking feels instant, and shows everyone else about 100 ms in the past, smoothly blended between server updates. Updates are compressed against what each client already has; in a 2,000-monster fight a client receives about 60 to 75 KB per second. Maps are never sent: every client rebuilds the cave from the same seed. --- title: "Skills" summary: "Every skill in Emberdeep: attacks, spells and Ember Dash." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/index.md --- # Skills [In game] Lore [Concept] > A fallen draws on their ember for fire, and on what they have taken from the world for the rest. Fire comes from the ember itself. Lightning, frost and the strength to break stone are things the fallen have taken from the world on the climb and turned to their own use. See [Who you are](../../fallen/who-you-are.md). Every character has all 6 skills today: hold the left mouse button for Strike, and use the right button and Q, W, E, R for the rest. Attacks use your weapon's damage, speed and critical chance; spells have their own and grow with the level of their gem. Each skill is a gem in a skill slot, with [support gems](../../wiki/skills/support-gems.md) beside it. | Skill | Type | Mana | Speed | Damage | Description | | --- | --- | --- | --- | --- | --- | | [Strike](../../wiki/skills/strike.md) | attack | 0 | 100% of weapon speed | 100% of weapon damage | Swing your weapon in a wide arc, hitting every enemy in front of you. | | [Earthshatter](../../wiki/skills/earthshatter.md) | attack | 6 | 75% of weapon speed | 150% of weapon damage | Slam the ground ahead, hitting all enemies in an area. Slower than Strike, but harder. | | [Fireball](../../wiki/skills/fireball.md) | spell | 6 | 1.35 casts per second | 9–15 Fire | Hurl a ball of fire that explodes on impact. Can ignite. | | [Arc](../../wiki/skills/arc.md) | spell | 8 | 1.25 casts per second | 2–20 Lightning | Lightning that leaps between enemies. Can shock, making them take more damage. | | [Frost Nova](../../wiki/skills/frost-nova.md) | spell | 11 | 1.4 casts per second | 7–11 Cold | A ring of frost bursts from you, damaging and chilling nearby enemies. | | [Ember Dash](../../wiki/skills/ember-dash.md) | movement | 4 | 0.16 s | None | Dash a short distance toward the cursor. | --- title: "Support gems" summary: "The 12 support gems and what they do to a skill, and gem levels." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: support-gems.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Support gems [In game] A skill gem sits in a skill slot of its own, with 3 support slots beside it. A support changes that skill alone, and only skills whose tags it supports. A character has 6 skill slots. Gems and their slots are in the [build planner](../../game/planner.md) before the game's own screen; in the game today every skill sits alone in its slot, at the highest gem level your character can use. ## Every support Numbers run in a straight line from gem level 1 to 20 and on past it. Supports' more and less multiply each other and everything else. Each support also multiplies the skill's mana cost. | Support | Attribute | Supports | At gem level 1 | At gem level 20 | Mana | | --- | --- | --- | --- | --- | --- | | **Faster Attacks** The supported attack is faster. | Dexterity | Attack | 25 increased attack speed | 44 increased attack speed | ×1.1 | | **Faster Casting** The supported spell is cast faster. | Intelligence | Spell | 20 increased cast speed | 39 increased cast speed | ×1.2 | | **Multiple Projectiles** The supported skill fires two more projectiles, each weaker. | Dexterity | Projectile | 2 additional projectiles; 26% less damage | 2 additional projectiles; 17% less damage | ×1.5 | | **Increased Area** The supported skill covers more ground. | Intelligence | Area | 20 increased area of effect | 39 increased area of effect | ×1.3 | | **Concentrated Effect** A smaller area that hits much harder. | Strength | Area | \-30 increased area of effect; 35% more damage | \-30 increased area of effect; 54% more damage | ×1.4 | | **Added Fire Damage** The supported attack adds fire damage. | Strength | Attack | 3 added fire damage (min); 5 added fire damage (max) | 40 added fire damage (min); 60 added fire damage (max) | ×1.2 | | **Added Lightning Damage** The supported attack adds lightning damage. | Dexterity | Attack | 1 added lightning damage (min); 8 added lightning damage (max) | 8 added lightning damage (min); 92 added lightning damage (max) | ×1.2 | | **Elemental Focus** More elemental damage, but no ignite, chill or shock. | Intelligence | Attack, Spell | 25% more fire, cold, lightning damage; can't ignite, chill or shock | 44% more fire, cold, lightning damage; can't ignite, chill or shock | ×1.3 | | **Heavy Hand** More physical damage. | Strength | Physical | 25% more physical damage | 44% more physical damage | ×1.3 | | **Chain** The supported skill leaps to two more enemies, each hit a little weaker. | Dexterity | Chaining | 2 additional chains; 10% less damage | 2 additional chains; 1% less damage | ×1.4 | | **Critical Strikes** The supported skill crits more often and harder. | Dexterity | Attack, Spell | 50 increased critical strike chance; 20 critical strike multiplier | 88 increased critical strike chance; 39 critical strike multiplier | ×1.2 | | **Searing** The supported skill ignites more often. | Strength | Fire | 20 ignite chance | 39 ignite chance | ×1.1 | ## Gem levels Gems go from level 1 to 30. Each level requires a character level, and a gem is as strong as a character of that level. Level 20 requires 70, as in Path of Exile; ours go on to 30. A gem's attribute requirement grows with the level it requires, like gear's: a single-attribute gem needs 5 + 2.2 × that level. | Gem level | Character level | | --- | --- | | 1 | 1 | | 2 | 2 | | 3 | 4 | | 4 | 7 | | 5 | 11 | | 6 | 16 | | 7 | 20 | | 8 | 24 | | 9 | 28 | | 10 | 32 | | 11 | 36 | | 12 | 40 | | 13 | 44 | | 14 | 48 | | 15 | 52 | | 16 | 56 | | 17 | 60 | | 18 | 64 | | 19 | 67 | | 20 | 70 | | 21 | 73 | | 22 | 76 | | 23 | 79 | | 24 | 82 | | 25 | 85 | | 26 | 88 | | 27 | 91 | | 28 | 94 | | 29 | 97 | | 30 | 100 | --- title: "Strike" summary: "Strike: Swing your weapon in a wide arc, hitting every enemy in front of you." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: strike.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/strike.md --- # Strike [In game] Swing your weapon in a wide arc, hitting every enemy in front of you. - **Type:** Attack - **Mana cost:** 0 at level 1 - **Speed:** 100% of weapon speed - **Damage:** 100% of weapon damage - **Critical chance:** The weapon's Lore [Concept] > Hearthold's first lesson: the ember is for the dark, the blade is for what lives in it. ## How it works Swings at every enemy within 1.9 tiles (plus your own radius) in a 135° arc in front of you, and anything touching you. One damage roll is shared by everything it hits. Using it on a monster out of reach walks you into range first. Once the swing has hit, moving cuts the rest of it short (unless you are still holding an attack). ## Scales with - [Added physical damage (min)](../../wiki/stats.md#addedphysmin) - [Added fire damage (min)](../../wiki/stats.md#addedfiremin) - [Added cold damage (min)](../../wiki/stats.md#addedcoldmin) - [Added lightning damage (min)](../../wiki/stats.md#addedlightmin) - [Increased physical damage](../../wiki/stats.md#incphys) - [Increased attack damage](../../wiki/stats.md#incattack) - [Increased damage](../../wiki/stats.md#incdamage) - [Increased attack speed](../../wiki/stats.md#attackspeed) - [Increased critical strike chance](../../wiki/stats.md#inccrit) - [Critical strike multiplier](../../wiki/stats.md#critmulti) ## With each weapon A plain weapon of each base, before affixes, increases and critical strikes. | Weapon | Level | Damage per hit | Uses per second | Damage per second | | --- | --- | --- | --- | --- | | [Rusted Sword](../../wiki/items/bases/rusted_sword.md) | 1 | 4–9 | 1.45 | 9.4 | | [Glass Shank](../../wiki/items/bases/glass_shank.md) | 1 | 3–10 | 1.5 | 9.8 | | [Driftwood Wand](../../wiki/items/bases/driftwood_wand.md) | 1 | 2–5 | 1.4 | 4.9 | | [Hand Axe](../../wiki/items/bases/hand_axe.md) | 2 | 6–12 | 1.25 | 11.3 | | [Gnarled Staff](../../wiki/items/bases/gnarled_staff.md) | 3 | 7–15 | 1.25 | 13.8 | | [Broadsword](../../wiki/items/bases/broadsword.md) | 12 | 11–23 | 1.45 | 24.6 | | [Bone Wand](../../wiki/items/bases/bone_wand.md) | 12 | 5–11 | 1.4 | 11.2 | | [Stiletto](../../wiki/items/bases/stiletto.md) | 13 | 8–28 | 1.5 | 27 | | [Bearded Axe](../../wiki/items/bases/bearded_axe.md) | 14 | 16–30 | 1.25 | 28.8 | | [Ironwood Staff](../../wiki/items/bases/ironwood_staff.md) | 15 | 16–32 | 1.25 | 30 | | [Knight Blade](../../wiki/items/bases/knight_blade.md) | 28 | 22–44 | 1.5 | 49.5 | | [Crystal Wand](../../wiki/items/bases/crystal_wand.md) | 28 | 10–20 | 1.45 | 21.8 | | [Obsidian Kris](../../wiki/items/bases/obsidian_kris.md) | 29 | 14–52 | 1.55 | 51.1 | | [Executioner Cleaver](../../wiki/items/bases/cleaver.md) | 30 | 32–58 | 1.25 | 56.3 | | [Runic Staff](../../wiki/items/bases/runic_staff.md) | 30 | 28–56 | 1.3 | 54.6 | | [Ether Wand](../../wiki/items/bases/ether_wand.md) | 44 | 15–30 | 1.5 | 33.8 | | [Voidsteel Sword](../../wiki/items/bases/voidsteel_sword.md) | 45 | 36–70 | 1.55 | 82.2 | | [Worldsplitter Axe](../../wiki/items/bases/worldsplitter.md) | 46 | 50–92 | 1.3 | 92.3 | ## As a gem A Strength gem with the tags Attack, Melee, Physical. It requires 9 Strength at gem level 1; 120 Strength at gem level 10; 257 Strength at gem level 20; 365 Strength at gem level 30. Support gems that fit it: [Faster Attacks](../../wiki/skills/support-gems.md#faster_attacks), [Added Fire Damage](../../wiki/skills/support-gems.md#added_fire), [Added Lightning Damage](../../wiki/skills/support-gems.md#added_lightning), [Elemental Focus](../../wiki/skills/support-gems.md#elemental_focus), [Heavy Hand](../../wiki/skills/support-gems.md#heavy_hand), [Critical Strikes](../../wiki/skills/support-gems.md#critical_strikes). Other skills: [Earthshatter](../../wiki/skills/earthshatter.md), [Fireball](../../wiki/skills/fireball.md), [Arc](../../wiki/skills/arc.md), [Frost Nova](../../wiki/skills/frost-nova.md), [Ember Dash](../../wiki/skills/ember-dash.md) --- title: "Earthshatter" summary: "Earthshatter: Slam the ground ahead, hitting all enemies in an area. Slower than Strike, but harder." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: earthshatter.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/earthshatter.md --- # Earthshatter [In game] Slam the ground ahead, hitting all enemies in an area. Slower than Strike, but harder. - **Type:** Attack - **Mana cost:** 6 at level 1 - **Speed:** 75% of weapon speed - **Damage:** 150% of weapon damage - **Critical chance:** The weapon's Lore [Concept] > The fallen learned this one from the Cavern Brutes, by being on the wrong end of it. The Brutes were Velmarch's deep miners once, and they still swing as miners swing: overhead, both arms, at the ground. See [Cavern Brute](../../wiki/monsters/cavern-brute.md). ## How it works Smashes a circle of radius 2.6 centred 2.2 tiles in front of you. Every enemy in the circle takes the same damage roll. It swings at 75% of your weapon's speed but hits for 150% of its damage. ## Scales with - [Added physical damage (min)](../../wiki/stats.md#addedphysmin) - [Added fire damage (min)](../../wiki/stats.md#addedfiremin) - [Added cold damage (min)](../../wiki/stats.md#addedcoldmin) - [Added lightning damage (min)](../../wiki/stats.md#addedlightmin) - [Increased physical damage](../../wiki/stats.md#incphys) - [Increased attack damage](../../wiki/stats.md#incattack) - [Increased damage](../../wiki/stats.md#incdamage) - [Increased attack speed](../../wiki/stats.md#attackspeed) - [Increased critical strike chance](../../wiki/stats.md#inccrit) - [Critical strike multiplier](../../wiki/stats.md#critmulti) - [Increased area of effect](../../wiki/stats.md#incaoe) ## With each weapon A plain weapon of each base, before affixes, increases and critical strikes. | Weapon | Level | Damage per hit | Uses per second | Damage per second | | --- | --- | --- | --- | --- | | [Rusted Sword](../../wiki/items/bases/rusted_sword.md) | 1 | 6–13.5 | 1.09 | 10.6 | | [Glass Shank](../../wiki/items/bases/glass_shank.md) | 1 | 4.5–15 | 1.13 | 11 | | [Driftwood Wand](../../wiki/items/bases/driftwood_wand.md) | 1 | 3–7.5 | 1.05 | 5.5 | | [Hand Axe](../../wiki/items/bases/hand_axe.md) | 2 | 9–18 | 0.94 | 12.7 | | [Gnarled Staff](../../wiki/items/bases/gnarled_staff.md) | 3 | 10.5–22.5 | 0.94 | 15.5 | | [Broadsword](../../wiki/items/bases/broadsword.md) | 12 | 16.5–34.5 | 1.09 | 27.7 | | [Bone Wand](../../wiki/items/bases/bone_wand.md) | 12 | 7.5–16.5 | 1.05 | 12.6 | | [Stiletto](../../wiki/items/bases/stiletto.md) | 13 | 12–42 | 1.13 | 30.4 | | [Bearded Axe](../../wiki/items/bases/bearded_axe.md) | 14 | 24–45 | 0.94 | 32.3 | | [Ironwood Staff](../../wiki/items/bases/ironwood_staff.md) | 15 | 24–48 | 0.94 | 33.8 | | [Knight Blade](../../wiki/items/bases/knight_blade.md) | 28 | 33–66 | 1.13 | 55.7 | | [Crystal Wand](../../wiki/items/bases/crystal_wand.md) | 28 | 15–30 | 1.09 | 24.5 | | [Obsidian Kris](../../wiki/items/bases/obsidian_kris.md) | 29 | 21–78 | 1.16 | 57.5 | | [Executioner Cleaver](../../wiki/items/bases/cleaver.md) | 30 | 48–87 | 0.94 | 63.3 | | [Runic Staff](../../wiki/items/bases/runic_staff.md) | 30 | 42–84 | 0.98 | 61.4 | | [Ether Wand](../../wiki/items/bases/ether_wand.md) | 44 | 22.5–45 | 1.13 | 38 | | [Voidsteel Sword](../../wiki/items/bases/voidsteel_sword.md) | 45 | 54–105 | 1.16 | 92.4 | | [Worldsplitter Axe](../../wiki/items/bases/worldsplitter.md) | 46 | 75–138 | 0.98 | 103.8 | ## As a gem A Strength gem with the tags Attack, Melee, Area, Physical. It requires 9 Strength at gem level 1; 120 Strength at gem level 10; 257 Strength at gem level 20; 365 Strength at gem level 30. Support gems that fit it: [Faster Attacks](../../wiki/skills/support-gems.md#faster_attacks), [Increased Area](../../wiki/skills/support-gems.md#increased_area), [Concentrated Effect](../../wiki/skills/support-gems.md#concentrated_effect), [Added Fire Damage](../../wiki/skills/support-gems.md#added_fire), [Added Lightning Damage](../../wiki/skills/support-gems.md#added_lightning), [Elemental Focus](../../wiki/skills/support-gems.md#elemental_focus), [Heavy Hand](../../wiki/skills/support-gems.md#heavy_hand), [Critical Strikes](../../wiki/skills/support-gems.md#critical_strikes). ## Mana cost by level Costs grow 3.5% per level the gem requires, with the gem at the highest level a character of each level can use; support gems multiply it. | | Lv 1 | Lv 2 | Lv 5 | Lv 10 | Lv 20 | Lv 30 | Lv 40 | Lv 50 | Lv 75 | Lv 100 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Mana | 6 | 6 | 7 | 7 | 10 | 12 | 14 | 16 | 21 | 27 | Other skills: [Strike](../../wiki/skills/strike.md), [Fireball](../../wiki/skills/fireball.md), [Arc](../../wiki/skills/arc.md), [Frost Nova](../../wiki/skills/frost-nova.md), [Ember Dash](../../wiki/skills/ember-dash.md) --- title: "Fireball" summary: "Fireball: Hurl a ball of fire that explodes on impact. Can ignite." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: fireball.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/fireball.md --- # Fireball [In game] Hurl a ball of fire that explodes on impact. Can ignite. - **Type:** Spell - **Mana cost:** 6 at level 1 - **Speed:** 1.35 casts per second - **Damage:** 9–15 Fire - **Critical chance:** 6% - **Ignite chance:** 25% Lore [Concept] > A piece of your own ember, thrown. ## How it works Launches a ball of fire at 20 tiles per second that flies up to 28 tiles. It explodes when it touches an enemy or a wall, hitting everything within 1.5 tiles of the blast; at the end of its range it fizzles out without exploding. Each extra projectile flies about 9° apart from the last and rolls its own damage. ## Scales with - [Increased fire damage](../../wiki/stats.md#incfire) - [Increased spell damage](../../wiki/stats.md#incspell) - [Increased damage](../../wiki/stats.md#incdamage) - [Increased cast speed](../../wiki/stats.md#castspeed) - [Increased critical strike chance](../../wiki/stats.md#inccrit) - [Critical strike multiplier](../../wiki/stats.md#critmulti) - [Spell skill level](../../wiki/stats.md#spelllevel) - [Increased area of effect](../../wiki/stats.md#incaoe) - [Additional projectiles](../../wiki/stats.md#extraprojectiles) - [Increased projectile speed](../../wiki/stats.md#incprojspeed) ## Damage by gem level Base damage before any increases, critical strikes or resistances. A gem is as strong as a character of the level it requires (1.12 times per level of that), and each +1 to the level of spell skills counts as one more such level. | Type | Gem 1 | Gem 5 | Gem 10 | Gem 15 | Gem 20 | Gem 25 | Gem 30 | | --- | --- | --- | --- | --- | --- | --- | --- | | Fire | 9–15 | 28–47 | 302–503 | 2913–4855 | 22402–37337 | 122619–204364 | 671161–1118602 | ## As a gem A Intelligence gem with the tags Spell, Area, Projectile, Fire. It requires 9 Intelligence at gem level 1; 120 Intelligence at gem level 10; 257 Intelligence at gem level 20; 365 Intelligence at gem level 30. Support gems that fit it: [Faster Casting](../../wiki/skills/support-gems.md#faster_casting), [Multiple Projectiles](../../wiki/skills/support-gems.md#multiple_projectiles), [Increased Area](../../wiki/skills/support-gems.md#increased_area), [Concentrated Effect](../../wiki/skills/support-gems.md#concentrated_effect), [Elemental Focus](../../wiki/skills/support-gems.md#elemental_focus), [Critical Strikes](../../wiki/skills/support-gems.md#critical_strikes), [Searing](../../wiki/skills/support-gems.md#searing). ## Mana cost by level Costs grow 3.5% per level the gem requires, with the gem at the highest level a character of each level can use; support gems multiply it. | | Lv 1 | Lv 2 | Lv 5 | Lv 10 | Lv 20 | Lv 30 | Lv 40 | Lv 50 | Lv 75 | Lv 100 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Mana | 6 | 6 | 7 | 7 | 10 | 12 | 14 | 16 | 21 | 27 | Other skills: [Strike](../../wiki/skills/strike.md), [Earthshatter](../../wiki/skills/earthshatter.md), [Arc](../../wiki/skills/arc.md), [Frost Nova](../../wiki/skills/frost-nova.md), [Ember Dash](../../wiki/skills/ember-dash.md) --- title: "Arc" summary: "Arc: Lightning that leaps between enemies. Can shock, making them take more damage." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: arc.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/arc.md --- # Arc [In game] Lightning that leaps between enemies. Can shock, making them take more damage. - **Type:** Spell - **Mana cost:** 8 at level 1 - **Speed:** 1.25 casts per second - **Damage:** 2–20 Lightning - **Critical chance:** 5% Lore [Concept] > Lightning goes looking for the next body, the way rumour goes through Hearthold. ## How it works Strikes the enemy nearest your cursor (within 3 tiles of it, up to 13.5 tiles from you, in line of sight); with nobody near the cursor it takes the nearest enemy in a narrow cone toward it. From there it leaps up to 4 more times (more with additional chains, up to 7 in all), each time to the nearest enemy within 8 tiles that it hasn't hit yet. Every enemy hit gets its own damage roll. Its leap distance is not affected by area of effect. ## Scales with - [Increased lightning damage](../../wiki/stats.md#inclight) - [Increased spell damage](../../wiki/stats.md#incspell) - [Increased damage](../../wiki/stats.md#incdamage) - [Increased cast speed](../../wiki/stats.md#castspeed) - [Increased critical strike chance](../../wiki/stats.md#inccrit) - [Critical strike multiplier](../../wiki/stats.md#critmulti) - [Spell skill level](../../wiki/stats.md#spelllevel) - [Additional chains](../../wiki/stats.md#extrachains) ## Damage by gem level Base damage before any increases, critical strikes or resistances. A gem is as strong as a character of the level it requires (1.12 times per level of that), and each +1 to the level of spell skills counts as one more such level. | Type | Gem 1 | Gem 5 | Gem 10 | Gem 15 | Gem 20 | Gem 25 | Gem 30 | | --- | --- | --- | --- | --- | --- | --- | --- | | Lightning | 2–20 | 6–62 | 67–671 | 647–6474 | 4978–49782 | 27249–272486 | 149147–1491469 | ## As a gem A Intelligence gem with the tags Spell, Chaining, Lightning. It requires 9 Intelligence at gem level 1; 120 Intelligence at gem level 10; 257 Intelligence at gem level 20; 365 Intelligence at gem level 30. Support gems that fit it: [Faster Casting](../../wiki/skills/support-gems.md#faster_casting), [Elemental Focus](../../wiki/skills/support-gems.md#elemental_focus), [Chain](../../wiki/skills/support-gems.md#chain), [Critical Strikes](../../wiki/skills/support-gems.md#critical_strikes). ## Mana cost by level Costs grow 3.5% per level the gem requires, with the gem at the highest level a character of each level can use; support gems multiply it. | | Lv 1 | Lv 2 | Lv 5 | Lv 10 | Lv 20 | Lv 30 | Lv 40 | Lv 50 | Lv 75 | Lv 100 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Mana | 8 | 8 | 9 | 10 | 13 | 16 | 19 | 21 | 28 | 36 | Other skills: [Strike](../../wiki/skills/strike.md), [Earthshatter](../../wiki/skills/earthshatter.md), [Fireball](../../wiki/skills/fireball.md), [Frost Nova](../../wiki/skills/frost-nova.md), [Ember Dash](../../wiki/skills/ember-dash.md) --- title: "Frost Nova" summary: "Frost Nova: A ring of frost bursts from you, damaging and chilling nearby enemies." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: frost-nova.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/frost-nova.md --- # Frost Nova [In game] A ring of frost bursts from you, damaging and chilling nearby enemies. - **Type:** Spell - **Mana cost:** 11 at level 1 - **Speed:** 1.4 casts per second - **Damage:** 7–11 Cold - **Critical chance:** 6% Lore [Concept] > Frost Nova is the Tide turned against itself, which the Stilled find obscene. ## How it works Hits every enemy within 5 tiles of you with one shared damage roll, chilling them all. ## Scales with - [Increased cold damage](../../wiki/stats.md#inccold) - [Increased spell damage](../../wiki/stats.md#incspell) - [Increased damage](../../wiki/stats.md#incdamage) - [Increased cast speed](../../wiki/stats.md#castspeed) - [Increased critical strike chance](../../wiki/stats.md#inccrit) - [Critical strike multiplier](../../wiki/stats.md#critmulti) - [Spell skill level](../../wiki/stats.md#spelllevel) - [Increased area of effect](../../wiki/stats.md#incaoe) ## Damage by gem level Base damage before any increases, critical strikes or resistances. A gem is as strong as a character of the level it requires (1.12 times per level of that), and each +1 to the level of spell skills counts as one more such level. | Type | Gem 1 | Gem 5 | Gem 10 | Gem 15 | Gem 20 | Gem 25 | Gem 30 | | --- | --- | --- | --- | --- | --- | --- | --- | | Cold | 7–11 | 22–34 | 235–369 | 2266–3561 | 17424–27380 | 95370–149867 | 522014–820308 | ## As a gem A Intelligence gem with the tags Spell, Area, Cold. It requires 9 Intelligence at gem level 1; 120 Intelligence at gem level 10; 257 Intelligence at gem level 20; 365 Intelligence at gem level 30. Support gems that fit it: [Faster Casting](../../wiki/skills/support-gems.md#faster_casting), [Increased Area](../../wiki/skills/support-gems.md#increased_area), [Concentrated Effect](../../wiki/skills/support-gems.md#concentrated_effect), [Elemental Focus](../../wiki/skills/support-gems.md#elemental_focus), [Critical Strikes](../../wiki/skills/support-gems.md#critical_strikes). ## Mana cost by level Costs grow 3.5% per level the gem requires, with the gem at the highest level a character of each level can use; support gems multiply it. | | Lv 1 | Lv 2 | Lv 5 | Lv 10 | Lv 20 | Lv 30 | Lv 40 | Lv 50 | Lv 75 | Lv 100 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Mana | 11 | 11 | 12 | 13 | 18 | 21 | 26 | 29 | 39 | 49 | Other skills: [Strike](../../wiki/skills/strike.md), [Earthshatter](../../wiki/skills/earthshatter.md), [Fireball](../../wiki/skills/fireball.md), [Arc](../../wiki/skills/arc.md), [Ember Dash](../../wiki/skills/ember-dash.md) --- title: "Ember Dash" summary: "Ember Dash: Dash a short distance toward the cursor." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: ember-dash.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/skills/ember-dash.md --- # Ember Dash [In game] Dash a short distance toward the cursor. - **Type:** Movement - **Mana cost:** 4 at level 1 - **Speed:** 0.16 s - **Damage:** None - **Cooldown:** 1.6 s Lore [Concept] > For a heartbeat the ember carries the body, instead of the other way round. ## How it works Dashes toward the cursor: at least 1.5 tiles and at most 8.75, in 0.16 seconds. Walls stop it. Being chilled doesn't slow the dash itself. ## As a gem A Dexterity gem with the tags Movement. It requires 9 Dexterity at gem level 1; 120 Dexterity at gem level 10; 257 Dexterity at gem level 20; 365 Dexterity at gem level 30. ## Mana cost by level Costs grow 3.5% per level the gem requires, with the gem at the highest level a character of each level can use; support gems multiply it. | | Lv 1 | Lv 2 | Lv 5 | Lv 10 | Lv 20 | Lv 30 | Lv 40 | Lv 50 | Lv 75 | Lv 100 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Mana | 4 | 4 | 4 | 5 | 7 | 8 | 9 | 11 | 14 | 18 | Other skills: [Strike](../../wiki/skills/strike.md), [Earthshatter](../../wiki/skills/earthshatter.md), [Fireball](../../wiki/skills/fireball.md), [Arc](../../wiki/skills/arc.md), [Frost Nova](../../wiki/skills/frost-nova.md) --- title: "Monster families" summary: "Every monster family in Emberdeep, with stats, attacks and scaling by depth." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/index.md --- # Monster families [In game] Lore [Concept] > Fire remembers. The tide forgets. The Hearthfolk sort what lives below by the old line between the two forces. Hollow Ghouls and Rime Wraiths belong to the Tide, and the Bone Archers to Orrin's Drowned Court. Cavern Brutes and Cinder Imps are Cinderborn, things the Ember made or remade. Gloom Spiders grew in the dark between and belong to neither. See [Fire and Tide](../../world/fire-and-tide.md). - [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md) The drowned of Velmarch, walking toward the warmth of your ember. They come in crowds and they don't stop. - [Bone Archer](../../wiki/monsters/bone-archer.md) Keeps its distance and shoots. Break its line of sight or close the gap. - [Cavern Brute](../../wiki/monsters/cavern-brute.md) Slow and armoured, and it warns you: a circle fills on the ground, then the slam lands. Step out of it. - [Cinder Imp](../../wiki/monsters/cinder-imp.md) Lives close to the heat. Its firebolts can set you alight, and fire barely hurts it. - [Gloom Spider](../../wiki/monsters/gloom-spider.md) The fastest thing in the dark, in swarms of up to ten. Fragile alone, never alone. - [Rime Wraith](../../wiki/monsters/rime-wraith.md) Cold that moves. Its touch chills you, and everything you do slows down. ## At a glance Values at depth 1. Speed is movement in tiles per second; windup is the delay between starting an attack and its hit, which is your window to dodge. Resistances are fire / cold / lightning, in percent. Spawn share is each family's chance to be picked for a pack once all of them can appear (depth 3 and below). | Monster | Life | Damage | Speed | Armour | Res | Attack | Range | Windup | Cooldown | Pack | From depth | Spawn share | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md) | 18 | 2.5 Physical | 4.6 | 0 | 0 / 0 / 0 | Melee | 0.5 | 0.45 s | 1.5 s | 4–7 | 1 | 27% | | [Bone Archer](../../wiki/monsters/bone-archer.md) | 13 | 2.5 Physical | 3.8 | 0 | 0 / 0 / 0 | Ranged | 12 | 0.6 s | 2.8 s | 3–5 | 1 | 19% | | [Cavern Brute](../../wiki/monsters/cavern-brute.md) | 60 | 8 Physical | 2.9 | 15 | 0 / 0 / 0 | Slam | 1.2 | 1 s | 3 s | 1–3 | 1 | 12% | | [Cinder Imp](../../wiki/monsters/cinder-imp.md) | 15 | 4 Fire | 4.2 | 0 | 50 / 0 / 0 | Ranged | 10.5 | 0.7 s | 2.8 s | 3–6 | 2 | 16% | | [Gloom Spider](../../wiki/monsters/gloom-spider.md) | 9 | 2 Physical | 6.7 | 0 | 0 / 0 / 0 | Melee | 0.4 | 0.3 s | 1.2 s | 6–10 | 2 | 15% | | [Rime Wraith](../../wiki/monsters/rime-wraith.md) | 25 | 4.5 Cold | 5.3 | 0 | 0 / 60 / 0 | Melee | 0.6 | 0.5 s | 1.6 s | 2–4 | 3 | 12% | ## Scaling by depth A monster's level is the depth it spawns at. Each depth multiplies life by 1.12, damage by 1.085 and experience by 1.1, compounding. Armour grows linearly, by 10% of its depth-1 value per depth. Life of a normal monster | Depth | [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md) | [Bone Archer](../../wiki/monsters/bone-archer.md) | [Cavern Brute](../../wiki/monsters/cavern-brute.md) | [Cinder Imp](../../wiki/monsters/cinder-imp.md) | [Gloom Spider](../../wiki/monsters/gloom-spider.md) | [Rime Wraith](../../wiki/monsters/rime-wraith.md) | | --- | --- | --- | --- | --- | --- | --- | | 1 | 18 | 13 | 60 | – | – | – | | 2 | 20 | 15 | 67 | 17 | 10 | – | | 3 | 23 | 16 | 75 | 19 | 11 | 31 | | 4 | 25 | 18 | 84 | 21 | 13 | 35 | | 5 | 28 | 20 | 94 | 24 | 14 | 39 | | 10 | 50 | 36 | 166 | 42 | 25 | 69 | | 15 | 88 | 64 | 293 | 73 | 44 | 122 | | 20 | 155 | 112 | 517 | 129 | 78 | 215 | | 30 | 481 | 348 | 1,605 | 401 | 241 | 669 | Average damage per hit (each hit rolls 80% to 120% of this) | Depth | [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md) | [Bone Archer](../../wiki/monsters/bone-archer.md) | [Cavern Brute](../../wiki/monsters/cavern-brute.md) | [Cinder Imp](../../wiki/monsters/cinder-imp.md) | [Gloom Spider](../../wiki/monsters/gloom-spider.md) | [Rime Wraith](../../wiki/monsters/rime-wraith.md) | | --- | --- | --- | --- | --- | --- | --- | | 1 | 2.5 | 2.5 | 8 | – | – | – | | 2 | 2.7 | 2.7 | 8.7 | 4.3 | 2.2 | – | | 3 | 2.9 | 2.9 | 9.4 | 4.7 | 2.4 | 5.3 | | 4 | 3.2 | 3.2 | 10.2 | 5.1 | 2.6 | 5.7 | | 5 | 3.5 | 3.5 | 11.1 | 5.5 | 2.8 | 6.2 | | 10 | 5.2 | 5.2 | 16.7 | 8.3 | 4.2 | 9.4 | | 15 | 7.8 | 7.8 | 25.1 | 12.5 | 6.3 | 14.1 | | 20 | 11.8 | 11.8 | 37.7 | 18.8 | 9.4 | 21.2 | | 30 | 26.6 | 26.6 | 85.2 | 42.6 | 21.3 | 47.9 | --- title: "Rarity and modifiers" summary: "Magic, rare and guardian monsters in Emberdeep, and the six monster modifiers." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: rarity.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/rarity.md --- # Rarity and modifiers [In game] Lore [Concept] > The coal that touched it gave it a name, and a reason to keep it. Most of what lives below has forgotten itself. A few haven't. The Hearthfolk say a stray coal from the Ember sometimes lodges in a monster the way embers lodged in Velmarch's miners, and that the creature starts to remember: a name, a grudge, a hunger of its own. That memory is what makes a rare monster dangerous. Its modifiers are what the memory has made of it: faster, harder, hungrier, bigger. And the coal is why it drops more. Some of the fire that woke it is still in it when it falls, and the Coalwrights pay for it. Magic monsters are the half-touched. A rare's name is the one it remembered, one word like Gorefang or Murkspine. Titles after the name, such as *Gorefang the Patient*, are a concept the build does not have yet. ## Rarity Multipliers relative to a normal monster of the same kind and depth, before modifiers. Measured over 22,779 packs on 300 generated maps at depth 3. | Rarity | Life | Damage | Experience | Modifiers | How often | | --- | --- | --- | --- | --- | --- | | Normal | ×1 | ×1 | ×1 | 0 | 73% of packs are all normal | | Magic | ×1.6 | ×1 | ×2.5 | 1 | 15% of packs are all magic; 9% of a horde | | Rare | ×3 | ×1.15 | ×6 | 2 or 3 | Leads 12% of packs | | Guardian | ×4.5 | ×1.15 | ×12 | 2 or 3 | A rare that leads the pack guarding the portal of every depth | A pack is all one family. It is either all normal with a 12% chance of a rare leader, or all magic. Hordes called in for testing are 9% magic and have no rares. ## Modifiers Magic monsters roll one modifier and rares two or three, all different, stacking with the rarity multipliers above. Six modifiers exist: ### Hasted Moves and attacks 30% faster. ### Armoured Triples its armour and adds 20 more, which grows 10% per depth. Even monsters with no armour of their own get it. ### Empowered Deals 40% more damage. ### Regenerating Regenerates 2% of its maximum life per second. ### Vampiric Heals for 20% of the damage it deals to players. ### Giant Has 50% more life and is 30% larger. A giant's slam covers a 25% wider circle. ## Rare names A rare monster's name joins one of 14 beginnings to one of 12 endings, for 168 possible names, such as Gorefang or Dreadmaw. Beginnings: Gore, Grim, Rot, Dusk, Bile, Ash, Murk, Blight, Ruin, Dread, Vile, Hollow, Scorn, Woe Endings: maw, fang, gut, skull, hide, claw, spine, crawl, howl, thorn, grin, rend --- title: "Depths" summary: "How depths work in Emberdeep, and what each depth unlocks: monsters, item bases, uniques and affix tiers." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: depths.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Depths [In game] The game is one long descent. Each depth is a new cave, and the portal at its far end leads one depth down. ## The caves - Each depth is a 128 × 128 tile cave generated from a seed. Clients rebuild it from that seed, so the map itself is never sent. - It holds about 77 packs of 4.7 monsters on average, kept away from the entrance. - The portal is guarded by a pack led by a guardian, a tougher rare (see [Rarity](../wiki/monsters/rarity.md)). - When any living player steps into the portal, the whole party goes down to the next depth. Living players arrive with full life and mana. ## Depth is level Monsters are as many levels as the depth: each depth multiplies their life by 1.12, damage by 1.085 and experience by 1.1. Items that drop have an item level equal to the depth, which decides the bases, uniques and affix tiers they can roll. ## What each depth unlocks Only depths where something new appears are listed. Affix tiers are the higher tiers of an affix becoming possible on drops. | Depth | Monsters | Item bases | Uniques | New affix tiers | | --- | --- | --- | --- | --- | | 1 | [Hollow Ghoul](../wiki/monsters/hollow-ghoul.md), [Bone Archer](../wiki/monsters/bone-archer.md), [Cavern Brute](../wiki/monsters/cavern-brute.md) | [Rusted Sword](../wiki/items/bases/rusted_sword.md), [Glass Shank](../wiki/items/bases/glass_shank.md), [Driftwood Wand](../wiki/items/bases/driftwood_wand.md), [Leather Cap](../wiki/items/bases/leather_cap.md), [Padded Vest](../wiki/items/bases/padded_vest.md), [Cloth Wraps](../wiki/items/bases/cloth_wraps.md), [Worn Sandals](../wiki/items/bases/worn_sandals.md), [Coral Amulet](../wiki/items/bases/coral_amulet.md), [Iron Ring](../wiki/items/bases/iron_ring.md), [Coral Ring](../wiki/items/bases/coral_ring.md) | [Cinderstep](../wiki/items/uniques/cinderstep.md) | – | | 2 | [Cinder Imp](../wiki/monsters/cinder-imp.md), [Gloom Spider](../wiki/monsters/gloom-spider.md) | [Hand Axe](../wiki/items/bases/hand_axe.md) | – | – | | 3 | [Rime Wraith](../wiki/monsters/rime-wraith.md) | [Gnarled Staff](../wiki/items/bases/gnarled_staff.md), [Ruby Ring](../wiki/items/bases/ruby_ring.md), [Sapphire Ring](../wiki/items/bases/sapphire_ring.md), [Topaz Ring](../wiki/items/bases/topaz_ring.md) | – | – | | 5 | – | – | [The Hungering Shank](../wiki/items/uniques/hungering_shank.md) | [+(8–34)% to Critical Strike Multiplier](../wiki/items/affixes/crit_multi.md) [(5–20)% increased Area of Effect](../wiki/items/affixes/inc_aoe.md) | | 6 | – | [Amber Amulet](../wiki/items/bases/amber_amulet.md) | – | – | | 8 | – | [Lapis Amulet](../wiki/items/bases/lapis_amulet.md) | [Stormglass Loop](../wiki/items/uniques/stormglass.md) | [+(5–79) to maximum Life](../wiki/items/affixes/life.md) | | 9 | – | – | – | [Adds (1–20) to (3–38) Physical Damage to Attacks](../wiki/items/affixes/added_phys.md) | | 10 | – | – | – | [+(5–69) to maximum Mana](../wiki/items/affixes/mana.md) [+(5–130) to Armour](../wiki/items/affixes/armour_flat.md) [Adds (1–24) to (3–48) Fire Damage to Attacks](../wiki/items/affixes/added_fire.md) [Adds (1–21) to (3–42) Cold Damage to Attacks](../wiki/items/affixes/added_cold.md) [Adds (1–6) to (4–66) Lightning Damage to Attacks](../wiki/items/affixes/added_light.md) [(15–100)% increased Physical Damage](../wiki/items/affixes/inc_phys.md) [(10–89)% increased Spell Damage](../wiki/items/affixes/inc_spell.md) [+(1–2) to Level of all Spell Skills](../wiki/items/affixes/spell_level.md) [(4–10)% increased maximum Life](../wiki/items/affixes/inc_life.md) [+(6–35)% to Fire Resistance](../wiki/items/affixes/fire_res.md) [+(6–35)% to Cold Resistance](../wiki/items/affixes/cold_res.md) [+(6–35)% to Lightning Resistance](../wiki/items/affixes/light_res.md) [(10–60)% increased Critical Strike Chance](../wiki/items/affixes/crit_chance.md) | | 11 | – | [Iron Helm](../wiki/items/bases/iron_helm.md), [Chainmail](../wiki/items/bases/chainmail.md) | [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md) | [+(8–32) to Strength](../wiki/items/affixes/strength.md) [+(8–32) to Dexterity](../wiki/items/affixes/dexterity.md) [+(8–32) to Intelligence](../wiki/items/affixes/intelligence.md) [(5–20)% increased Attack Speed](../wiki/items/affixes/attack_speed.md) [(5–25)% increased Cast Speed](../wiki/items/affixes/cast_speed.md) | | 12 | – | [Broadsword](../wiki/items/bases/broadsword.md), [Bone Wand](../wiki/items/bases/bone_wand.md), [Iron Gauntlets](../wiki/items/bases/iron_gauntlets.md), [Iron Greaves](../wiki/items/bases/iron_greaves.md) | [Twinflame](../wiki/items/uniques/twinflame.md), [Grave Mantle](../wiki/items/uniques/grave_mantle.md) | [(8–56)% increased Armour](../wiki/items/affixes/armour_inc.md) [(8–44)% increased Fire Damage](../wiki/items/affixes/inc_fire.md) [(8–44)% increased Cold Damage](../wiki/items/affixes/inc_cold.md) [(8–44)% increased Lightning Damage](../wiki/items/affixes/inc_light.md) [(10–30)% increased Movement Speed](../wiki/items/affixes/move_speed.md) [Regenerate (1–15) Life per second](../wiki/items/affixes/life_regen.md) [(6–32)% increased Rarity of Items found](../wiki/items/affixes/inc_rarity.md) | | 13 | – | [Stiletto](../wiki/items/bases/stiletto.md) | – | – | | 14 | – | [Bearded Axe](../wiki/items/bases/bearded_axe.md) | – | [Regenerate (1–7) Mana per second](../wiki/items/affixes/mana_regen.md) [Gain (3–20) Life per Enemy Killed](../wiki/items/affixes/life_on_kill.md) [Gain (1–6) Mana per Enemy Killed](../wiki/items/affixes/mana_on_kill.md) [(10–34)% increased Projectile Speed](../wiki/items/affixes/proj_speed.md) | | 15 | – | [Ironwood Staff](../wiki/items/bases/ironwood_staff.md), [Gold Ring](../wiki/items/bases/gold_ring.md) | [Ashen Heart](../wiki/items/uniques/ashen_heart.md) | [+(8–34)% to Critical Strike Multiplier](../wiki/items/affixes/crit_multi.md) [Gain (1–7) Life per Enemy Hit](../wiki/items/affixes/life_on_hit.md) | | 18 | – | – | – | [+(5–79) to maximum Life](../wiki/items/affixes/life.md) [Adds (1–20) to (3–38) Physical Damage to Attacks](../wiki/items/affixes/added_phys.md) [(5–20)% increased Area of Effect](../wiki/items/affixes/inc_aoe.md) | | 20 | – | [Onyx Amulet](../wiki/items/bases/onyx_amulet.md), [Prismatic Ring](../wiki/items/bases/prismatic_ring.md) | – | [Adds (1–24) to (3–48) Fire Damage to Attacks](../wiki/items/affixes/added_fire.md) [Adds (1–21) to (3–42) Cold Damage to Attacks](../wiki/items/affixes/added_cold.md) [Adds (1–6) to (4–66) Lightning Damage to Attacks](../wiki/items/affixes/added_light.md) [(15–100)% increased Physical Damage](../wiki/items/affixes/inc_phys.md) [(10–89)% increased Spell Damage](../wiki/items/affixes/inc_spell.md) [+(6–35)% to Fire Resistance](../wiki/items/affixes/fire_res.md) [+(6–35)% to Cold Resistance](../wiki/items/affixes/cold_res.md) [+(6–35)% to Lightning Resistance](../wiki/items/affixes/light_res.md) [(10–60)% increased Critical Strike Chance](../wiki/items/affixes/crit_chance.md) | | 22 | – | – | – | [+(5–69) to maximum Mana](../wiki/items/affixes/mana.md) [+(8–32) to Strength](../wiki/items/affixes/strength.md) [+(8–32) to Dexterity](../wiki/items/affixes/dexterity.md) [+(8–32) to Intelligence](../wiki/items/affixes/intelligence.md) [(5–20)% increased Attack Speed](../wiki/items/affixes/attack_speed.md) [(5–25)% increased Cast Speed](../wiki/items/affixes/cast_speed.md) | | 24 | – | – | – | [+(5–130) to Armour](../wiki/items/affixes/armour_flat.md) | | 25 | – | – | – | [(10–30)% increased Movement Speed](../wiki/items/affixes/move_speed.md) | | 26 | – | [Great Helm](../wiki/items/bases/great_helm.md), [Plate Cuirass](../wiki/items/bases/plate_cuirass.md) | – | [(8–56)% increased Armour](../wiki/items/affixes/armour_inc.md) [(8–44)% increased Fire Damage](../wiki/items/affixes/inc_fire.md) [(8–44)% increased Cold Damage](../wiki/items/affixes/inc_cold.md) [(8–44)% increased Lightning Damage](../wiki/items/affixes/inc_light.md) [Regenerate (1–15) Life per second](../wiki/items/affixes/life_regen.md) [(6–32)% increased Rarity of Items found](../wiki/items/affixes/inc_rarity.md) | | 28 | – | [Knight Blade](../wiki/items/bases/knight_blade.md), [Crystal Wand](../wiki/items/bases/crystal_wand.md), [Steel Gauntlets](../wiki/items/bases/steel_gauntlets.md), [Steel Greaves](../wiki/items/bases/steel_greaves.md) | – | [(4–10)% increased maximum Life](../wiki/items/affixes/inc_life.md) [+(8–34)% to Critical Strike Multiplier](../wiki/items/affixes/crit_multi.md) | | 29 | – | [Obsidian Kris](../wiki/items/bases/obsidian_kris.md) | – | – | | 30 | – | [Executioner Cleaver](../wiki/items/bases/cleaver.md), [Runic Staff](../wiki/items/bases/runic_staff.md) | – | [+(5–79) to maximum Life](../wiki/items/affixes/life.md) [Adds (1–20) to (3–38) Physical Damage to Attacks](../wiki/items/affixes/added_phys.md) [Regenerate (1–7) Mana per second](../wiki/items/affixes/mana_regen.md) [Gain (3–20) Life per Enemy Killed](../wiki/items/affixes/life_on_kill.md) [Gain (1–6) Mana per Enemy Killed](../wiki/items/affixes/mana_on_kill.md) [(10–34)% increased Projectile Speed](../wiki/items/affixes/proj_speed.md) | | 32 | – | – | – | [Adds (1–24) to (3–48) Fire Damage to Attacks](../wiki/items/affixes/added_fire.md) [Adds (1–21) to (3–42) Cold Damage to Attacks](../wiki/items/affixes/added_cold.md) [Adds (1–6) to (4–66) Lightning Damage to Attacks](../wiki/items/affixes/added_light.md) [(15–100)% increased Physical Damage](../wiki/items/affixes/inc_phys.md) [(10–89)% increased Spell Damage](../wiki/items/affixes/inc_spell.md) [+(6–35)% to Fire Resistance](../wiki/items/affixes/fire_res.md) [+(6–35)% to Cold Resistance](../wiki/items/affixes/cold_res.md) [+(6–35)% to Lightning Resistance](../wiki/items/affixes/light_res.md) [(10–60)% increased Critical Strike Chance](../wiki/items/affixes/crit_chance.md) [Gain (1–7) Life per Enemy Hit](../wiki/items/affixes/life_on_hit.md) | | 33 | – | – | – | [+(8–32) to Strength](../wiki/items/affixes/strength.md) [+(8–32) to Dexterity](../wiki/items/affixes/dexterity.md) [+(8–32) to Intelligence](../wiki/items/affixes/intelligence.md) | | 34 | – | – | – | [(5–20)% increased Attack Speed](../wiki/items/affixes/attack_speed.md) [(5–25)% increased Cast Speed](../wiki/items/affixes/cast_speed.md) [(5–20)% increased Area of Effect](../wiki/items/affixes/inc_aoe.md) | | 35 | – | – | – | [+(1–2) to Level of all Spell Skills](../wiki/items/affixes/spell_level.md) | | 36 | – | – | – | [+(5–69) to maximum Mana](../wiki/items/affixes/mana.md) | | 38 | – | – | – | [+(5–130) to Armour](../wiki/items/affixes/armour_flat.md) | | 40 | – | – | – | [(8–56)% increased Armour](../wiki/items/affixes/armour_inc.md) [(8–44)% increased Fire Damage](../wiki/items/affixes/inc_fire.md) [(8–44)% increased Cold Damage](../wiki/items/affixes/inc_cold.md) [(8–44)% increased Lightning Damage](../wiki/items/affixes/inc_light.md) [(10–30)% increased Movement Speed](../wiki/items/affixes/move_speed.md) [Regenerate (1–15) Life per second](../wiki/items/affixes/life_regen.md) | | 42 | – | [Warlord Crown](../wiki/items/bases/warlord_crown.md), [Dragonscale Coat](../wiki/items/bases/dragonscale.md) | – | [+(8–34)% to Critical Strike Multiplier](../wiki/items/affixes/crit_multi.md) [(6–32)% increased Rarity of Items found](../wiki/items/affixes/inc_rarity.md) | | 44 | – | [Ether Wand](../wiki/items/bases/ether_wand.md), [Titan Grips](../wiki/items/bases/titan_grips.md), [Titan Greaves](../wiki/items/bases/titan_greaves.md) | – | [Adds (1–20) to (3–38) Physical Damage to Attacks](../wiki/items/affixes/added_phys.md) [+(8–32) to Strength](../wiki/items/affixes/strength.md) [+(8–32) to Dexterity](../wiki/items/affixes/dexterity.md) [+(8–32) to Intelligence](../wiki/items/affixes/intelligence.md) | | 45 | – | [Voidsteel Sword](../wiki/items/bases/voidsteel_sword.md) | – | [+(5–79) to maximum Life](../wiki/items/affixes/life.md) [Adds (1–24) to (3–48) Fire Damage to Attacks](../wiki/items/affixes/added_fire.md) [Adds (1–21) to (3–42) Cold Damage to Attacks](../wiki/items/affixes/added_cold.md) [Adds (1–6) to (4–66) Lightning Damage to Attacks](../wiki/items/affixes/added_light.md) [+(6–35)% to Fire Resistance](../wiki/items/affixes/fire_res.md) [+(6–35)% to Cold Resistance](../wiki/items/affixes/cold_res.md) [+(6–35)% to Lightning Resistance](../wiki/items/affixes/light_res.md) [(10–60)% increased Critical Strike Chance](../wiki/items/affixes/crit_chance.md) | | 46 | – | [Worldsplitter Axe](../wiki/items/bases/worldsplitter.md) | – | [(15–100)% increased Physical Damage](../wiki/items/affixes/inc_phys.md) [(10–89)% increased Spell Damage](../wiki/items/affixes/inc_spell.md) [(5–20)% increased Attack Speed](../wiki/items/affixes/attack_speed.md) [(5–25)% increased Cast Speed](../wiki/items/affixes/cast_speed.md) | --- title: "Hollow Ghoul" summary: "The drowned of Velmarch, their embers washed out by the Tide, walking toward the warmth of yours." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: hollow-ghoul.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/hollow-ghoul.md --- # Hollow Ghoul [In game] The drowned of Velmarch, their embers washed out by the Tide, walking toward the warmth of yours. - **Life:** 18 at depth 1 - **Damage:** 2.5 Physical per hit - **Attack:** Melee - **Speed:** 4.6 tiles/s - **Armour:** 0 - **Resistances:** None - **Size:** 0.76 tiles across - **Packs:** 4 to 7 - **First appears:** Depth 1 - **Experience:** 8 at depth 1 ![A Hollow Ghoul, bent and dripping, standing in black water with a hollow in its chest where an ember was](../../art/paintings/monsters/hollow-ghoul.jpg) Lore [Concept] > It still wears its mended coat, buttoned to the throat against the cold. The Hearthfolk say the Hollow Ghouls were the people of Velmarch who stayed in their houses on the Night of the Tide. The water took their breath and then their embers. What walks now is the shape that was left. They don't hate you. They are cold, and you are warm. A fallen's ember is the brightest thing on the [Drowned Coast](../../journey/drowned-coast.md), and the drowned walk toward it the way people once walked toward a hearth. Some walk farther: up the river into the green Vale, where the Hearthfolk see them wading at dusk. The Stilled call them the rested and will not let anyone in Hearthold speak ill of them. Coalwrights call them the hollows and burn what they bring back. They come in crowds. Velmarch was a crowded city. ### Where it is met - **Act 1, [the Vale of Velmarch](../../journey/the-vale.md):** wading up the river at dusk, the first cold thing in a warm country. - **Act 2, [the Drowned Coast](../../journey/drowned-coast.md):** in the salt marsh and the flooded streets of Saltreach, in crowds. - **In the build:** from depth 1. The build has no acts yet; every depth is the same endless cave. ## Model The Hollow Ghoul as the game draws it, at each level of detail, under a warm light like the party's ember. Every model, with its numbers: [Models](../../art/models.md#hollow-ghoul), or with each level's numbers in the [asset explorer](../../art/assets.md#models/ghoul). | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`ghoul_near.glb`](../../assets/game/models/ghoul_near.glb) 136 KB | 2,929 (24 ember) | 5,246 | 4,000 vertices | under 30 tiles | 1.84 × 1.27 × 0.70 | | Mid | [`ghoul_mid.glb`](../../assets/game/models/ghoul_mid.glb) 69 KB | 1,492 (10 ember) | 2,536 | 1,500 vertices | 30 to 38 tiles | 1.84 × 1.26 × 0.70 | | Far | [`ghoul_far.glb`](../../assets/game/models/ghoul_far.glb) 19 KB | 391 (10 ember) | 507 | 400 vertices | beyond 38 tiles | 1.80 × 1.19 × 0.69 | ## Attack Gets within 0.5 tiles of you and winds up for 0.45 seconds; if you are still in reach when the windup ends, the hit lands. Then it waits 1.5 seconds before the next attack. Stepping away during the windup avoids the hit. Hasted monsters wind up faster and chilled ones slower. Each hit rolls 80% to 120% of its damage. ## By depth Values for a normal Hollow Ghoul, with magic and rare life for comparison. Modifiers come on top. | Depth | Life | Magic life | Rare life | Damage | Experience | Armour | | --- | --- | --- | --- | --- | --- | --- | | 1 | 18 | 29 | 54 | 2.5 | 8 | 0 | | 2 | 20 | 32 | 60 | 2.7 | 9 | 0 | | 3 | 23 | 36 | 68 | 2.9 | 10 | 0 | | 4 | 25 | 40 | 76 | 3.2 | 11 | 0 | | 5 | 28 | 45 | 85 | 3.5 | 12 | 0 | | 10 | 50 | 80 | 150 | 5.2 | 19 | 0 | | 15 | 88 | 141 | 264 | 7.8 | 30 | 0 | | 20 | 155 | 248 | 465 | 11.8 | 49 | 0 | | 30 | 481 | 770 | 1,444 | 26.6 | 127 | 0 | ## Rarity at depth 1 Before modifiers. Drops are per player within 30 tiles of the kill; see [Drops](../../wiki/items/drops.md). | Rarity | Life | Damage | Experience | Items dropped | Currency dropped | | --- | --- | --- | --- | --- | --- | | Normal | 18 | 2.5 | 8 | 0.12 | 0.06 | | Magic | 29 | 2.5 | 20 | 0.3 | 0.15 | | Rare | 54 | 2.9 | 48 | 1.18 | 0.36 | | Guardian | 81 | 2.9 | 96 | 2.39 | 0.9 | ## How often it appears The chance that a new pack is Hollow Ghouls, by depth. Spawn weight 100. | Depth | Share of packs | | --- | --- | | 1 | 47% | | 2 | 30% | | 3+ | 27% | Other monsters: [Bone Archer](../../wiki/monsters/bone-archer.md), [Cavern Brute](../../wiki/monsters/cavern-brute.md), [Cinder Imp](../../wiki/monsters/cinder-imp.md), [Gloom Spider](../../wiki/monsters/gloom-spider.md), [Rime Wraith](../../wiki/monsters/rime-wraith.md) --- title: "Bone Archer" summary: "The Tidewall garrison of drowned Saltreach, still at their posts after the water rose." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: bone-archer.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/bone-archer.md --- # Bone Archer [In game] The Tidewall garrison of drowned Saltreach, still at their posts after the water rose. - **Life:** 13 at depth 1 - **Damage:** 2.5 Physical per hit - **Attack:** Ranged - **Speed:** 3.8 tiles/s - **Armour:** 0 - **Resistances:** None - **Size:** 0.68 tiles across - **Packs:** 3 to 5 - **First appears:** Depth 1 - **Experience:** 9 at depth 1 ![A Bone Archer, a skeleton in a spiked, coral-crusted helm, drawing a longbow](../../art/paintings/monsters/bone-archer.jpg) Lore [Concept] > The horn for the change of watch never sounded. The Bone Archers were the garrison of the Tidewall, the great sea-gate of Saltreach. The Hearthfolk say they were on the walls when King Orrin opened the gate, and that no one told them to stand down. So they didn't. They serve the Drowned Court still. The water stripped them to bone and left the order intact: hold the wall, loose at any light. A fallen's ember is a light. The archers do not know the war is over, and it is not clear whose war it was. ### Where it is met - **Act 2, [the Drowned Coast](../../journey/drowned-coast.md):** on the walls and in the open gatehouse of the Tidewall, with the rest of Orrin's Drowned Court. - **In the build:** from depth 1. The build has no acts yet; every depth is the same endless cave. ## Model The Bone Archer as the game draws it, at each level of detail, under a warm light like the party's ember. Every model, with its numbers: [Models](../../art/models.md#bone-archer), or with each level's numbers in the [asset explorer](../../art/assets.md#models/archer). | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`archer_near.glb`](../../assets/game/models/archer_near.glb) 138 KB | 3,014 (24 ember) | 5,220 | 4,000 vertices | under 30 tiles | 1.10 × 2.13 × 0.60 | | Mid | [`archer_mid.glb`](../../assets/game/models/archer_mid.glb) 67 KB | 1,486 (10 ember) | 2,198 | 1,500 vertices | 30 to 38 tiles | 1.10 × 2.13 × 0.59 | | Far | [`archer_far.glb`](../../assets/game/models/archer_far.glb) 18 KB | 393 (10 ember) | 393 | 400 vertices | beyond 38 tiles | 1.04 × 2.13 × 0.59 | ## Attack Shoots from up to 12 tiles away when it can see you, after a 0.6-second windup. The projectile flies at 16 tiles per second for up to 16.8 tiles and stops at the first player it touches. It fires every 2.8 seconds. Hasted monsters wind up faster and chilled ones slower. Each hit rolls 80% to 120% of its damage. ## By depth Values for a normal Bone Archer, with magic and rare life for comparison. Modifiers come on top. | Depth | Life | Magic life | Rare life | Damage | Experience | Armour | | --- | --- | --- | --- | --- | --- | --- | | 1 | 13 | 21 | 39 | 2.5 | 9 | 0 | | 2 | 15 | 23 | 44 | 2.7 | 10 | 0 | | 3 | 16 | 26 | 49 | 2.9 | 11 | 0 | | 4 | 18 | 29 | 55 | 3.2 | 12 | 0 | | 5 | 20 | 33 | 61 | 3.5 | 13 | 0 | | 10 | 36 | 58 | 108 | 5.2 | 21 | 0 | | 15 | 64 | 102 | 191 | 7.8 | 34 | 0 | | 20 | 112 | 179 | 336 | 11.8 | 55 | 0 | | 30 | 348 | 556 | 1,043 | 26.6 | 143 | 0 | ## Rarity at depth 1 Before modifiers. Drops are per player within 30 tiles of the kill; see [Drops](../../wiki/items/drops.md). | Rarity | Life | Damage | Experience | Items dropped | Currency dropped | | --- | --- | --- | --- | --- | --- | | Normal | 13 | 2.5 | 9 | 0.12 | 0.06 | | Magic | 21 | 2.5 | 23 | 0.3 | 0.15 | | Rare | 39 | 2.9 | 54 | 1.18 | 0.36 | | Guardian | 59 | 2.9 | 108 | 2.39 | 0.9 | ## How often it appears The chance that a new pack is Bone Archers, by depth. Spawn weight 70. | Depth | Share of packs | | --- | --- | | 1 | 33% | | 2 | 21% | | 3+ | 19% | Other monsters: [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md), [Cavern Brute](../../wiki/monsters/cavern-brute.md), [Cinder Imp](../../wiki/monsters/cinder-imp.md), [Gloom Spider](../../wiki/monsters/gloom-spider.md), [Rime Wraith](../../wiki/monsters/rime-wraith.md) --- title: "Cavern Brute" summary: "Velmarch's deep miners, fused by their embers to the stone they cut." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cavern-brute.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/cavern-brute.md --- # Cavern Brute [In game] Velmarch's deep miners, fused by their embers to the stone they cut. - **Life:** 60 at depth 1 - **Damage:** 8 Physical per hit - **Attack:** Slam - **Speed:** 2.9 tiles/s - **Armour:** 15 - **Resistances:** None - **Size:** 1.2 tiles across - **Packs:** 1 to 3 - **First appears:** Depth 1 - **Experience:** 22 at depth 1 ![A Cavern Brute, a hulk of black rock split by glowing seams, a miner's helmet on its head and a pick on its back](../../art/paintings/monsters/cavern-brute.jpg) Lore [Concept] > The pick is still in its hand; the hand is stone to the elbow. The Brutes are Cinderborn: things the Ember made or remade. The Hearthfolk say they were Velmarch's deep miners, the ones who came back from the shafts with embers lodged in their chests. They went down again, and again, and the embers fused them to the stone they cut. Their skin is rock now, and the rock is armour. They still swing as miners swing: overhead, both arms, at the ground. Coalwrights say a Brute's slam leaves the same mark as a Velmarch pick, only wider. They belong to the [Underhalls](../../journey/underhalls.md), Velmarch's mine-halls and the Cinderworks foundries beneath them, but they wander up wherever a shaft breaks the surface. ### Where it is met - **Act 3, [the Underhalls](../../journey/underhalls.md):** the pillared mine-halls and the Cinderworks. - **Anywhere a shaft breaks the surface:** a Brute can climb out in any act. - **In the build:** from depth 1. The build has no acts yet; every depth is the same endless cave. ## Model The Cavern Brute as the game draws it, at each level of detail, under a warm light like the party's ember. Every model, with its numbers: [Models](../../art/models.md#cavern-brute), or with each level's numbers in the [asset explorer](../../art/assets.md#models/brute). | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`brute_near.glb`](../../assets/game/models/brute_near.glb) 175 KB | 3,981 (24 ember) | 5,665 | 4,000 vertices | under 30 tiles | 1.54 × 2.24 × 1.73 | | Mid | [`brute_mid.glb`](../../assets/game/models/brute_mid.glb) 48 KB | 997 (10 ember) | 1,970 | 1,500 vertices | 30 to 38 tiles | 1.50 × 2.20 × 1.71 | | Far | [`brute_far.glb`](../../assets/game/models/brute_far.glb) 15 KB | 284 (10 ember) | 546 | 400 vertices | beyond 38 tiles | 1.44 × 2.11 × 1.62 | ## Attack Once you are within 1.2 tiles, it marks a circle of radius 2.25 on the ground where you stand. The circle fills for 1 seconds, then hits every player still inside. It slams every 3 seconds. Hasted monsters wind up faster and chilled ones slower. Each hit rolls 80% to 120% of its damage. ## By depth Values for a normal Cavern Brute, with magic and rare life for comparison. Modifiers come on top. | Depth | Life | Magic life | Rare life | Damage | Experience | Armour | | --- | --- | --- | --- | --- | --- | --- | | 1 | 60 | 96 | 180 | 8 | 22 | 15 | | 2 | 67 | 108 | 202 | 8.7 | 24 | 17 | | 3 | 75 | 120 | 226 | 9.4 | 27 | 18 | | 4 | 84 | 135 | 253 | 10.2 | 29 | 20 | | 5 | 94 | 151 | 283 | 11.1 | 32 | 21 | | 10 | 166 | 266 | 499 | 16.7 | 52 | 29 | | 15 | 293 | 469 | 880 | 25.1 | 84 | 36 | | 20 | 517 | 827 | 1,550 | 37.7 | 135 | 44 | | 30 | 1,605 | 2,568 | 4,815 | 85.2 | 349 | 59 | ## Rarity at depth 1 Before modifiers. Drops are per player within 30 tiles of the kill; see [Drops](../../wiki/items/drops.md). | Rarity | Life | Damage | Experience | Items dropped | Currency dropped | | --- | --- | --- | --- | --- | --- | | Normal | 60 | 8 | 22 | 0.12 | 0.06 | | Magic | 96 | 8 | 55 | 0.3 | 0.15 | | Rare | 180 | 9.2 | 132 | 1.18 | 0.36 | | Guardian | 270 | 9.2 | 264 | 2.39 | 0.9 | ## How often it appears The chance that a new pack is Cavern Brutes, by depth. Spawn weight 45. | Depth | Share of packs | | --- | --- | | 1 | 21% | | 2 | 14% | | 3+ | 12% | Other monsters: [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md), [Bone Archer](../../wiki/monsters/bone-archer.md), [Cinder Imp](../../wiki/monsters/cinder-imp.md), [Gloom Spider](../../wiki/monsters/gloom-spider.md), [Rime Wraith](../../wiki/monsters/rime-wraith.md) --- title: "Cinder Imp" summary: "Sparks from the Ember with a will of their own, calling in the voices of the people they burned." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cinder-imp.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/cinder-imp.md --- # Cinder Imp [In game] Sparks from the Ember with a will of their own, calling in the voices of the people they burned. - **Life:** 15 at depth 1 - **Damage:** 4 Fire per hit - **Attack:** Ranged - **Speed:** 4.2 tiles/s - **Armour:** 0 - **Resistances:** 50% Fire - **Size:** 0.6 tiles across - **Packs:** 3 to 6 - **First appears:** Depth 2 - **Experience:** 10 at depth 1 ![A Cinder Imp, a small charred figure with a burning head and a wide glowing grin, leaping](../../art/paintings/monsters/cinder-imp.jpg) Lore [Concept] > It calls you by your mother's name, in your mother's voice. Imps are Cinderborn. The Hearthfolk say they are sparks that leapt from the Ember during the Hunger, when whole districts of Velmarch burned from the inside out, and that each one kept something of what it burned. That is where the voices come from. They talk while they fight. Mostly it is names, called the way someone calls across a street. Hearthfolk who go down to the Cinderworks, under the [Underhalls](../../journey/underhalls.md), stop their ears with wax, and still come back sure they heard someone they lost. In [Harrowwood](../../journey/harrowwood.md) the coals glowing in hollow trunks are the kings' lamps, and the imps are the false ones. Fire made them, so fire does them little harm. ### Where it is met - **Act 1, [Harrowwood](../../journey/harrowwood.md):** the first ones, drifting between the trees like will-o'-the-wisps. - **Act 3, [the Underhalls](../../journey/underhalls.md):** swarms in the Cinderworks foundries. - **In the build:** from depth 2. The build has no acts yet; every depth is the same endless cave. ## Model The Cinder Imp as the game draws it, at each level of detail, under a warm light like the party's ember. Every model, with its numbers: [Models](../../art/models.md#cinder-imp), or with each level's numbers in the [asset explorer](../../art/assets.md#models/imp). | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`imp_near.glb`](../../assets/game/models/imp_near.glb) 133 KB | 2,920 (171 ember) | 4,918 | 4,000 vertices | under 30 tiles | 0.94 × 1.04 × 0.65 | | Mid | [`imp_mid.glb`](../../assets/game/models/imp_mid.glb) 67 KB | 1,495 (143 ember) | 2,211 | 1,500 vertices | 30 to 38 tiles | 0.93 × 1.04 × 0.65 | | Far | [`imp_far.glb`](../../assets/game/models/imp_far.glb) 19 KB | 398 (81 ember) | 505 | 400 vertices | beyond 38 tiles | 0.90 × 1.03 × 0.64 | ## Attack Shoots from up to 10.5 tiles away when it can see you, after a 0.7-second windup. The projectile flies at 11 tiles per second for up to 14.7 tiles and stops at the first player it touches. It fires every 2.8 seconds. Hasted monsters wind up faster and chilled ones slower. Each hit rolls 80% to 120% of its damage. Its fire hits have a 15% chance to ignite. ## By depth Values for a normal Cinder Imp, with magic and rare life for comparison. Modifiers come on top. | Depth | Life | Magic life | Rare life | Damage | Experience | Armour | | --- | --- | --- | --- | --- | --- | --- | | 2 | 17 | 27 | 50 | 4.3 | 11 | 0 | | 3 | 19 | 30 | 56 | 4.7 | 12 | 0 | | 4 | 21 | 34 | 63 | 5.1 | 13 | 0 | | 5 | 24 | 38 | 71 | 5.5 | 15 | 0 | | 10 | 42 | 67 | 125 | 8.3 | 24 | 0 | | 15 | 73 | 117 | 220 | 12.5 | 38 | 0 | | 20 | 129 | 207 | 388 | 18.8 | 61 | 0 | | 30 | 401 | 642 | 1,204 | 42.6 | 159 | 0 | ## Rarity at depth 2 Before modifiers. Drops are per player within 30 tiles of the kill; see [Drops](../../wiki/items/drops.md). | Rarity | Life | Damage | Experience | Items dropped | Currency dropped | | --- | --- | --- | --- | --- | --- | | Normal | 17 | 4.3 | 11 | 0.12 | 0.06 | | Magic | 27 | 4.3 | 28 | 0.3 | 0.15 | | Rare | 50 | 5 | 66 | 1.18 | 0.36 | | Guardian | 76 | 5 | 132 | 2.39 | 0.9 | ## How often it appears The chance that a new pack is Cinder Imps, by depth. Spawn weight 60. | Depth | Share of packs | | --- | --- | | 1 | – | | 2 | 18% | | 3+ | 16% | Other monsters: [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md), [Bone Archer](../../wiki/monsters/bone-archer.md), [Cavern Brute](../../wiki/monsters/cavern-brute.md), [Gloom Spider](../../wiki/monsters/gloom-spider.md), [Rime Wraith](../../wiki/monsters/rime-wraith.md) --- title: "Gloom Spider" summary: "Light-eaters from the Gloamroot, the dark between fire and tide." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: gloom-spider.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/gloom-spider.md --- # Gloom Spider [In game] Light-eaters from the Gloamroot, the dark between fire and tide. - **Life:** 9 at depth 1 - **Damage:** 2 Physical per hit - **Attack:** Melee - **Speed:** 6.7 tiles/s - **Armour:** 0 - **Resistances:** None - **Size:** 0.56 tiles across - **Packs:** 6 to 10 - **First appears:** Depth 2 - **Experience:** 5 at depth 1 ![A Gloom Spider, long-legged and violet-black, its swollen abdomen glowing with swallowed light, trailing web](../../art/paintings/monsters/gloom-spider.jpg) Lore [Concept] > Every web in the Gloamroot leans toward the nearest light. The Gloom Spiders belong to neither side. The Hearthfolk say they grew in the dark between the fire and the tide, in the Gloamroot, where the roots of [Harrowwood](../../journey/harrowwood.md) go down into the dark and the only light is pale candlecap fungus. Harrowwood above is full of them. They feed on light. An ember is the richest meal in the dark, and they come for it in numbers. Fallen who have fought them say the cave goes dimmer when a swarm is close. Nobody has seen a Gloom Spider's face, and the Coalwrights doubt they have one. ### Where it is met - **Act 1, [Harrowwood](../../journey/harrowwood.md):** in the kings' forest, and below it in the Gloamroot. - **In the build:** from depth 2. The build has no acts yet; every depth is the same endless cave. ## Model The Gloom Spider as the game draws it, at each level of detail, under a warm light like the party's ember. Every model, with its numbers: [Models](../../art/models.md#gloom-spider), or with each level's numbers in the [asset explorer](../../art/assets.md#models/spider). | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`spider_near.glb`](../../assets/game/models/spider_near.glb) 107 KB | 2,283 (132 ember) | 4,196 | 4,000 vertices | under 30 tiles | 1.15 × 0.53 × 1.11 | | Mid | [`spider_mid.glb`](../../assets/game/models/spider_mid.glb) 70 KB | 1,472 (92 ember) | 2,770 | 1,500 vertices | 30 to 38 tiles | 1.14 × 0.52 × 1.11 | | Far | [`spider_far.glb`](../../assets/game/models/spider_far.glb) 20 KB | 395 (82 ember) | 640 | 400 vertices | beyond 38 tiles | 1.13 × 0.52 × 1.11 | ## Attack Gets within 0.4 tiles of you and winds up for 0.3 seconds; if you are still in reach when the windup ends, the hit lands. Then it waits 1.2 seconds before the next attack. Stepping away during the windup avoids the hit. Hasted monsters wind up faster and chilled ones slower. Each hit rolls 80% to 120% of its damage. ## By depth Values for a normal Gloom Spider, with magic and rare life for comparison. Modifiers come on top. | Depth | Life | Magic life | Rare life | Damage | Experience | Armour | | --- | --- | --- | --- | --- | --- | --- | | 2 | 10 | 16 | 30 | 2.2 | 6 | 0 | | 3 | 11 | 18 | 34 | 2.4 | 6 | 0 | | 4 | 13 | 20 | 38 | 2.6 | 7 | 0 | | 5 | 14 | 23 | 42 | 2.8 | 7 | 0 | | 10 | 25 | 40 | 75 | 4.2 | 12 | 0 | | 15 | 44 | 70 | 132 | 6.3 | 19 | 0 | | 20 | 78 | 124 | 233 | 9.4 | 31 | 0 | | 30 | 241 | 385 | 722 | 21.3 | 79 | 0 | ## Rarity at depth 2 Before modifiers. Drops are per player within 30 tiles of the kill; see [Drops](../../wiki/items/drops.md). | Rarity | Life | Damage | Experience | Items dropped | Currency dropped | | --- | --- | --- | --- | --- | --- | | Normal | 10 | 2.2 | 6 | 0.12 | 0.06 | | Magic | 16 | 2.2 | 14 | 0.3 | 0.15 | | Rare | 30 | 2.5 | 33 | 1.18 | 0.36 | | Guardian | 45 | 2.5 | 66 | 2.39 | 0.9 | ## How often it appears The chance that a new pack is Gloom Spiders, by depth. Spawn weight 55. | Depth | Share of packs | | --- | --- | | 1 | – | | 2 | 17% | | 3+ | 15% | Other monsters: [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md), [Bone Archer](../../wiki/monsters/bone-archer.md), [Cavern Brute](../../wiki/monsters/cavern-brute.md), [Cinder Imp](../../wiki/monsters/cinder-imp.md), [Rime Wraith](../../wiki/monsters/rime-wraith.md) --- title: "Rime Wraith" summary: "The frost left behind when the Tide puts out a fallen's ember for good." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: rime-wraith.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/monsters/rime-wraith.md --- # Rime Wraith [In game] The frost left behind when the Tide puts out a fallen's ember for good. - **Life:** 25 at depth 1 - **Damage:** 4.5 Cold per hit - **Attack:** Melee - **Speed:** 5.3 tiles/s - **Armour:** 0 - **Resistances:** 60% Cold - **Size:** 0.76 tiles across - **Packs:** 2 to 4 - **First appears:** Depth 3 - **Experience:** 13 at depth 1 ![A Rime Wraith, a hooded shape of cracked ice with no face, its body trailing into a frozen tail above a ring of frost](../../art/paintings/monsters/rime-wraith.jpg) Lore [Concept] > The frost on its face keeps the shape of a smile. A fallen who gutters can be relit. A fallen whose ember the Tide puts out for good is gone, and the Hearthfolk say this is what is left: frost in the shape of a memory. A Rime Wraith has no feet and no weight. It drifts toward warmth the way the fallen it came from once did. The Stilled say the wraiths are at peace and that their cold is a kindness. Fallen who have been touched by one say it feels like forgetting something important, all at once. They haunt the High Pass above the [Barrow Moors](../../journey/barrow-moors.md), where the snow keeps what the frost remembers. ### Where it is met - **Act 1, [the High Pass](../../journey/barrow-moors.md):** in the snowbound pass from the Barrow Moors down to the coast. - **In the build:** from depth 3. The build has no acts yet; every depth is the same endless cave. ## Model The Rime Wraith as the game draws it, at each level of detail, under a warm light like the party's ember. Every model, with its numbers: [Models](../../art/models.md#rime-wraith), or with each level's numbers in the [asset explorer](../../art/assets.md#models/wraith). | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`wraith_near.glb`](../../assets/game/models/wraith_near.glb) 135 KB | 2,958 (84 ember) | 5,028 | 4,000 vertices | under 30 tiles | 1.43 × 2.11 × 0.74 | | Mid | [`wraith_mid.glb`](../../assets/game/models/wraith_mid.glb) 67 KB | 1,482 (34 ember) | 2,247 | 1,500 vertices | 30 to 38 tiles | 1.43 × 2.10 × 0.74 | | Far | [`wraith_far.glb`](../../assets/game/models/wraith_far.glb) 18 KB | 400 (10 ember) | 430 | 400 vertices | beyond 38 tiles | 1.37 × 2.12 × 0.74 | ## Attack Gets within 0.6 tiles of you and winds up for 0.5 seconds; if you are still in reach when the windup ends, the hit lands. Then it waits 1.6 seconds before the next attack. Stepping away during the windup avoids the hit. Hasted monsters wind up faster and chilled ones slower. Each hit rolls 80% to 120% of its damage. Its cold hits always chill. ## By depth Values for a normal Rime Wraith, with magic and rare life for comparison. Modifiers come on top. | Depth | Life | Magic life | Rare life | Damage | Experience | Armour | | --- | --- | --- | --- | --- | --- | --- | | 3 | 31 | 50 | 94 | 5.3 | 16 | 0 | | 4 | 35 | 56 | 105 | 5.7 | 17 | 0 | | 5 | 39 | 63 | 118 | 6.2 | 19 | 0 | | 10 | 69 | 111 | 208 | 9.4 | 31 | 0 | | 15 | 122 | 195 | 367 | 14.1 | 49 | 0 | | 20 | 215 | 345 | 646 | 21.2 | 80 | 0 | | 30 | 669 | 1,070 | 2,006 | 47.9 | 206 | 0 | ## Rarity at depth 3 Before modifiers. Drops are per player within 30 tiles of the kill; see [Drops](../../wiki/items/drops.md). | Rarity | Life | Damage | Experience | Items dropped | Currency dropped | | --- | --- | --- | --- | --- | --- | | Normal | 31 | 5.3 | 16 | 0.12 | 0.06 | | Magic | 50 | 5.3 | 39 | 0.3 | 0.15 | | Rare | 94 | 6.1 | 94 | 1.18 | 0.36 | | Guardian | 141 | 6.1 | 189 | 2.39 | 0.9 | ## How often it appears The chance that a new pack is Rime Wraiths, by depth. Spawn weight 45. | Depth | Share of packs | | --- | --- | | 1 | – | | 2 | – | | 3+ | 12% | Other monsters: [Hollow Ghoul](../../wiki/monsters/hollow-ghoul.md), [Bone Archer](../../wiki/monsters/bone-archer.md), [Cavern Brute](../../wiki/monsters/cavern-brute.md), [Cinder Imp](../../wiki/monsters/cinder-imp.md), [Gloom Spider](../../wiki/monsters/gloom-spider.md) --- title: "How items work" summary: "Item rarities, item level, affixes and tiers, local modifiers and equipment in Emberdeep." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # How items work [In game] Items run in the game rules today: monsters drop them, players pick them up, equip them and craft with currency, all on the server. Clients don't receive or show items yet; that comes next. > *Magic item* > > **Iron Helm of the Newt** > > Armour: 36 > > - Regenerate 1 Life per second > *Rare item* > > **Pyre Wand**, Stiletto > > Dagger > Physical damage: 9–33 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - 28% increased Critical Strike Chance > > - 56% increased Spell Damage > - 17% increased Physical Damage > - Adds 2 to 14 Lightning Damage to Attacks > - 13% increased Cast Speed > - Gain 2 Mana per Enemy Killed > - Regenerate 1 Mana per second > *Rare item* > > **Dusk Heart**, Onyx Amulet > > - +9% to all Elemental Resistances > > - Adds 1 to 14 Lightning Damage to Attacks > - +76 to maximum Life > - Adds 1 to 4 Cold Damage to Attacks > - +23% to Critical Strike Multiplier > *Unique item* > > **The Hungering Shank**, Glass Shank > > Dagger > Physical damage: 6–21 > Critical strike chance: 8.71% > Attacks per second: 1.5 > > - 23% increased Critical Strike Chance > > - Adds 3 to 11 Physical Damage to Attacks > - Gain 5 Life per Enemy Hit > - 34% increased Critical Strike Chance > > It was never full. It never will be. Items rolled by the game's own generator for this page. ## Rarity | Rarity | Affixes | At most | Name | Share of drops | | --- | --- | --- | --- | --- | | Normal | None | – | The base name | 60% | | Magic | 1–2 | 1 prefix, 1 suffix | Prefix tier name, base, suffix tier name: “Sanguine Iron Helm of the Salamander” | 32% | | Rare | 4–6 | 3 prefixes, 3 suffixes | Two generated words, then the base | 7.5% | | Unique | Fixed modifiers | – | Its own name | 0.5% | Drop shares are before item rarity bonuses; see [Drops](../../wiki/items/drops.md). A unique roll at a depth too shallow for any unique becomes a rare instead. ## Item level An item's level is the depth it dropped at. It decides which [bases](../../wiki/items/bases/index.md) can drop (each has a minimum level), which [uniques](../../wiki/items/uniques/index.md) can drop, and which tiers of each affix can roll. Crafting rolls new affixes at the item's own level, so a deep item stays worth crafting on. See the [depth guide](../../wiki/depths.md) for what unlocks where. ## Affixes and tiers - An affix can roll on a base when they share a tag: life rolls on armour and jewellery, attack speed on attack weapons and gloves. - Each new affix is picked by weight among those that fit: shared tag, not already on the item, a side (prefix or suffix) with room, and at least one tier the item level allows. - Then a tier is picked among those the item level allows. With *n* tiers allowed, the lowest is *n* times as likely as the highest: with all five, the odds are 5 : 4 : 3 : 2 : 1, so the top tier is 1 in 15. - Values roll uniformly inside the tier's range, as whole numbers. ## Local weapon modifiers On a weapon, affixes and unique modifiers with these stats change the weapon's own numbers instead of the character's, as in Path of Exile: [Added physical damage (min)](../../wiki/stats.md#addedphysmin), [Increased physical damage](../../wiki/stats.md#incphys), [Increased attack speed](../../wiki/stats.md#attackspeed), [Increased critical strike chance](../../wiki/stats.md#inccrit). Implicit modifiers are never local, and everything else on a weapon (elemental added damage, spell damage, critical multiplier) applies to the character. ## Equipment and inventory A character wears eight items: a weapon, helmet, body armour, gloves, boots, an amulet and two rings. The inventory holds 60 more, one slot each for now. Everything is a 1×1 item; sizes may come later. ## Rare names A rare item's name is one of 20 words followed by a word that depends on the slot, so rings get names like “Doom Band” and gloves “Blood Fist”. | Slot | Second words | | --- | --- | | Weapon | Bite, Edge, Fang, Song, Reaver, Thirst, Razor, Spike, Wand, Branch | | Helmet | Crown, Visage, Brow, Halo, Cowl, Dome, Horn, Veil | | Body armour | Shell, Coat, Hide, Mantle, Carapace, Shelter, Ward, Pelt | | Gloves | Grip, Fist, Hand, Clutch, Grasp, Claw, Talons, Knuckle | | Boots | Stride, Track, Trail, Spur, Tread, Path, March, Step | | Amulet | Charm, Beads, Locket, Heart, Collar, Talisman, Torc, Pendant | | Ring | Band, Loop, Coil, Circle, Knot, Spiral, Whorl, Hoop | First words: Doom, Grim, Ember, Storm, Blood, Dusk, Rune, Ash, Wrath, Gale, Bone, Soul, Dread, Hate, Viper, Cinder, Gloom, Pyre, Rime, Thunder --- title: "Drops" summary: "How monsters drop items and currency in Emberdeep: chances by monster rarity, item rarity and currency odds." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: drops.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Drops [In game] ## Every player gets their own When a monster dies, each living player within 30 tiles rolls their own drops with their own item rarity. A drop belongs to that player: only they see it and only they can pick it up, within 1.2 tiles. Picking up needs a free inventory slot; currency goes to the pouch and always fits. A player can have at most 500 drops on the ground; past that, their oldest normal item disappears, or their oldest drop if none is normal. Everything on the ground is cleared when the party changes depth. ## Per kill A monster gives a number of drop rolls by rarity. Each roll has a 12% chance of an item and, separately, a 6% chance of a currency. A fractional number of rolls means the last roll happens with that chance. Rares and guardians guarantee a minimum number of items. | Monster | Drop rolls | Minimum items | Items on average | Currency on average | | --- | --- | --- | --- | --- | | Normal | 1 | – | 0.12 | 0.06 | | Magic | 2.5 | – | 0.3 | 0.15 | | Rare | 6 | 1 | 1.18 | 0.36 | | Guardian | 15 | 2 | 2.39 | 0.9 | ## Item rarity Each item's rarity is drawn from weights 60 : 32 : 7.5 : 0.5 (normal : magic : rare : unique). Item rarity bonuses multiply the magic, rare and unique weights but not normal, up to +1,000%. | Item rarity bonus | Normal | Magic | Rare | Unique | | --- | --- | --- | --- | --- | | 0% | 60% | 32% | 7.5% | 0.5% | | +50% | 50% | 40% | 9.4% | 0.6% | | +100% | 42.9% | 45.7% | 10.7% | 0.7% | | +200% | 33.3% | 53.3% | 12.5% | 0.8% | | +500% | 20% | 64% | 15% | 1% | | +1000% | 12% | 70.4% | 16.5% | 1.1% | A unique roll picks evenly among the uniques the depth allows (see [Uniques](../../wiki/items/uniques/index.md)); at a depth with none, it becomes a rare. ## Currency | Currency | Weight | Share | Per 100 normal kills | | --- | --- | --- | --- | | [Shard of Kindling](../../wiki/items/currency/kindling.md) | 300 | 30.4% | 1.82 | | [Shifting Ash](../../wiki/items/currency/ash.md) | 250 | 25.3% | 1.52 | | [Ember of Growth](../../wiki/items/currency/growth.md) | 200 | 20.2% | 1.21 | | [Gilded Ember](../../wiki/items/currency/gilded.md) | 70 | 7.1% | 0.43 | | [Crowning Flame](../../wiki/items/currency/crowning.md) | 60 | 6.1% | 0.36 | | [Quenching Water](../../wiki/items/currency/quench.md) | 60 | 6.1% | 0.36 | | [Wildfire Orb](../../wiki/items/currency/wildfire.md) | 40 | 4% | 0.24 | | [Sovereign Spark](../../wiki/items/currency/sovereign.md) | 8 | 0.8% | 0.05 | --- title: "Crafting" summary: "How crafting with currency works in Emberdeep, with measured outcomes for every currency." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: crafting.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Crafting [In game] The game has no vendors or gold. Currency is the crafting system: each kind does one thing to an item, and is used up only when it works. ## The rules - Each currency needs the right kind of item. Used on anything else, it fails and nothing is spent. - New affixes follow the usual rules for the item's own level: shared tags, room on that side, weighted affix and tier (see [Affixes and tiers](../../wiki/items/index.md#affixes)). - Uniques can't be changed by any currency. - Magic items hold at most 1 prefix and 1 suffix; rares at most 3 of each. ## What each currency does Measured by using each currency 20,000 times on [Chainmail](../../wiki/items/bases/chainmail.md) at item level 30: normal ones for currencies that take a normal item, freshly rolled magic or rare ones otherwise. Success is the share of uses that worked; the last column shows how many modifiers the items had afterwards, and how often. | Currency | Use on | Does | Success | Modifiers after | | --- | --- | --- | --- | --- | | [Shard of Kindling](../../wiki/items/currency/kindling.md) | Normal item | Makes it magic, with a fresh set of affixes. | 100% | 1: 50%, 2: 50% | | [Ember of Growth](../../wiki/items/currency/growth.md) | Magic item | Adds one affix, if the item has room for it. | 49.3% | 2: 100% | | [Shifting Ash](../../wiki/items/currency/ash.md) | Magic item | Rerolls its affixes. It stays magic. | 100% | 1: 50%, 2: 50% | | [Gilded Ember](../../wiki/items/currency/gilded.md) | Normal item | Makes it rare, with a fresh set of affixes. | 100% | 4: 33%, 5: 34%, 6: 33% | | [Crowning Flame](../../wiki/items/currency/crowning.md) | Magic item | Makes it rare, keeping its affixes and adding one. | 100% | 2: 50%, 3: 50% | | [Wildfire Orb](../../wiki/items/currency/wildfire.md) | Rare item | Rerolls its affixes. It stays rare. | 100% | 4: 33%, 5: 34%, 6: 33% | | [Sovereign Spark](../../wiki/items/currency/sovereign.md) | Rare item | Adds one affix, if the item has room for it. | 66.9% | 5: 49%, 6: 51% | | [Quenching Water](../../wiki/items/currency/quench.md) | Magic or rare item | Removes every affix, making it normal again. The implicit stays. | 100% | 0: 100% | ## Ways to craft - **The magic route.** [Shard of Kindling](../../wiki/items/currency/kindling.md) a normal base, [Shifting Ash](../../wiki/items/currency/ash.md) until a good affix shows up, [Ember of Growth](../../wiki/items/currency/growth.md) to fill the other side, then [Crowning Flame](../../wiki/items/currency/crowning.md) to make it rare and keep both. - **The rare route.** [Gilded Ember](../../wiki/items/currency/gilded.md) a normal base straight to rare, [Wildfire Orb](../../wiki/items/currency/wildfire.md) until it's worth keeping, then [Sovereign Spark](../../wiki/items/currency/sovereign.md) to fill the last open slots. - **Start over.** [Quenching Water](../../wiki/items/currency/quench.md) wipes a magic or rare item back to normal, keeping the base and its implicit. --- title: "Item bases" summary: "All 45 item bases in Emberdeep: weapons, armour and jewellery." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Item bases [In game] Every item is one of these 45 bases. Level is the shallowest depth it can drop at. The implicit is a fixed modifier every copy of the base has, rolled within its range. [Weapons](#weapon) [Helmets](#helmet) [Body armour](#body) [Gloves](#gloves) [Boots](#boots) [Amulets](#amulet) [Rings](#ring) ## Weapons | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | 1 | 4–9 physical, 1.45/s, 5% crit | – | 12 | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | 2 | 6–12 physical, 1.25/s, 5% crit | – | 12 | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | 1 | 3–10 physical, 1.5/s, 6.5% crit | (20–30)% increased Critical Strike Chance | 24 | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | 1 | 2–5 physical, 1.4/s, 7% crit | (8–12)% increased Spell Damage | 15 | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | 3 | 7–15 physical, 1.25/s, 6% crit | (15–20)% increased Spell Damage | 15 | | [Broadsword](../../../wiki/items/bases/broadsword.md) | 12 | 11–23 physical, 1.45/s, 5% crit | – | 12 | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | 14 | 16–30 physical, 1.25/s, 5% crit | – | 12 | | [Stiletto](../../../wiki/items/bases/stiletto.md) | 13 | 8–28 physical, 1.5/s, 6.5% crit | (25–35)% increased Critical Strike Chance | 24 | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | 12 | 5–11 physical, 1.4/s, 7% crit | (14–18)% increased Spell Damage | 15 | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | 15 | 16–32 physical, 1.25/s, 6% crit | (22–28)% increased Spell Damage | 15 | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | 28 | 22–44 physical, 1.5/s, 5% crit | – | 12 | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | 30 | 32–58 physical, 1.25/s, 5% crit | – | 12 | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | 29 | 14–52 physical, 1.55/s, 7% crit | (30–40)% increased Critical Strike Chance | 24 | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | 28 | 10–20 physical, 1.45/s, 8% crit | (20–26)% increased Spell Damage | 15 | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | 30 | 28–56 physical, 1.3/s, 6.5% crit | (30–36)% increased Spell Damage | 15 | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | 45 | 36–70 physical, 1.55/s, 5.5% crit | – | 12 | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | 46 | 50–92 physical, 1.3/s, 5% crit | – | 12 | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | 44 | 15–30 physical, 1.5/s, 8% crit | (28–34)% increased Spell Damage | 15 | ## Helmets | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | 1 | 8 armour | – | 13 | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | 11 | 36 armour | – | 13 | | [Great Helm](../../../wiki/items/bases/great_helm.md) | 26 | 85 armour | – | 13 | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | 42 | 150 armour | – | 13 | ## Body armour | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | 1 | 16 armour | – | 9 | | [Chainmail](../../../wiki/items/bases/chainmail.md) | 11 | 70 armour | – | 9 | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | 26 | 160 armour | – | 9 | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | 42 | 270 armour | – | 9 | ## Gloves | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | 1 | 5 armour | – | 18 | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | 12 | 28 armour | – | 18 | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | 28 | 65 armour | – | 18 | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | 44 | 110 armour | – | 18 | ## Boots | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | 1 | 5 armour | – | 11 | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | 12 | 28 armour | – | 11 | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | 28 | 65 armour | – | 11 | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | 44 | 110 armour | – | 11 | ## Amulets | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | 1 | – | +(10–20) to maximum Life | 24 | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | 6 | – | (8–12)% increased Damage | 24 | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | 8 | – | +(15–25) to maximum Mana | 24 | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | 20 | – | +(8–12)% to all Elemental Resistances | 24 | ## Rings | Base | Level | Properties | Implicit | Affixes it can roll | | --- | --- | --- | --- | --- | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | 1 | – | Adds 1 to (3–4) Physical Damage to Attacks | 22 | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | 1 | – | +(15–25) to maximum Life | 22 | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | 3 | – | +(20–30)% to Fire Resistance | 22 | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | 3 | – | +(20–30)% to Cold Resistance | 22 | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | 3 | – | +(20–30)% to Lightning Resistance | 22 | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | 15 | – | (6–15)% increased Rarity of Items found | 22 | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | 20 | – | +(8–10)% to all Elemental Resistances | 22 | --- title: "Rusted Sword" summary: "Rusted Sword: weapon base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: rusted_sword.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Rusted Sword [In game] > *Normal item* > > **Rusted Sword** > > Sword > Physical damage: 4–9 > Critical strike chance: 5% > Attacks per second: 1.45 - **Slot:** Weapon - **Drops from:** Depth 1 - **Properties:** 4–9 physical, 1.45/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Vicious Rusted Sword of Ease** > > Sword > Physical damage: 7–15 > Critical strike chance: 5% > Attacks per second: 1.59 > > - 71% increased Physical Damage > - 10% increased Attack Speed > *Rare item* > > **Bone Thirst**, Rusted Sword > > Sword > Physical damage: 5–11 > Critical strike chance: 5% > Attacks per second: 1.45 > > - 21% increased Physical Damage > - Adds 1 to 3 Cold Damage to Attacks > - Adds 5 to 10 Fire Damage to Attacks > - Gain 10 Life per Enemy Killed > *Rare item* > > **Rime Branch**, Rusted Sword > > Sword > Physical damage: 7–16 > Critical strike chance: 5% > Attacks per second: 1.52 > > - 77% increased Physical Damage > - Adds 4 to 8 Fire Damage to Attacks > - Adds 9 to 16 Cold Damage to Attacks > - Gain 1 Life per Enemy Hit > - Gain 4 Life per Enemy Killed > - 5% increased Attack Speed Other weapons: [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Hand Axe" summary: "Hand Axe: weapon base, level 2. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: hand_axe.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Hand Axe [In game] > *Normal item* > > **Hand Axe** > > Axe > Physical damage: 6–12 > Critical strike chance: 5% > Attacks per second: 1.25 - **Slot:** Weapon - **Drops from:** Depth 2 - **Properties:** 6–12 physical, 1.25/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Wicked Hand Axe** > > Axe > Physical damage: 9–19 > Critical strike chance: 5% > Attacks per second: 1.25 > > - 58% increased Physical Damage > *Rare item* > > **Gale Branch**, Hand Axe > > Axe > Physical damage: 24–45 > Critical strike chance: 5% > Attacks per second: 1.36 > > - 68% increased Physical Damage > - Adds 8 to 15 Physical Damage to Attacks > - Adds 6 to 16 Cold Damage to Attacks > - Gain 2 Life per Enemy Hit > - 9% increased Attack Speed > - Gain 5 Life per Enemy Killed > *Rare item* > > **Blood Thirst**, Hand Axe > > Axe > Physical damage: 6–12 > Critical strike chance: 6.6% > Attacks per second: 1.25 > > - Adds 1 to 3 Cold Damage to Attacks > - +21% to Critical Strike Multiplier > - 32% increased Critical Strike Chance > - +26 to Dexterity Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Glass Shank" summary: "Glass Shank: weapon base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: glass_shank.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Glass Shank [In game] > *Normal item* > > **Glass Shank** > > Dagger > Physical damage: 3–10 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - (20–30)% increased Critical Strike Chance - **Slot:** Weapon - **Drops from:** Depth 1 - **Properties:** 3–10 physical, 1.5/s, 6.5% crit - **Implicit:** (20–30)% increased Critical Strike Chance - **Tags:** weapon, attack weapon, caster - **Uniques:** [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md) ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.3% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.3% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 5.3% | 5 | Merciless (46) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 5.3% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.7% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.7% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.7% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.3% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.3% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.3% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.7% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.3% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.3% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.3% | 5 | of the Sage (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 4.7% | 5 | of Acclaim (46) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.7% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.7% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 4% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 4% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.3% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.3% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.3% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 2.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Glass Shank of Reach** > > Dagger > Physical damage: 3–10 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - 22% increased Critical Strike Chance > > - 8% increased Area of Effect > *Rare item* > > **Cinder Razor**, Glass Shank > > Dagger > Physical damage: 11–26 > Critical strike chance: 7.34% > Attacks per second: 1.5 > > - 28% increased Critical Strike Chance > > - 38% increased Physical Damage > - Adds 5 to 9 Physical Damage to Attacks > - Adds 2 to 4 Cold Damage to Attacks > - 20% increased Projectile Speed > - 13% increased Critical Strike Chance > - 6% increased Area of Effect > *Rare item* > > **Rune Song**, Glass Shank > > Dagger > Physical damage: 3–10 > Critical strike chance: 8.71% > Attacks per second: 1.5 > > - 27% increased Critical Strike Chance > > - Adds 3 to 27 Lightning Damage to Attacks > - +30 to maximum Mana > - 34% increased Critical Strike Chance > - +14 to Dexterity Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Driftwood Wand" summary: "Driftwood Wand: weapon base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: driftwood_wand.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Driftwood Wand [In game] > *Normal item* > > **Driftwood Wand** > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - (8–12)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 1 - **Properties:** 2–5 physical, 1.4/s, 7% crit - **Implicit:** (8–12)% increased Spell Damage - **Tags:** weapon, caster - **Uniques:** [Twinflame](../../../wiki/items/uniques/twinflame.md) ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Adept's Driftwood Wand of Puncturing** > > Wand > Physical damage: 2–5 > Critical strike chance: 10.01% > Attacks per second: 1.4 > > - 12% increased Spell Damage > > - 22% increased Spell Damage > - 43% increased Critical Strike Chance > *Rare item* > > **Viper Bite**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - 10% increased Spell Damage > > - 44% increased Spell Damage > - 36% increased Cold Damage > - 9% increased Fire Damage > - Gain 1 Mana per Enemy Killed > - Gain 10 Life per Enemy Killed > - +10 to Intelligence > *Rare item* > > **Soul Fang**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 8.33% > Attacks per second: 1.4 > > - 9% increased Spell Damage > > - 17% increased Spell Damage > - +14 to Intelligence > - +12% to Critical Strike Multiplier > - 19% increased Critical Strike Chance Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Gnarled Staff" summary: "Gnarled Staff: weapon base, level 3. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: gnarled_staff.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Gnarled Staff [In game] > *Normal item* > > **Gnarled Staff** > > Staff > Physical damage: 7–15 > Critical strike chance: 6% > Attacks per second: 1.25 > > - (15–20)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 3 - **Properties:** 7–15 physical, 1.25/s, 6% crit - **Implicit:** (15–20)% increased Spell Damage - **Tags:** weapon, caster ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Gnarled Staff of Success** > > Staff > Physical damage: 7–15 > Critical strike chance: 6% > Attacks per second: 1.25 > > - 16% increased Spell Damage > > - Gain 3 Life per Enemy Killed > *Rare item* > > **Gloom Reaver**, Gnarled Staff > > Staff > Physical damage: 7–15 > Critical strike chance: 6% > Attacks per second: 1.25 > > - 20% increased Spell Damage > > - 14% increased Fire Damage > - 29% increased Cold Damage > - 11% increased Spell Damage > - 7% increased Cast Speed > - Regenerate 2 Mana per second > - 7% increased Area of Effect > *Rare item* > > **Blood Razor**, Gnarled Staff > > Staff > Physical damage: 7–15 > Critical strike chance: 6% > Attacks per second: 1.25 > > - 17% increased Spell Damage > > - 21% increased Fire Damage > - +1 to Level of all Spell Skills > - 22% increased Spell Damage > - Gain 3 Life per Enemy Killed > - 11% increased Projectile Speed > - Gain 1 Mana per Enemy Killed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Broadsword" summary: "Broadsword: weapon base, level 12. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: broadsword.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Broadsword [In game] > *Normal item* > > **Broadsword** > > Sword > Physical damage: 11–23 > Critical strike chance: 5% > Attacks per second: 1.45 - **Slot:** Weapon - **Drops from:** Depth 12 - **Properties:** 11–23 physical, 1.45/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Burning Broadsword of Skill** > > Sword > Physical damage: 11–23 > Critical strike chance: 5% > Attacks per second: 1.54 > > - Adds 7 to 14 Fire Damage to Attacks > - 6% increased Attack Speed > *Rare item* > > **Blood Thirst**, Broadsword > > Sword > Physical damage: 16–30 > Critical strike chance: 7.1% > Attacks per second: 1.45 > > - Adds 5 to 7 Physical Damage to Attacks > - Adds 2 to 4 Cold Damage to Attacks > - +26 to Strength > - 42% increased Critical Strike Chance > - +16 to Dexterity > *Rare item* > > **Rune Edge**, Broadsword > > Sword > Physical damage: 11–23 > Critical strike chance: 5% > Attacks per second: 1.68 > > - Adds 2 to 3 Fire Damage to Attacks > - Gain 2 Life per Enemy Hit > - 16% increased Attack Speed > - +10 to Strength Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Bearded Axe" summary: "Bearded Axe: weapon base, level 14. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: bearded_axe.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Bearded Axe [In game] > *Normal item* > > **Bearded Axe** > > Axe > Physical damage: 16–30 > Critical strike chance: 5% > Attacks per second: 1.25 - **Slot:** Weapon - **Drops from:** Depth 14 - **Properties:** 16–30 physical, 1.25/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Chilled Bearded Axe** > > Axe > Physical damage: 16–30 > Critical strike chance: 5% > Attacks per second: 1.25 > > - Adds 4 to 9 Cold Damage to Attacks > *Rare item* > > **Cinder Wand**, Bearded Axe > > Axe > Physical damage: 25–44 > Critical strike chance: 5% > Attacks per second: 1.25 > > - Adds 1 to 15 Lightning Damage to Attacks > - Adds 5 to 6 Physical Damage to Attacks > - 21% increased Physical Damage > - +23% to Critical Strike Multiplier > *Rare item* > > **Ash Edge**, Bearded Axe > > Axe > Physical damage: 22–46 > Critical strike chance: 5% > Attacks per second: 1.25 > > - Adds 6 to 16 Physical Damage to Attacks > - Gain 19 Life per Enemy Killed > - +11% to Critical Strike Multiplier > - +22 to Strength Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Stiletto" summary: "Stiletto: weapon base, level 13. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: stiletto.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Stiletto [In game] > *Normal item* > > **Stiletto** > > Dagger > Physical damage: 8–28 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - (25–35)% increased Critical Strike Chance - **Slot:** Weapon - **Drops from:** Depth 13 - **Properties:** 8–28 physical, 1.5/s, 6.5% crit - **Implicit:** (25–35)% increased Critical Strike Chance - **Tags:** weapon, attack weapon, caster ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.3% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.3% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 5.3% | 5 | Merciless (46) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 5.3% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.7% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.7% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.7% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.3% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.3% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.3% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.7% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.3% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.3% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.3% | 5 | of the Sage (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 4.7% | 5 | of Acclaim (46) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.7% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.7% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 4% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 4% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.3% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.3% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.3% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 2.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Hoarfrost Stiletto** > > Dagger > Physical damage: 8–28 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - 30% increased Critical Strike Chance > > - 29% increased Cold Damage > *Rare item* > > **Pyre Wand**, Stiletto > > Dagger > Physical damage: 9–33 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - 28% increased Critical Strike Chance > > - 56% increased Spell Damage > - 17% increased Physical Damage > - Adds 2 to 14 Lightning Damage to Attacks > - 13% increased Cast Speed > - Gain 2 Mana per Enemy Killed > - Regenerate 1 Mana per second > *Rare item* > > **Wrath Song**, Stiletto > > Dagger > Physical damage: 8–28 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - 31% increased Critical Strike Chance > > - Adds 1 to 5 Lightning Damage to Attacks > - 5% increased Cast Speed > - Gain 4 Life per Enemy Hit > - +19 to Dexterity Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Bone Wand" summary: "Bone Wand: weapon base, level 12. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: bone_wand.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Bone Wand [In game] > *Normal item* > > **Bone Wand** > > Wand > Physical damage: 5–11 > Critical strike chance: 7% > Attacks per second: 1.4 > > - (14–18)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 12 - **Properties:** 5–11 physical, 1.4/s, 7% crit - **Implicit:** (14–18)% increased Spell Damage - **Tags:** weapon, caster ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Bone Wand of the Prodigy** > > Wand > Physical damage: 5–11 > Critical strike chance: 7% > Attacks per second: 1.4 > > - 16% increased Spell Damage > > - +21 to Intelligence > *Rare item* > > **Gale Song**, Bone Wand > > Wand > Physical damage: 5–11 > Critical strike chance: 7% > Attacks per second: 1.4 > > - 16% increased Spell Damage > > - +28 to maximum Mana > - 16% increased Cast Speed > - +17 to Intelligence > - +9% to Critical Strike Multiplier > *Rare item* > > **Soul Branch**, Bone Wand > > Wand > Physical damage: 5–11 > Critical strike chance: 7% > Attacks per second: 1.4 > > - 15% increased Spell Damage > > - +41 to maximum Mana > - 23% increased Spell Damage > - Gain 3 Mana per Enemy Killed > - Regenerate 4 Mana per second > - 28% increased Projectile Speed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Ironwood Staff" summary: "Ironwood Staff: weapon base, level 15. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: ironwood_staff.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Ironwood Staff [In game] > *Normal item* > > **Ironwood Staff** > > Staff > Physical damage: 16–32 > Critical strike chance: 6% > Attacks per second: 1.25 > > - (22–28)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 15 - **Properties:** 16–32 physical, 1.25/s, 6% crit - **Implicit:** (22–28)% increased Spell Damage - **Tags:** weapon, caster ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Ironwood Staff of Needling** > > Staff > Physical damage: 16–32 > Critical strike chance: 7.02% > Attacks per second: 1.25 > > - 22% increased Spell Damage > > - 17% increased Critical Strike Chance > *Rare item* > > **Cinder Wand**, Ironwood Staff > > Staff > Physical damage: 16–32 > Critical strike chance: 6% > Attacks per second: 1.25 > > - 23% increased Spell Damage > > - 29% increased Fire Damage > - 9% increased Cast Speed > - +29 to Intelligence > - Gain 4 Mana per Enemy Killed > *Rare item* > > **Rune Reaver**, Ironwood Staff > > Staff > Physical damage: 16–32 > Critical strike chance: 6% > Attacks per second: 1.25 > > - 22% increased Spell Damage > > - +1 to Level of all Spell Skills > - 17% increased Spell Damage > - +9 to Intelligence > - Regenerate 1 Mana per second > - 11% increased Area of Effect Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Knight Blade" summary: "Knight Blade: weapon base, level 28. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: knight_blade.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Knight Blade [In game] > *Normal item* > > **Knight Blade** > > Sword > Physical damage: 22–44 > Critical strike chance: 5% > Attacks per second: 1.5 - **Slot:** Weapon - **Drops from:** Depth 28 - **Properties:** 22–44 physical, 1.5/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Heated Knight Blade of the Lion** > > Sword > Physical damage: 22–44 > Critical strike chance: 5% > Attacks per second: 1.5 > > - Adds 1 to 3 Fire Damage to Attacks > - +24 to Strength > *Rare item* > > **Rime Fang**, Knight Blade > > Sword > Physical damage: 26–53 > Critical strike chance: 7.8% > Attacks per second: 1.5 > > - Adds 4 to 9 Cold Damage to Attacks > - Adds 1 to 5 Lightning Damage to Attacks > - 20% increased Physical Damage > - 56% increased Critical Strike Chance > - Gain 1 Life per Enemy Hit > - +9% to Critical Strike Multiplier > *Rare item* > > **Gloom Spike**, Knight Blade > > Sword > Physical damage: 57–101 > Critical strike chance: 5% > Attacks per second: 1.5 > > - Adds 14 to 20 Physical Damage to Attacks > - 58% increased Physical Damage > - Adds 2 to 3 Cold Damage to Attacks > - Gain 2 Life per Enemy Hit > - +15 to Dexterity > - +9% to Critical Strike Multiplier Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Executioner Cleaver" summary: "Executioner Cleaver: weapon base, level 30. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cleaver.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Executioner Cleaver [In game] > *Normal item* > > **Executioner Cleaver** > > Axe > Physical damage: 32–58 > Critical strike chance: 5% > Attacks per second: 1.25 - **Slot:** Weapon - **Drops from:** Depth 30 - **Properties:** 32–58 physical, 1.25/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Glinting Executioner Cleaver of Piercing** > > Axe > Physical damage: 34–62 > Critical strike chance: 6.6% > Attacks per second: 1.25 > > - Adds 2 to 4 Physical Damage to Attacks > - 32% increased Critical Strike Chance > *Rare item* > > **Hate Song**, Executioner Cleaver > > Axe > Physical damage: 41–74 > Critical strike chance: 6% > Attacks per second: 1.38 > > - Adds 10 to 14 Fire Damage to Attacks > - Adds 9 to 16 Physical Damage to Attacks > - +9 to Dexterity > - 10% increased Attack Speed > - 20% increased Critical Strike Chance > *Rare item* > > **Pyre Razor**, Executioner Cleaver > > Axe > Physical damage: 32–58 > Critical strike chance: 5% > Attacks per second: 1.32 > > - Adds 4 to 8 Cold Damage to Attacks > - Adds 1 to 24 Lightning Damage to Attacks > - Adds 22 to 37 Fire Damage to Attacks > - 6% increased Attack Speed > - Gain 1 Life per Enemy Hit > - +22% to Critical Strike Multiplier Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Obsidian Kris" summary: "Obsidian Kris: weapon base, level 29. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: obsidian_kris.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Obsidian Kris [In game] > *Normal item* > > **Obsidian Kris** > > Dagger > Physical damage: 14–52 > Critical strike chance: 7% > Attacks per second: 1.55 > > - (30–40)% increased Critical Strike Chance - **Slot:** Weapon - **Drops from:** Depth 29 - **Properties:** 14–52 physical, 1.55/s, 7% crit - **Implicit:** (30–40)% increased Critical Strike Chance - **Tags:** weapon, attack weapon, caster ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.3% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.3% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 5.3% | 5 | Merciless (46) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 5.3% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.7% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.7% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.7% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.3% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.3% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.3% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.7% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.3% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.3% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.3% | 5 | of the Sage (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 4.7% | 5 | of Acclaim (46) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.7% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.7% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 4% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 4% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.3% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.3% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.3% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 2.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Heavy Obsidian Kris** > > Dagger > Physical damage: 17–62 > Critical strike chance: 7% > Attacks per second: 1.55 > > - 35% increased Critical Strike Chance > > - 19% increased Physical Damage > *Rare item* > > **Soul Thirst**, Obsidian Kris > > Dagger > Physical damage: 14–52 > Critical strike chance: 7% > Attacks per second: 1.72 > > - 39% increased Critical Strike Chance > > - Adds 5 to 11 Fire Damage to Attacks > - +29 to maximum Mana > - +1 to Level of all Spell Skills > - 11% increased Attack Speed > *Rare item* > > **Dread Spike**, Obsidian Kris > > Dagger > Physical damage: 14–52 > Critical strike chance: 7% > Attacks per second: 1.55 > > - 35% increased Critical Strike Chance > > - 15% increased Spell Damage > - 44% increased Lightning Damage > - +15 to Strength > - 7% increased Cast Speed > - Gain 1 Mana per Enemy Killed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Crystal Wand" summary: "Crystal Wand: weapon base, level 28. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: crystal_wand.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Crystal Wand [In game] > *Normal item* > > **Crystal Wand** > > Wand > Physical damage: 10–20 > Critical strike chance: 8% > Attacks per second: 1.45 > > - (20–26)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 28 - **Properties:** 10–20 physical, 1.45/s, 8% crit - **Implicit:** (20–26)% increased Spell Damage - **Tags:** weapon, caster ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Adept's Crystal Wand of Elation** > > Wand > Physical damage: 10–20 > Critical strike chance: 8% > Attacks per second: 1.45 > > - 24% increased Spell Damage > > - 28% increased Spell Damage > - Regenerate 6 Mana per second > *Rare item* > > **Rime Wand**, Crystal Wand > > Wand > Physical damage: 10–20 > Critical strike chance: 10.56% > Attacks per second: 1.45 > > - 20% increased Spell Damage > > - +9 to maximum Mana > - 11% increased Lightning Damage > - +10 to Intelligence > - 23% increased Projectile Speed > - 32% increased Critical Strike Chance > *Rare item* > > **Ember Razor**, Crystal Wand > > Wand > Physical damage: 10–20 > Critical strike chance: 8% > Attacks per second: 1.45 > > - 23% increased Spell Damage > > - +8 to maximum Mana > - 34% increased Fire Damage > - Regenerate 1 Mana per second > - 19% increased Cast Speed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Runic Staff" summary: "Runic Staff: weapon base, level 30. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: runic_staff.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Runic Staff [In game] > *Normal item* > > **Runic Staff** > > Staff > Physical damage: 28–56 > Critical strike chance: 6.5% > Attacks per second: 1.3 > > - (30–36)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 30 - **Properties:** 28–56 physical, 1.3/s, 6.5% crit - **Implicit:** (30–36)% increased Spell Damage - **Tags:** weapon, caster ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Runic Staff of Osmosis** > > Staff > Physical damage: 28–56 > Critical strike chance: 6.5% > Attacks per second: 1.3 > > - 35% increased Spell Damage > > - Gain 4 Mana per Enemy Killed > *Rare item* > > **Dread Fang**, Runic Staff > > Staff > Physical damage: 28–56 > Critical strike chance: 6.5% > Attacks per second: 1.3 > > - 34% increased Spell Damage > > - +29 to maximum Mana > - 13% increased Spell Damage > - Gain 5 Life per Enemy Killed > - Regenerate 3 Mana per second > - 13% increased Cast Speed > *Rare item* > > **Blood Razor**, Runic Staff > > Staff > Physical damage: 28–56 > Critical strike chance: 6.5% > Attacks per second: 1.3 > > - 32% increased Spell Damage > > - 44% increased Cold Damage > - Gain 5 Mana per Enemy Killed > - +12% to Critical Strike Multiplier > - Gain 10 Life per Enemy Killed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Voidsteel Sword" summary: "Voidsteel Sword: weapon base, level 45. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: voidsteel_sword.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Voidsteel Sword [In game] > *Normal item* > > **Voidsteel Sword** > > Sword > Physical damage: 36–70 > Critical strike chance: 5.5% > Attacks per second: 1.55 - **Slot:** Weapon - **Drops from:** Depth 45 - **Properties:** 36–70 physical, 1.55/s, 5.5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Voidsteel Sword of the Brute** > > Sword > Physical damage: 36–70 > Critical strike chance: 5.5% > Attacks per second: 1.55 > > - +10 to Strength > *Rare item* > > **Soul Bite**, Voidsteel Sword > > Sword > Physical damage: 36–70 > Critical strike chance: 5.5% > Attacks per second: 1.64 > > - Adds 2 to 37 Lightning Damage to Attacks > - Adds 5 to 7 Cold Damage to Attacks > - 6% increased Attack Speed > - +13 to Strength > - +18 to Dexterity > *Rare item* > > **Soul Reaver**, Voidsteel Sword > > Sword > Physical damage: 48–94 > Critical strike chance: 5.5% > Attacks per second: 1.66 > > - Adds 6 to 12 Physical Damage to Attacks > - 15% increased Physical Damage > - 7% increased Attack Speed > - +10 to Strength Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Worldsplitter Axe" summary: "Worldsplitter Axe: weapon base, level 46. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: worldsplitter.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Worldsplitter Axe [In game] > *Normal item* > > **Worldsplitter Axe** > > Axe > Physical damage: 50–92 > Critical strike chance: 5% > Attacks per second: 1.3 - **Slot:** Weapon - **Drops from:** Depth 46 - **Properties:** 50–92 physical, 1.3/s, 5% crit - **Implicit:** None - **Tags:** weapon, attack weapon ## Affixes it can roll 12 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 9.6% | 5 | Gleaming (44) | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 800 | 9.6% | 5 | Merciless (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 8.4% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 8.4% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 8.4% | 5 | Sparking (45) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 9.6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 9.6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 8.4% | 5 | of Acclaim (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.4% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7.2% | 4 | of Fury (42) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 6% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 6% | 3 | of Triumph (30) | ## Example drops Rolled by the game's generator at item level 46. > *Magic item* > > **Worldsplitter Axe of Victory** > > Axe > Physical damage: 50–92 > Critical strike chance: 5% > Attacks per second: 1.3 > > - Gain 11 Life per Enemy Killed > *Rare item* > > **Ember Reaver**, Worldsplitter Axe > > Axe > Physical damage: 62–114 > Critical strike chance: 5% > Attacks per second: 1.3 > > - Adds 2 to 5 Fire Damage to Attacks > - 24% increased Physical Damage > - +13 to Dexterity > - +16 to Strength > *Rare item* > > **Dusk Thirst**, Worldsplitter Axe > > Axe > Physical damage: 51–95 > Critical strike chance: 5% > Attacks per second: 1.3 > > - Adds 1 to 3 Physical Damage to Attacks > - Adds 1 to 6 Lightning Damage to Attacks > - +10% to Critical Strike Multiplier > - Gain 14 Life per Enemy Killed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Ether Wand](../../../wiki/items/bases/ether_wand.md) --- title: "Ether Wand" summary: "Ether Wand: weapon base, level 44. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: ether_wand.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Ether Wand [In game] > *Normal item* > > **Ether Wand** > > Wand > Physical damage: 15–30 > Critical strike chance: 8% > Attacks per second: 1.5 > > - (28–34)% increased Spell Damage - **Slot:** Weapon - **Drops from:** Depth 44 - **Properties:** 15–30 physical, 1.5/s, 8% crit - **Implicit:** (28–34)% increased Spell Damage - **Tags:** weapon, caster ## Affixes it can roll 15 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 9.4% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 9.4% | 5 | Occultist's (46) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 5.8% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 5.8% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 5.8% | 4 | Voltaic (40) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 2.9% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 9.4% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 8.2% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 8.2% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 7% | 4 | of Fury (42) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 7% | 3 | of Elation (30) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 5.8% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 5.8% | 3 | of Consumption (30) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4.7% | 3 | of Magnitude (34) | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 400 | 4.7% | 3 | of the Comet (30) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Scholar's Ether Wand of Triumph** > > Wand > Physical damage: 15–30 > Critical strike chance: 8% > Attacks per second: 1.5 > > - 31% increased Spell Damage > > - 38% increased Spell Damage > - Gain 19 Life per Enemy Killed > *Rare item* > > **Doom Thirst**, Ether Wand > > Wand > Physical damage: 15–30 > Critical strike chance: 8% > Attacks per second: 1.5 > > - 32% increased Spell Damage > > - +19 to maximum Mana > - 51% increased Spell Damage > - +24% to Critical Strike Multiplier > - 14% increased Area of Effect > - Regenerate 1 Mana per second > *Rare item* > > **Ash Wand**, Ether Wand > > Wand > Physical damage: 15–30 > Critical strike chance: 8% > Attacks per second: 1.5 > > - 29% increased Spell Damage > > - 16% increased Spell Damage > - +37 to maximum Mana > - 12% increased Lightning Damage > - +20 to Intelligence > - 10% increased Projectile Speed > - 6% increased Cast Speed Other weapons: [Rusted Sword](../../../wiki/items/bases/rusted_sword.md), [Hand Axe](../../../wiki/items/bases/hand_axe.md), [Glass Shank](../../../wiki/items/bases/glass_shank.md), [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md), [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md), [Broadsword](../../../wiki/items/bases/broadsword.md), [Bearded Axe](../../../wiki/items/bases/bearded_axe.md), [Stiletto](../../../wiki/items/bases/stiletto.md), [Bone Wand](../../../wiki/items/bases/bone_wand.md), [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md), [Knight Blade](../../../wiki/items/bases/knight_blade.md), [Executioner Cleaver](../../../wiki/items/bases/cleaver.md), [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md), [Crystal Wand](../../../wiki/items/bases/crystal_wand.md), [Runic Staff](../../../wiki/items/bases/runic_staff.md), [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md), [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) --- title: "Leather Cap" summary: "Leather Cap: helmet base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: leather_cap.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Leather Cap [In game] > *Normal item* > > **Leather Cap** > > Armour: 8 - **Slot:** Helmet - **Drops from:** Depth 1 - **Properties:** 8 armour - **Implicit:** None - **Tags:** armour, helmet ## Affixes it can roll 13 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.1% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.1% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.1% | 5 | of the Titan (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 8.1% | 5 | of the Sage (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 6.1% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 6.1% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Leather Cap of the Storm** > > Armour: 8 > > - +19% to Lightning Resistance > *Rare item* > > **Doom Veil**, Leather Cap > > Armour: 8 > > - +31 to Armour > - +7 to maximum Life > - +24% to Lightning Resistance > - +18% to Fire Resistance > - +10 to Strength > *Rare item* > > **Wrath Horn**, Leather Cap > > Armour: 8 > > - +55 to Armour > - +44 to maximum Mana > - +32 to maximum Life > - Regenerate 3 Mana per second > - +29 to Intelligence > - +19 to Strength Other helmets: [Iron Helm](../../../wiki/items/bases/iron_helm.md), [Great Helm](../../../wiki/items/bases/great_helm.md), [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) --- title: "Iron Helm" summary: "Iron Helm: helmet base, level 11. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: iron_helm.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Iron Helm [In game] > *Normal item* > > **Iron Helm** > > Armour: 36 - **Slot:** Helmet - **Drops from:** Depth 11 - **Properties:** 36 armour - **Implicit:** None - **Tags:** armour, helmet - **Uniques:** [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md) ## Affixes it can roll 13 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.1% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.1% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.1% | 5 | of the Titan (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 8.1% | 5 | of the Sage (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 6.1% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 6.1% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Iron Helm of the Newt** > > Armour: 36 > > - Regenerate 1 Life per second > *Rare item* > > **Rime Brow**, Iron Helm > > Armour: 36 > > - 44% increased Armour > - +15 to maximum Life > - +26 to Armour > - +6% to Fire Resistance > - Regenerate 2 Mana per second > - +24 to Strength > *Rare item* > > **Grim Horn**, Iron Helm > > Armour: 36 > > - +22 to Armour > - +12 to maximum Life > - 16% increased Rarity of Items found > - +10% to Fire Resistance > - Regenerate 1 Mana per second Other helmets: [Leather Cap](../../../wiki/items/bases/leather_cap.md), [Great Helm](../../../wiki/items/bases/great_helm.md), [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) --- title: "Great Helm" summary: "Great Helm: helmet base, level 26. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: great_helm.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Great Helm [In game] > *Normal item* > > **Great Helm** > > Armour: 85 - **Slot:** Helmet - **Drops from:** Depth 26 - **Properties:** 85 armour - **Implicit:** None - **Tags:** armour, helmet ## Affixes it can roll 13 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.1% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.1% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.1% | 5 | of the Titan (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 8.1% | 5 | of the Sage (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 6.1% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 6.1% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Cobalt Great Helm of the Lizard** > > Armour: 85 > > - +21 to maximum Mana > - Regenerate 5 Life per second > *Rare item* > > **Soul Horn**, Great Helm > > Armour: 85 > > - 17% increased Armour > - +9 to maximum Life > - +8 to Intelligence > - Regenerate 4 Mana per second > - Regenerate 5 Life per second > *Rare item* > > **Gloom Visage**, Great Helm > > Armour: 85 > > - 13% increased Armour > - +123 to Armour > - +22 to Intelligence > - +8% to Fire Resistance Other helmets: [Leather Cap](../../../wiki/items/bases/leather_cap.md), [Iron Helm](../../../wiki/items/bases/iron_helm.md), [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) --- title: "Warlord Crown" summary: "Warlord Crown: helmet base, level 42. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: warlord_crown.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Warlord Crown [In game] > *Normal item* > > **Warlord Crown** > > Armour: 150 - **Slot:** Helmet - **Drops from:** Depth 42 - **Properties:** 150 armour - **Implicit:** None - **Tags:** armour, helmet ## Affixes it can roll 13 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.1% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.1% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.1% | 5 | of the Titan (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 8.1% | 5 | of the Sage (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 6.1% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 6.1% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Warlord Crown of the Drake** > > Armour: 150 > > - +19% to Fire Resistance > *Rare item* > > **Bone Cowl**, Warlord Crown > > Armour: 150 > > - 9% increased Armour > - +11 to Armour > - Regenerate 3 Mana per second > - +28% to Lightning Resistance > *Rare item* > > **Soul Cowl**, Warlord Crown > > Armour: 150 > > - 9% increased Armour > - Regenerate 1 Life per second > - 11% increased Area of Effect > - +14% to Fire Resistance Other helmets: [Leather Cap](../../../wiki/items/bases/leather_cap.md), [Iron Helm](../../../wiki/items/bases/iron_helm.md), [Great Helm](../../../wiki/items/bases/great_helm.md) --- title: "Padded Vest" summary: "Padded Vest: body armour base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: padded_vest.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Padded Vest [In game] > *Normal item* > > **Padded Vest** > > Armour: 16 - **Slot:** Body armour - **Drops from:** Depth 1 - **Properties:** 16 armour - **Implicit:** None - **Tags:** armour, body armour ## Affixes it can roll 9 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 13.9% | 5 | Virile (45) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 11.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 8.3% | 4 | Impregnable (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 5.6% | 2 | Hale (28) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 13.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 13.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 13.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 11.1% | 5 | of the Titan (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 8.3% | 4 | of the Starfish (40) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Reinforced Padded Vest** > > Armour: 16 > > - 15% increased Armour > *Rare item* > > **Soul Coat**, Padded Vest > > Armour: 16 > > - +77 to maximum Life > - 45% increased Armour > - +19% to Lightning Resistance > - +11% to Fire Resistance > - +12 to Strength > *Rare item* > > **Rune Shell**, Padded Vest > > Armour: 16 > > - +28 to maximum Life > - 5% increased maximum Life > - +11% to Fire Resistance > - +8% to Lightning Resistance > - +10% to Cold Resistance Other body armour: [Chainmail](../../../wiki/items/bases/chainmail.md), [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md), [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) --- title: "Chainmail" summary: "Chainmail: body armour base, level 11. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: chainmail.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Chainmail [In game] > *Normal item* > > **Chainmail** > > Armour: 70 - **Slot:** Body armour - **Drops from:** Depth 11 - **Properties:** 70 armour - **Implicit:** None - **Tags:** armour, body armour - **Uniques:** [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) ## Affixes it can roll 9 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 13.9% | 5 | Virile (45) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 11.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 8.3% | 4 | Impregnable (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 5.6% | 2 | Hale (28) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 13.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 13.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 13.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 11.1% | 5 | of the Titan (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 8.3% | 4 | of the Starfish (40) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Layered Chainmail** > > Armour: 70 > > - 20% increased Armour > *Rare item* > > **Doom Mantle**, Chainmail > > Armour: 70 > > - +32 to Armour > - +42 to maximum Life > - 10% increased maximum Life > - +20% to Fire Resistance > *Rare item* > > **Pyre Coat**, Chainmail > > Armour: 70 > > - +41 to maximum Life > - +31% to Cold Resistance > - +12% to Fire Resistance > - Regenerate 2 Life per second Other body armour: [Padded Vest](../../../wiki/items/bases/padded_vest.md), [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md), [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) --- title: "Plate Cuirass" summary: "Plate Cuirass: body armour base, level 26. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: plate_cuirass.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Plate Cuirass [In game] > *Normal item* > > **Plate Cuirass** > > Armour: 160 - **Slot:** Body armour - **Drops from:** Depth 26 - **Properties:** 160 armour - **Implicit:** None - **Tags:** armour, body armour ## Affixes it can roll 9 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 13.9% | 5 | Virile (45) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 11.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 8.3% | 4 | Impregnable (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 5.6% | 2 | Hale (28) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 13.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 13.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 13.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 11.1% | 5 | of the Titan (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 8.3% | 4 | of the Starfish (40) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Stalwart Plate Cuirass of the Salamander** > > Armour: 160 > > - +43 to maximum Life > - +17% to Fire Resistance > *Rare item* > > **Viper Coat**, Plate Cuirass > > Armour: 160 > > - +36 to maximum Life > - +10 to Armour > - +14 to Strength > - +12% to Fire Resistance > *Rare item* > > **Doom Hide**, Plate Cuirass > > Armour: 160 > > - 10% increased Armour > - +5 to Armour > - +11% to Fire Resistance > - +8% to Lightning Resistance > - +15 to Strength Other body armour: [Padded Vest](../../../wiki/items/bases/padded_vest.md), [Chainmail](../../../wiki/items/bases/chainmail.md), [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) --- title: "Dragonscale Coat" summary: "Dragonscale Coat: body armour base, level 42. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: dragonscale.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Dragonscale Coat [In game] > *Normal item* > > **Dragonscale Coat** > > Armour: 270 - **Slot:** Body armour - **Drops from:** Depth 42 - **Properties:** 270 armour - **Implicit:** None - **Tags:** armour, body armour ## Affixes it can roll 9 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 13.9% | 5 | Virile (45) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 11.1% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 8.3% | 4 | Impregnable (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 5.6% | 2 | Hale (28) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 13.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 13.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 13.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 11.1% | 5 | of the Titan (44) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 8.3% | 4 | of the Starfish (40) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Layered Dragonscale Coat of the Wrestler** > > Armour: 270 > > - 18% increased Armour > - +16 to Strength > *Rare item* > > **Pyre Hide**, Dragonscale Coat > > Armour: 270 > > - +32 to maximum Life > - 5% increased maximum Life > - +8 to Strength > - +19% to Fire Resistance > - +21% to Lightning Resistance > *Rare item* > > **Gale Coat**, Dragonscale Coat > > Armour: 270 > > - 9% increased maximum Life > - +74 to maximum Life > - +11% to Fire Resistance > - +12% to Lightning Resistance > - Regenerate 1 Life per second Other body armour: [Padded Vest](../../../wiki/items/bases/padded_vest.md), [Chainmail](../../../wiki/items/bases/chainmail.md), [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) --- title: "Cloth Wraps" summary: "Cloth Wraps: gloves base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cloth_wraps.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Cloth Wraps [In game] > *Normal item* > > **Cloth Wraps** > > Armour: 5 - **Slot:** Gloves - **Drops from:** Depth 1 - **Properties:** 5 armour - **Implicit:** None - **Tags:** armour, gloves ## Affixes it can roll 18 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 7.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 6% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 6% | 4 | Fortified (38) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 6% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 5.2% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 5.2% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 5.2% | 5 | Sparking (45) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 4.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 7.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 7.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 7.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 5.2% | 5 | of Acclaim (46) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.7% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.7% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.7% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.7% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Heated Cloth Wraps of the Cloud** > > Armour: 5 > > - Adds 1 to 3 Fire Damage to Attacks > - +11% to Lightning Resistance > *Rare item* > > **Gale Hand**, Cloth Wraps > > Armour: 5 > > - Adds 7 to 12 Cold Damage to Attacks > - +12 to maximum Mana > - Adds 5 to 9 Physical Damage to Attacks > - +20% to Lightning Resistance > - +19 to Dexterity > - +9 to Strength > *Rare item* > > **Bone Talons**, Cloth Wraps > > Armour: 5 > > - +64 to maximum Life > - Adds 23 to 43 Fire Damage to Attacks > - +11 to Armour > - 20% increased Rarity of Items found > - +12% to Cold Resistance > - +8% to Lightning Resistance Other gloves: [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md), [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md), [Titan Grips](../../../wiki/items/bases/titan_grips.md) --- title: "Iron Gauntlets" summary: "Iron Gauntlets: gloves base, level 12. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: iron_gauntlets.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Iron Gauntlets [In game] > *Normal item* > > **Iron Gauntlets** > > Armour: 28 - **Slot:** Gloves - **Drops from:** Depth 12 - **Properties:** 28 armour - **Implicit:** None - **Tags:** armour, gloves ## Affixes it can roll 18 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 7.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 6% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 6% | 4 | Fortified (38) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 6% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 5.2% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 5.2% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 5.2% | 5 | Sparking (45) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 4.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 7.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 7.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 7.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 5.2% | 5 | of Acclaim (46) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.7% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.7% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.7% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.7% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Azure Iron Gauntlets of Regrowth** > > Armour: 28 > > - +31 to maximum Mana > - Gain 7 Life per Enemy Hit > *Rare item* > > **Dusk Knuckle**, Iron Gauntlets > > Armour: 28 > > - +39 to maximum Life > - 29% increased Armour > - +22 to Strength > - +12% to Fire Resistance > - +10% to Lightning Resistance > *Rare item* > > **Rune Grip**, Iron Gauntlets > > Armour: 28 > > - +8 to maximum Mana > - Adds 8 to 20 Fire Damage to Attacks > - +8% to Cold Resistance > - 8% increased Rarity of Items found Other gloves: [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md), [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md), [Titan Grips](../../../wiki/items/bases/titan_grips.md) --- title: "Steel Gauntlets" summary: "Steel Gauntlets: gloves base, level 28. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: steel_gauntlets.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Steel Gauntlets [In game] > *Normal item* > > **Steel Gauntlets** > > Armour: 65 - **Slot:** Gloves - **Drops from:** Depth 28 - **Properties:** 65 armour - **Implicit:** None - **Tags:** armour, gloves ## Affixes it can roll 18 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 7.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 6% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 6% | 4 | Fortified (38) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 6% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 5.2% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 5.2% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 5.2% | 5 | Sparking (45) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 4.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 7.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 7.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 7.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 5.2% | 5 | of Acclaim (46) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.7% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.7% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.7% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.7% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Beryl Steel Gauntlets of Absorption** > > Armour: 65 > > - +9 to maximum Mana > - Gain 2 Mana per Enemy Killed > *Rare item* > > **Gale Knuckle**, Steel Gauntlets > > Armour: 65 > > - Adds 1 to 3 Fire Damage to Attacks > - +19 to maximum Mana > - Adds 4 to 37 Lightning Damage to Attacks > - 9% increased Attack Speed > - +28 to Strength > - Gain 3 Mana per Enemy Killed > *Rare item* > > **Gale Hand**, Steel Gauntlets > > Armour: 65 > > - Adds 1 to 3 Cold Damage to Attacks > - +77 to Armour > - Adds 1 to 5 Fire Damage to Attacks > - +18 to Dexterity > - +8 to Strength Other gloves: [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md), [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md), [Titan Grips](../../../wiki/items/bases/titan_grips.md) --- title: "Titan Grips" summary: "Titan Grips: gloves base, level 44. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: titan_grips.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Titan Grips [In game] > *Normal item* > > **Titan Grips** > > Armour: 110 - **Slot:** Gloves - **Drops from:** Depth 44 - **Properties:** 110 armour - **Implicit:** None - **Tags:** armour, gloves ## Affixes it can roll 18 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 7.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 6% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 6% | 4 | Fortified (38) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 6% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 5.2% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 5.2% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 5.2% | 5 | Sparking (45) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 4.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 7.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 7.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 7.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 6% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 6% | 5 | of the Panther (44) | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 700 | 5.2% | 5 | of Acclaim (46) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.7% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.7% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.7% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.7% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Reinforced Titan Grips of the Brute** > > Armour: 110 > > - 14% increased Armour > - +8 to Strength > *Rare item* > > **Rune Claw**, Titan Grips > > Armour: 110 > > - Adds 21 to 34 Fire Damage to Attacks > - 10% increased Armour > - Adds 9 to 15 Physical Damage to Attacks > - 6% increased Rarity of Items found > - +19% to Lightning Resistance > - +32 to Strength > *Rare item* > > **Storm Grasp**, Titan Grips > > Armour: 110 > > - Adds 1 to 6 Lightning Damage to Attacks > - +62 to maximum Mana > - +23% to Cold Resistance > - +22 to Strength Other gloves: [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md), [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md), [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) --- title: "Worn Sandals" summary: "Worn Sandals: boots base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: worn_sandals.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Worn Sandals [In game] > *Normal item* > > **Worn Sandals** > > Armour: 5 - **Slot:** Boots - **Drops from:** Depth 1 - **Properties:** 5 armour - **Implicit:** None - **Tags:** armour, boots - **Uniques:** [Cinderstep](../../../wiki/items/uniques/cinderstep.md) ## Affixes it can roll 11 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.9% | 5 | Virile (45) | | [(10–30)% increased Movement Speed](../../../wiki/items/affixes/move_speed.md) | 900 | 9.8% | 4 | Gazelle's (40) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.7% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.7% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.7% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 8.7% | 5 | of the Panther (44) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.4% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Virile Worn Sandals of the Lynx** > > Armour: 5 > > - +67 to maximum Life > - +16 to Dexterity > *Rare item* > > **Viper Stride**, Worn Sandals > > Armour: 5 > > - +128 to Armour > - +5 to maximum Life > - +18 to Strength > - +13% to Fire Resistance > - +13 to Dexterity > *Rare item* > > **Pyre Trail**, Worn Sandals > > Armour: 5 > > - +55 to maximum Life > - 48% increased Armour > - +25% to Lightning Resistance > - +8% to Fire Resistance Other boots: [Iron Greaves](../../../wiki/items/bases/iron_greaves.md), [Steel Greaves](../../../wiki/items/bases/steel_greaves.md), [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) --- title: "Iron Greaves" summary: "Iron Greaves: boots base, level 12. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: iron_greaves.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Iron Greaves [In game] > *Normal item* > > **Iron Greaves** > > Armour: 28 - **Slot:** Boots - **Drops from:** Depth 12 - **Properties:** 28 armour - **Implicit:** None - **Tags:** armour, boots ## Affixes it can roll 11 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.9% | 5 | Virile (45) | | [(10–30)% increased Movement Speed](../../../wiki/items/affixes/move_speed.md) | 900 | 9.8% | 4 | Gazelle's (40) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.7% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.7% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.7% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 8.7% | 5 | of the Panther (44) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.4% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Beryl Iron Greaves of the Cloud** > > Armour: 28 > > - +7 to maximum Mana > - +11% to Lightning Resistance > *Rare item* > > **Hate Tread**, Iron Greaves > > Armour: 28 > > - +12 to maximum Life > - +5 to Armour > - +16% to Lightning Resistance > - +12 to Dexterity > *Rare item* > > **Viper March**, Iron Greaves > > Armour: 28 > > - 12% increased Movement Speed > - +9% to Fire Resistance > - 25% increased Rarity of Items found > - +26 to Dexterity Other boots: [Worn Sandals](../../../wiki/items/bases/worn_sandals.md), [Steel Greaves](../../../wiki/items/bases/steel_greaves.md), [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) --- title: "Steel Greaves" summary: "Steel Greaves: boots base, level 28. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: steel_greaves.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Steel Greaves [In game] > *Normal item* > > **Steel Greaves** > > Armour: 65 - **Slot:** Boots - **Drops from:** Depth 28 - **Properties:** 65 armour - **Implicit:** None - **Tags:** armour, boots ## Affixes it can roll 11 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.9% | 5 | Virile (45) | | [(10–30)% increased Movement Speed](../../../wiki/items/affixes/move_speed.md) | 900 | 9.8% | 4 | Gazelle's (40) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.7% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.7% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.7% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 8.7% | 5 | of the Panther (44) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.4% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Steel Greaves of the Squall** > > Armour: 65 > > - +14% to Lightning Resistance > *Rare item* > > **Ember Spur**, Steel Greaves > > Armour: 65 > > - +33 to maximum Life > - 19% increased Movement Speed > - +30% to Fire Resistance > - +11 to Dexterity > - +23% to Lightning Resistance > *Rare item* > > **Doom Path**, Steel Greaves > > Armour: 65 > > - +10 to Armour > - 10% increased Armour > - +29 to maximum Mana > - +27 to Dexterity > - +12 to Strength Other boots: [Worn Sandals](../../../wiki/items/bases/worn_sandals.md), [Iron Greaves](../../../wiki/items/bases/iron_greaves.md), [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) --- title: "Titan Greaves" summary: "Titan Greaves: boots base, level 44. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: titan_greaves.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Titan Greaves [In game] > *Normal item* > > **Titan Greaves** > > Armour: 110 - **Slot:** Boots - **Drops from:** Depth 44 - **Properties:** 110 armour - **Implicit:** None - **Tags:** armour, boots ## Affixes it can roll 11 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 10.9% | 5 | Virile (45) | | [(10–30)% increased Movement Speed](../../../wiki/items/affixes/move_speed.md) | 900 | 9.8% | 4 | Gazelle's (40) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 8.7% | 4 | Sapphire (36) | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 800 | 8.7% | 4 | Fortified (38) | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 600 | 6.5% | 4 | Impregnable (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 10.9% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 10.9% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 10.9% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 8.7% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 8.7% | 5 | of the Panther (44) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 5.4% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Titan Greaves of the Penguin** > > Armour: 110 > > - +13% to Cold Resistance > *Rare item* > > **Blood Tread**, Titan Greaves > > Armour: 110 > > - 17% increased Armour > - +10 to Armour > - 19% increased Movement Speed > - +8% to Fire Resistance > - +22 to Dexterity > - +27 to Strength > *Rare item* > > **Viper March**, Titan Greaves > > Armour: 110 > > - 23% increased Armour > - +12 to maximum Life > - +46 to Armour > - +25 to Strength > - +11% to Lightning Resistance > - +22 to Dexterity Other boots: [Worn Sandals](../../../wiki/items/bases/worn_sandals.md), [Iron Greaves](../../../wiki/items/bases/iron_greaves.md), [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) --- title: "Coral Amulet" summary: "Coral Amulet: amulet base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: coral_amulet.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Coral Amulet [In game] > *Normal item* > > **Coral Amulet** > > - +(10–20) to maximum Life - **Slot:** Amulet - **Drops from:** Depth 1 - **Properties:** – - **Implicit:** +(10–20) to maximum Life - **Tags:** jewellery, amulet - **Uniques:** [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md) ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 4.9% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 4.9% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.3% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.3% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.3% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.1% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.1% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.1% | 4 | Voltaic (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 2.4% | 2 | Hale (28) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.5% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 4.9% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 4.9% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 4.9% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.3% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.3% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 3.7% | 4 | of Fury (42) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.7% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.7% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Archmage's Coral Amulet of the Polar Bear** > > - +13 to maximum Life > > - +2 to Level of all Spell Skills > - +34% to Cold Resistance > *Rare item* > > **Dusk Heart**, Coral Amulet > > - +17 to maximum Life > > - 5% increased maximum Life > - +45 to maximum Life > - Regenerate 1 Life per second > - +30 to Strength > - +11% to Fire Resistance > *Rare item* > > **Storm Heart**, Coral Amulet > > - +19 to maximum Life > > - 21% increased Spell Damage > - +53 to maximum Mana > - +10 to Dexterity > - +7% to Lightning Resistance > - 33% increased Critical Strike Chance Other amulets: [Amber Amulet](../../../wiki/items/bases/amber_amulet.md), [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md), [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) --- title: "Amber Amulet" summary: "Amber Amulet: amulet base, level 6. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: amber_amulet.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Amber Amulet [In game] > *Normal item* > > **Amber Amulet** > > - (8–12)% increased Damage - **Slot:** Amulet - **Drops from:** Depth 6 - **Properties:** – - **Implicit:** (8–12)% increased Damage - **Tags:** jewellery, amulet ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 4.9% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 4.9% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.3% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.3% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.3% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.1% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.1% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.1% | 4 | Voltaic (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 2.4% | 2 | Hale (28) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.5% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 4.9% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 4.9% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 4.9% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.3% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.3% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 3.7% | 4 | of Fury (42) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.7% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.7% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Amber Amulet of the Seal** > > - 11% increased Damage > > - +10% to Cold Resistance > *Rare item* > > **Gale Pendant**, Amber Amulet > > - 8% increased Damage > > - +19 to maximum Life > - 9% increased maximum Life > - 13% increased Fire Damage > - +6% to Fire Resistance > - 15% increased Critical Strike Chance > *Rare item* > > **Ember Locket**, Amber Amulet > > - 10% increased Damage > > - Adds 5 to 11 Fire Damage to Attacks > - 24% increased Fire Damage > - +11 to Dexterity > - +13% to Fire Resistance > - 29% increased Critical Strike Chance Other amulets: [Coral Amulet](../../../wiki/items/bases/coral_amulet.md), [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md), [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) --- title: "Lapis Amulet" summary: "Lapis Amulet: amulet base, level 8. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: lapis_amulet.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Lapis Amulet [In game] > *Normal item* > > **Lapis Amulet** > > - +(15–25) to maximum Mana - **Slot:** Amulet - **Drops from:** Depth 8 - **Properties:** – - **Implicit:** +(15–25) to maximum Mana - **Tags:** jewellery, amulet ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 4.9% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 4.9% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.3% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.3% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.3% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.1% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.1% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.1% | 4 | Voltaic (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 2.4% | 2 | Hale (28) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.5% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 4.9% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 4.9% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 4.9% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.3% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.3% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 3.7% | 4 | of Fury (42) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.7% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.7% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Cobalt Lapis Amulet of Raiding** > > - +19 to maximum Mana > > - +23 to maximum Mana > - 16% increased Rarity of Items found > *Rare item* > > **Doom Heart**, Lapis Amulet > > - +19 to maximum Mana > > - Adds 1 to 5 Lightning Damage to Attacks > - 43% increased Fire Damage > - +17% to Critical Strike Multiplier > - +17% to Cold Resistance > - 12% increased Cast Speed > *Rare item* > > **Ember Beads**, Lapis Amulet > > - +17 to maximum Mana > > - Adds 1 to 5 Lightning Damage to Attacks > - +32 to maximum Life > - +8% to Fire Resistance > - +17% to Cold Resistance > - Regenerate 6 Life per second Other amulets: [Coral Amulet](../../../wiki/items/bases/coral_amulet.md), [Amber Amulet](../../../wiki/items/bases/amber_amulet.md), [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) --- title: "Onyx Amulet" summary: "Onyx Amulet: amulet base, level 20. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: onyx_amulet.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Onyx Amulet [In game] > *Normal item* > > **Onyx Amulet** > > - +(8–12)% to all Elemental Resistances - **Slot:** Amulet - **Drops from:** Depth 20 - **Properties:** – - **Implicit:** +(8–12)% to all Elemental Resistances - **Tags:** jewellery, amulet ## Affixes it can roll 24 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.1% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 4.9% | 4 | Sapphire (36) | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 800 | 4.9% | 5 | Occultist's (46) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.3% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.3% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.3% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.1% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.1% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.1% | 4 | Voltaic (40) | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 400 | 2.4% | 2 | Hale (28) | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 250 | 1.5% | 2 | Archmage's (35) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.1% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.1% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.1% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 4.9% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 4.9% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 4.9% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.3% | 5 | of Prestidigitation (46) | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 700 | 4.3% | 5 | of Penetrating (45) | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 600 | 3.7% | 4 | of Fury (42) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.7% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.7% | 3 | of Elation (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.1% | 4 | of Excavation (42) | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 400 | 2.4% | 3 | of Magnitude (34) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Sanguine Onyx Amulet** > > - +12% to all Elemental Resistances > > - +24 to maximum Life > *Rare item* > > **Wrath Beads**, Onyx Amulet > > - +11% to all Elemental Resistances > > - +9 to maximum Life > - +7 to maximum Mana > - +6% to Fire Resistance > - +13 to Strength > - 16% increased Critical Strike Chance > *Rare item* > > **Dusk Heart**, Onyx Amulet > > - +9% to all Elemental Resistances > > - Adds 1 to 14 Lightning Damage to Attacks > - +76 to maximum Life > - Adds 1 to 4 Cold Damage to Attacks > - +23% to Critical Strike Multiplier Other amulets: [Coral Amulet](../../../wiki/items/bases/coral_amulet.md), [Amber Amulet](../../../wiki/items/bases/amber_amulet.md), [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) --- title: "Iron Ring" summary: "Iron Ring: ring base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: iron_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Iron Ring [In game] > *Normal item* > > **Iron Ring** > > - Adds 1 to (3–4) Physical Damage to Attacks - **Slot:** Ring - **Drops from:** Depth 1 - **Properties:** – - **Implicit:** Adds 1 to (3–4) Physical Damage to Attacks - **Tags:** jewellery, ring ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Chilled Iron Ring of Success** > > - Adds 1 to 4 Physical Damage to Attacks > > - Adds 4 to 8 Cold Damage to Attacks > - Gain 5 Life per Enemy Killed > *Rare item* > > **Cinder Circle**, Iron Ring > > - Adds 1 to 3 Physical Damage to Attacks > > - Adds 4 to 9 Cold Damage to Attacks > - 22% increased Lightning Damage > - Gain 1 Life per Enemy Hit > - +8% to Fire Resistance > - +17% to Cold Resistance > *Rare item* > > **Pyre Circle**, Iron Ring > > - Adds 1 to 4 Physical Damage to Attacks > > - Adds 1 to 3 Fire Damage to Attacks > - 28% increased Lightning Damage > - +7 to maximum Mana > - +27% to Fire Resistance > - Regenerate 3 Life per second Other rings: [Coral Ring](../../../wiki/items/bases/coral_ring.md), [Ruby Ring](../../../wiki/items/bases/ruby_ring.md), [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md), [Topaz Ring](../../../wiki/items/bases/topaz_ring.md), [Gold Ring](../../../wiki/items/bases/gold_ring.md), [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) --- title: "Coral Ring" summary: "Coral Ring: ring base, level 1. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: coral_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Coral Ring [In game] > *Normal item* > > **Coral Ring** > > - +(15–25) to maximum Life - **Slot:** Ring - **Drops from:** Depth 1 - **Properties:** – - **Implicit:** +(15–25) to maximum Life - **Tags:** jewellery, ring ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Static Coral Ring of the Mongoose** > > - +24 to maximum Life > > - 9% increased Lightning Damage > - +12 to Dexterity > *Rare item* > > **Bone Spiral**, Coral Ring > > - +20 to maximum Life > > - Adds 1 to 4 Fire Damage to Attacks > - +25 to maximum Life > - +20% to Cold Resistance > - Regenerate 2 Mana per second > - +6% to Fire Resistance > *Rare item* > > **Dread Hoop**, Coral Ring > > - +22 to maximum Life > > - Adds 5 to 9 Fire Damage to Attacks > - Adds 4 to 9 Cold Damage to Attacks > - +15% to Cold Resistance > - +29% to Lightning Resistance Other rings: [Iron Ring](../../../wiki/items/bases/iron_ring.md), [Ruby Ring](../../../wiki/items/bases/ruby_ring.md), [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md), [Topaz Ring](../../../wiki/items/bases/topaz_ring.md), [Gold Ring](../../../wiki/items/bases/gold_ring.md), [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) --- title: "Ruby Ring" summary: "Ruby Ring: ring base, level 3. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: ruby_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Ruby Ring [In game] > *Normal item* > > **Ruby Ring** > > - +(20–30)% to Fire Resistance - **Slot:** Ring - **Drops from:** Depth 3 - **Properties:** – - **Implicit:** +(20–30)% to Fire Resistance - **Tags:** jewellery, ring ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Frosted Ruby Ring** > > - +27% to Fire Resistance > > - Adds 1 to 4 Cold Damage to Attacks > *Rare item* > > **Dread Whorl**, Ruby Ring > > - +21% to Fire Resistance > > - Adds 1 to 5 Lightning Damage to Attacks > - Adds 4 to 10 Cold Damage to Attacks > - Adds 1 to 4 Physical Damage to Attacks > - +15% to Cold Resistance > - Gain 11 Life per Enemy Killed > - +12% to Lightning Resistance > *Rare item* > > **Cinder Loop**, Ruby Ring > > - +30% to Fire Resistance > > - +12 to maximum Mana > - +7% to Fire Resistance > - Regenerate 1 Mana per second > - Gain 4 Life per Enemy Hit Other rings: [Iron Ring](../../../wiki/items/bases/iron_ring.md), [Coral Ring](../../../wiki/items/bases/coral_ring.md), [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md), [Topaz Ring](../../../wiki/items/bases/topaz_ring.md), [Gold Ring](../../../wiki/items/bases/gold_ring.md), [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) --- title: "Sapphire Ring" summary: "Sapphire Ring: ring base, level 3. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: sapphire_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Sapphire Ring [In game] > *Normal item* > > **Sapphire Ring** > > - +(20–30)% to Cold Resistance - **Slot:** Ring - **Drops from:** Depth 3 - **Properties:** – - **Implicit:** +(20–30)% to Cold Resistance - **Tags:** jewellery, ring ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Healthy Sapphire Ring of Restoration** > > - +29% to Cold Resistance > > - +5 to maximum Life > - Gain 3 Life per Enemy Hit > *Rare item* > > **Bone Spiral**, Sapphire Ring > > - +22% to Cold Resistance > > - Adds 2 to 5 Fire Damage to Attacks > - +46 to maximum Life > - 8% increased Rarity of Items found > - +16% to Lightning Resistance > *Rare item* > > **Doom Circle**, Sapphire Ring > > - +20% to Cold Resistance > > - 23% increased Lightning Damage > - Adds 7 to 16 Cold Damage to Attacks > - +26 to maximum Mana > - +15% to Cold Resistance > - Gain 7 Life per Enemy Hit Other rings: [Iron Ring](../../../wiki/items/bases/iron_ring.md), [Coral Ring](../../../wiki/items/bases/coral_ring.md), [Ruby Ring](../../../wiki/items/bases/ruby_ring.md), [Topaz Ring](../../../wiki/items/bases/topaz_ring.md), [Gold Ring](../../../wiki/items/bases/gold_ring.md), [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) --- title: "Topaz Ring" summary: "Topaz Ring: ring base, level 3. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: topaz_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Topaz Ring [In game] > *Normal item* > > **Topaz Ring** > > - +(20–30)% to Lightning Resistance - **Slot:** Ring - **Drops from:** Depth 3 - **Properties:** – - **Implicit:** +(20–30)% to Lightning Resistance - **Tags:** jewellery, ring - **Uniques:** [Stormglass Loop](../../../wiki/items/uniques/stormglass.md) ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Icy Topaz Ring of the Salamander** > > - +21% to Lightning Resistance > > - Adds 9 to 12 Cold Damage to Attacks > - +13% to Fire Resistance > *Rare item* > > **Soul Loop**, Topaz Ring > > - +23% to Lightning Resistance > > - +26 to maximum Mana > - Adds 2 to 23 Lightning Damage to Attacks > - Adds 10 to 26 Physical Damage to Attacks > - +20% to Cold Resistance > - +24% to Fire Resistance > - Gain 3 Life per Enemy Killed > *Rare item* > > **Viper Circle**, Topaz Ring > > - +25% to Lightning Resistance > > - +30 to maximum Mana > - Adds 4 to 10 Cold Damage to Attacks > - +11% to Lightning Resistance > - +16% to Fire Resistance > - 7% increased Cast Speed Other rings: [Iron Ring](../../../wiki/items/bases/iron_ring.md), [Coral Ring](../../../wiki/items/bases/coral_ring.md), [Ruby Ring](../../../wiki/items/bases/ruby_ring.md), [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md), [Gold Ring](../../../wiki/items/bases/gold_ring.md), [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) --- title: "Gold Ring" summary: "Gold Ring: ring base, level 15. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: gold_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Gold Ring [In game] > *Normal item* > > **Gold Ring** > > - (6–15)% increased Rarity of Items found - **Slot:** Ring - **Drops from:** Depth 15 - **Properties:** – - **Implicit:** (6–15)% increased Rarity of Items found - **Tags:** jewellery, ring ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Humming Gold Ring of the Panther** > > - 12% increased Rarity of Items found > > - Adds 1 to 4 Lightning Damage to Attacks > - +29 to Dexterity > *Rare item* > > **Ember Whorl**, Gold Ring > > - 6% increased Rarity of Items found > > - Adds 4 to 9 Physical Damage to Attacks > - 21% increased Cold Damage > - Adds 20 to 35 Cold Damage to Attacks > - +16 to Dexterity > - +6% to Fire Resistance > - Gain 1 Life per Enemy Hit > *Rare item* > > **Ash Coil**, Gold Ring > > - 13% increased Rarity of Items found > > - 13% increased Cold Damage > - Adds 2 to 12 Lightning Damage to Attacks > - +10 to maximum Life > - Regenerate 1 Life per second > - +9% to Fire Resistance > - +11 to Intelligence Other rings: [Iron Ring](../../../wiki/items/bases/iron_ring.md), [Coral Ring](../../../wiki/items/bases/coral_ring.md), [Ruby Ring](../../../wiki/items/bases/ruby_ring.md), [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md), [Topaz Ring](../../../wiki/items/bases/topaz_ring.md), [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) --- title: "Prismatic Ring" summary: "Prismatic Ring: ring base, level 20. Properties, implicit, uniques and every affix it can roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: prismatic_ring.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Prismatic Ring [In game] > *Normal item* > > **Prismatic Ring** > > - +(8–10)% to all Elemental Resistances - **Slot:** Ring - **Drops from:** Depth 20 - **Properties:** – - **Implicit:** +(8–10)% to all Elemental Resistances - **Tags:** jewellery, ring ## Affixes it can roll 22 affixes share a tag with this base. Chance is how likely each is to be picked for a fresh affix slot on an item of level 46 or more, when every affix still fits; it shifts as the item fills up. The best tier is shown with its item level. ### Prefixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 1000 | 6.5% | 5 | Virile (45) | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 800 | 5.2% | 4 | Sapphire (36) | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 800 | 5.2% | 5 | Gleaming (44) | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 700 | 4.5% | 5 | Blazing (45) | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 700 | 4.5% | 5 | Freezing (45) | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 700 | 4.5% | 5 | Sparking (45) | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 500 | 3.2% | 4 | Incinerating (40) | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 500 | 3.2% | 4 | Rimebound (40) | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 500 | 3.2% | 4 | Voltaic (40) | ### Suffixes | Affix | Weight | Chance | Tiers | Best tier | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 1000 | 6.5% | 5 | of the Furnace (45) | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 1000 | 6.5% | 5 | of the Polar Bear (45) | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 1000 | 6.5% | 5 | of the Tempest (45) | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 800 | 5.2% | 5 | of the Titan (44) | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 800 | 5.2% | 5 | of the Panther (44) | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 800 | 5.2% | 5 | of the Sage (44) | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 700 | 4.5% | 5 | of Prestidigitation (46) | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 600 | 3.9% | 4 | of the Starfish (40) | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 600 | 3.9% | 3 | of Elation (30) | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 500 | 3.2% | 3 | of Regrowth (32) | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 500 | 3.2% | 3 | of Triumph (30) | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 500 | 3.2% | 3 | of Consumption (30) | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 500 | 3.2% | 4 | of Excavation (42) | ## Example drops Rolled by the game's generator at item level 45. > *Magic item* > > **Chilled Prismatic Ring of the Lynx** > > - +8% to all Elemental Resistances > > - Adds 5 to 8 Cold Damage to Attacks > - +14 to Dexterity > *Rare item* > > **Ash Whorl**, Prismatic Ring > > - +8% to all Elemental Resistances > > - Adds 1 to 5 Fire Damage to Attacks > - 10% increased Fire Damage > - 16% increased Lightning Damage > - Regenerate 3 Mana per second > - Gain 2 Life per Enemy Hit > - Regenerate 3 Life per second > *Rare item* > > **Gloom Coil**, Prismatic Ring > > - +10% to all Elemental Resistances > > - Adds 1 to 4 Lightning Damage to Attacks > - +14 to maximum Life > - +7 to maximum Mana > - +6% to Lightning Resistance > - +8% to Fire Resistance Other rings: [Iron Ring](../../../wiki/items/bases/iron_ring.md), [Coral Ring](../../../wiki/items/bases/coral_ring.md), [Ruby Ring](../../../wiki/items/bases/ruby_ring.md), [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md), [Topaz Ring](../../../wiki/items/bases/topaz_ring.md), [Gold Ring](../../../wiki/items/bases/gold_ring.md) --- title: "Affixes" summary: "All 34 item affixes in Emberdeep, with tiers and where they roll." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Affixes [In game] 34 affixes: 16 prefixes and 18 suffixes. Ranges cover every tier. Weight is how common an affix is next to the others that could roll on the same item. ## Prefixes | Affix | Tiers | Item levels | Weight | Rolls on | | --- | --- | --- | --- | --- | | [+(5–79) to maximum Life](../../../wiki/items/affixes/life.md) | 5 | 1–45 | 1000 | Helmets, Body armour, Gloves, Boots, Amulets, Rings | | [+(5–69) to maximum Mana](../../../wiki/items/affixes/mana.md) | 4 | 1–36 | 800 | Weapons, Helmets, Gloves, Boots, Amulets, Rings | | [+(5–130) to Armour](../../../wiki/items/affixes/armour_flat.md) | 4 | 1–38 | 800 | Helmets, Body armour, Gloves, Boots | | [(8–56)% increased Armour](../../../wiki/items/affixes/armour_inc.md) | 4 | 1–40 | 600 | Helmets, Body armour, Gloves, Boots | | [Adds (1–20) to (3–38) Physical Damage to Attacks](../../../wiki/items/affixes/added_phys.md) | 5 | 1–44 | 800 | Weapons, Gloves, Rings | | [Adds (1–24) to (3–48) Fire Damage to Attacks](../../../wiki/items/affixes/added_fire.md) | 5 | 1–45 | 700 | Weapons, Gloves, Amulets, Rings | | [Adds (1–21) to (3–42) Cold Damage to Attacks](../../../wiki/items/affixes/added_cold.md) | 5 | 1–45 | 700 | Weapons, Gloves, Amulets, Rings | | [Adds (1–6) to (4–66) Lightning Damage to Attacks](../../../wiki/items/affixes/added_light.md) | 5 | 1–45 | 700 | Weapons, Gloves, Amulets, Rings | | [(15–100)% increased Physical Damage](../../../wiki/items/affixes/inc_phys.md) | 5 | 1–46 | 800 | Weapons | | [(10–89)% increased Spell Damage](../../../wiki/items/affixes/inc_spell.md) | 5 | 1–46 | 800 | Weapons, Amulets | | [(8–44)% increased Fire Damage](../../../wiki/items/affixes/inc_fire.md) | 4 | 1–40 | 500 | Weapons, Amulets, Rings | | [(8–44)% increased Cold Damage](../../../wiki/items/affixes/inc_cold.md) | 4 | 1–40 | 500 | Weapons, Amulets, Rings | | [(8–44)% increased Lightning Damage](../../../wiki/items/affixes/inc_light.md) | 4 | 1–40 | 500 | Weapons, Amulets, Rings | | [+(1–2) to Level of all Spell Skills](../../../wiki/items/affixes/spell_level.md) | 2 | 10–35 | 250 | Weapons, Amulets | | [(10–30)% increased Movement Speed](../../../wiki/items/affixes/move_speed.md) | 4 | 1–40 | 900 | Boots | | [(4–10)% increased maximum Life](../../../wiki/items/affixes/inc_life.md) | 2 | 10–28 | 400 | Body armour, Amulets | ## Suffixes | Affix | Tiers | Item levels | Weight | Rolls on | | --- | --- | --- | --- | --- | | [+(6–35)% to Fire Resistance](../../../wiki/items/affixes/fire_res.md) | 5 | 1–45 | 1000 | Helmets, Body armour, Gloves, Boots, Amulets, Rings | | [+(6–35)% to Cold Resistance](../../../wiki/items/affixes/cold_res.md) | 5 | 1–45 | 1000 | Helmets, Body armour, Gloves, Boots, Amulets, Rings | | [+(6–35)% to Lightning Resistance](../../../wiki/items/affixes/light_res.md) | 5 | 1–45 | 1000 | Helmets, Body armour, Gloves, Boots, Amulets, Rings | | [+(8–32) to Strength](../../../wiki/items/affixes/strength.md) | 5 | 1–44 | 800 | Weapons, Helmets, Body armour, Gloves, Boots, Amulets, Rings | | [+(8–32) to Dexterity](../../../wiki/items/affixes/dexterity.md) | 5 | 1–44 | 800 | Weapons, Gloves, Boots, Amulets, Rings | | [+(8–32) to Intelligence](../../../wiki/items/affixes/intelligence.md) | 5 | 1–44 | 800 | Weapons, Helmets, Amulets, Rings | | [(5–20)% increased Attack Speed](../../../wiki/items/affixes/attack_speed.md) | 5 | 1–46 | 700 | Weapons, Gloves | | [(5–25)% increased Cast Speed](../../../wiki/items/affixes/cast_speed.md) | 5 | 1–46 | 700 | Weapons, Amulets, Rings | | [(10–60)% increased Critical Strike Chance](../../../wiki/items/affixes/crit_chance.md) | 5 | 1–45 | 700 | Weapons, Amulets | | [+(8–34)% to Critical Strike Multiplier](../../../wiki/items/affixes/crit_multi.md) | 4 | 5–42 | 600 | Weapons, Amulets | | [Regenerate (1–15) Life per second](../../../wiki/items/affixes/life_regen.md) | 4 | 1–40 | 600 | Helmets, Body armour, Amulets, Rings | | [Regenerate (1–7) Mana per second](../../../wiki/items/affixes/mana_regen.md) | 3 | 1–30 | 600 | Weapons, Helmets, Amulets, Rings | | [Gain (1–7) Life per Enemy Hit](../../../wiki/items/affixes/life_on_hit.md) | 3 | 1–32 | 500 | Weapons, Gloves, Rings | | [Gain (3–20) Life per Enemy Killed](../../../wiki/items/affixes/life_on_kill.md) | 3 | 1–30 | 500 | Weapons, Gloves, Rings | | [Gain (1–6) Mana per Enemy Killed](../../../wiki/items/affixes/mana_on_kill.md) | 3 | 1–30 | 500 | Weapons, Gloves, Rings | | [(5–20)% increased Area of Effect](../../../wiki/items/affixes/inc_aoe.md) | 3 | 5–34 | 400 | Weapons, Helmets, Amulets | | [(6–32)% increased Rarity of Items found](../../../wiki/items/affixes/inc_rarity.md) | 4 | 1–42 | 500 | Helmets, Gloves, Boots, Amulets, Rings | | [(10–34)% increased Projectile Speed](../../../wiki/items/affixes/proj_speed.md) | 3 | 1–30 | 400 | Weapons | --- title: "+(5–79) to maximum Life" summary: "Prefix: +(5–79) to maximum Life. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: life.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(5–79) to maximum Life [In game] - **Kind:** Prefix - **Stats:** [Maximum life](../../../wiki/stats.md#maxlife) - **Weight:** 1000 - **Tiers:** 5, from item level 1 to 45 - **Tags:** armour, jewellery - **On a magic item:** “Sanguine Padded Vest” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Healthy | 1 | +(5–14) to maximum Life | 33.3% | | 2 | Sanguine | 8 | +(15–29) to maximum Life | 26.7% | | 3 | Stalwart | 18 | +(30–44) to maximum Life | 20% | | 4 | Robust | 30 | +(45–59) to maximum Life | 13.3% | | 5 | Virile | 45 | +(60–79) to maximum Life | 6.7% | ## Rolls on 27 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 13.9% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 13.9% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 13.9% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 13.9% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 10.9% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 10.9% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 10.9% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 10.9% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 10.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 10.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 10.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 10.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 7.5% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 7.5% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 7.5% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 7.5% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 6.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 6.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 6.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 6.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 6.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 6.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 6.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 6.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 6.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 6.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 6.1% | --- title: "+(5–69) to maximum Mana" summary: "Prefix: +(5–69) to maximum Mana. 4 tiers, item levels 1 to 36." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: mana.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(5–69) to maximum Mana [In game] - **Kind:** Prefix - **Stats:** [Maximum mana](../../../wiki/stats.md#maxmana) - **Weight:** 800 - **Tiers:** 4, from item level 1 to 36 - **Tags:** caster, helmet, gloves, boots, jewellery - **On a magic item:** “Cobalt Driftwood Wand” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Beryl | 1 | +(5–14) to maximum Mana | 40% | | 2 | Cobalt | 10 | +(15–29) to maximum Mana | 30% | | 3 | Azure | 22 | +(30–49) to maximum Mana | 20% | | 4 | Sapphire | 36 | +(50–69) to maximum Mana | 10% | ## Rolls on 33 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 9.4% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 9.4% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 9.4% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 9.4% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 9.4% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 9.4% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 9.4% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 8.7% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 8.7% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 8.7% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 8.7% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 8.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 8.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 8.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 8.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 6% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 6% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 6% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 6% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 5.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 5.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 5.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 5.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 5.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 5.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 5.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.9% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.9% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.9% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.9% | --- title: "+(5–130) to Armour" summary: "Prefix: +(5–130) to Armour. 4 tiers, item levels 1 to 38." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: armour_flat.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(5–130) to Armour [In game] - **Kind:** Prefix - **Stats:** [Armour](../../../wiki/stats.md#armour) - **Weight:** 800 - **Tiers:** 4, from item level 1 to 38 - **Tags:** armour - **On a magic item:** “Studded Padded Vest” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Lacquered | 1 | +(5–15) to Armour | 40% | | 2 | Studded | 10 | +(16–40) to Armour | 30% | | 3 | Ribbed | 24 | +(41–80) to Armour | 20% | | 4 | Fortified | 38 | +(81–130) to Armour | 10% | ## Rolls on 16 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 11.1% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 11.1% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 11.1% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 11.1% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 8.7% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 8.7% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 8.7% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 8.7% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 8.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 8.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 8.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 8.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 6% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 6% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 6% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 6% | --- title: "(8–56)% increased Armour" summary: "Prefix: (8–56)% increased Armour. 4 tiers, item levels 1 to 40." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: armour_inc.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (8–56)% increased Armour [In game] - **Kind:** Prefix - **Stats:** [Increased armour](../../../wiki/stats.md#incarmour) - **Weight:** 600 - **Tiers:** 4, from item level 1 to 40 - **Tags:** armour - **On a magic item:** “Layered Padded Vest” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Reinforced | 1 | (8–15)% increased Armour | 40% | | 2 | Layered | 12 | (16–28)% increased Armour | 30% | | 3 | Lobstered | 26 | (29–42)% increased Armour | 20% | | 4 | Impregnable | 40 | (43–56)% increased Armour | 10% | ## Rolls on 16 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 8.3% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 8.3% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 8.3% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 8.3% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 6.5% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 6.5% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 6.5% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 6.5% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 6.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 6.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 6.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 6.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 4.5% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 4.5% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 4.5% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 4.5% | --- title: "Adds (1–20) to (3–38) Physical Damage to Attacks" summary: "Prefix: Adds (1–20) to (3–38) Physical Damage to Attacks. 5 tiers, item levels 1 to 44." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: added_phys.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Adds (1–20) to (3–38) Physical Damage to Attacks [In game] - **Kind:** Prefix - **Stats:** [Added physical damage (min)](../../../wiki/stats.md#addedphysmin) - **Weight:** 800 - **Tiers:** 5, from item level 1 to 44 - **Tags:** attack weapon, gloves, ring - **On a magic item:** “Burnished Rusted Sword” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Glinting | 1 | Adds (1–2) to (3–4) Physical Damage to Attacks | 33.3% | | 2 | Burnished | 9 | Adds (3–5) to (6–9) Physical Damage to Attacks | 26.7% | | 3 | Polished | 18 | Adds (6–9) to (11–16) Physical Damage to Attacks | 20% | | 4 | Honed | 30 | Adds (10–14) to (18–26) Physical Damage to Attacks | 13.3% | | 5 | Gleaming | 44 | Adds (15–20) to (28–38) Physical Damage to Attacks | 6.7% | ## Rolls on 22 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 9.6% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 9.6% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 9.6% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 9.6% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 9.6% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 9.6% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 9.6% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 9.6% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 6% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 6% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 6% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 6% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 5.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 5.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 5.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 5.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 5.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 5.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 5.2% | --- title: "Adds (1–24) to (3–48) Fire Damage to Attacks" summary: "Prefix: Adds (1–24) to (3–48) Fire Damage to Attacks. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: added_fire.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Adds (1–24) to (3–48) Fire Damage to Attacks [In game] - **Kind:** Prefix - **Stats:** [Added fire damage (min)](../../../wiki/stats.md#addedfiremin) - **Weight:** 700 - **Tiers:** 5, from item level 1 to 45 - **Tags:** attack weapon, gloves, amulet, ring - **On a magic item:** “Smouldering Rusted Sword” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Heated | 1 | Adds (1–2) to (3–5) Fire Damage to Attacks | 33.3% | | 2 | Smouldering | 10 | Adds (4–6) to (8–12) Fire Damage to Attacks | 26.7% | | 3 | Burning | 20 | Adds (7–10) to (14–20) Fire Damage to Attacks | 20% | | 4 | Flaming | 32 | Adds (11–16) to (22–32) Fire Damage to Attacks | 13.3% | | 5 | Blazing | 45 | Adds (17–24) to (34–48) Fire Damage to Attacks | 6.7% | ## Rolls on 26 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 8.4% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 8.4% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 8.4% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 8.4% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 8.4% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 8.4% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 8.4% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 8.4% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 5.2% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 5.2% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 5.2% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 5.2% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4.7% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 4.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 4.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 4.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 4.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 4.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 4.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 4.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.3% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.3% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.3% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.3% | --- title: "Adds (1–21) to (3–42) Cold Damage to Attacks" summary: "Prefix: Adds (1–21) to (3–42) Cold Damage to Attacks. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: added_cold.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Adds (1–21) to (3–42) Cold Damage to Attacks [In game] - **Kind:** Prefix - **Stats:** [Added cold damage (min)](../../../wiki/stats.md#addedcoldmin) - **Weight:** 700 - **Tiers:** 5, from item level 1 to 45 - **Tags:** attack weapon, gloves, amulet, ring - **On a magic item:** “Chilled Rusted Sword” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Frosted | 1 | Adds (1–2) to (3–4) Cold Damage to Attacks | 33.3% | | 2 | Chilled | 10 | Adds (3–5) to (7–10) Cold Damage to Attacks | 26.7% | | 3 | Icy | 20 | Adds (6–9) to (12–18) Cold Damage to Attacks | 20% | | 4 | Frigid | 32 | Adds (10–14) to (20–28) Cold Damage to Attacks | 13.3% | | 5 | Freezing | 45 | Adds (15–21) to (30–42) Cold Damage to Attacks | 6.7% | ## Rolls on 26 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 8.4% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 8.4% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 8.4% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 8.4% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 8.4% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 8.4% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 8.4% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 8.4% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 5.2% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 5.2% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 5.2% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 5.2% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4.7% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 4.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 4.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 4.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 4.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 4.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 4.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 4.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.3% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.3% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.3% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.3% | --- title: "Adds (1–6) to (4–66) Lightning Damage to Attacks" summary: "Prefix: Adds (1–6) to (4–66) Lightning Damage to Attacks. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: added_light.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Adds (1–6) to (4–66) Lightning Damage to Attacks [In game] - **Kind:** Prefix - **Stats:** [Added lightning damage (min)](../../../wiki/stats.md#addedlightmin) - **Weight:** 700 - **Tiers:** 5, from item level 1 to 45 - **Tags:** attack weapon, gloves, amulet, ring - **On a magic item:** “Buzzing Rusted Sword” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Humming | 1 | Adds 1 to (4–6) Lightning Damage to Attacks | 33.3% | | 2 | Buzzing | 10 | Adds (1–2) to (12–16) Lightning Damage to Attacks | 26.7% | | 3 | Snapping | 20 | Adds (1–3) to (22–28) Lightning Damage to Attacks | 20% | | 4 | Crackling | 32 | Adds (2–4) to (36–46) Lightning Damage to Attacks | 13.3% | | 5 | Sparking | 45 | Adds (3–6) to (52–66) Lightning Damage to Attacks | 6.7% | ## Rolls on 26 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 8.4% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 8.4% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 8.4% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 8.4% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 8.4% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 8.4% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 8.4% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 8.4% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 5.2% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 5.2% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 5.2% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 5.2% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4.7% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 4.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 4.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 4.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 4.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 4.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 4.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 4.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.3% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.3% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.3% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.3% | --- title: "(15–100)% increased Physical Damage" summary: "Prefix: (15–100)% increased Physical Damage. 5 tiers, item levels 1 to 46." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_phys.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (15–100)% increased Physical Damage [In game] - **Kind:** Prefix - **Stats:** [Increased physical damage](../../../wiki/stats.md#incphys) - **Weight:** 800 - **Tiers:** 5, from item level 1 to 46 - **Tags:** attack weapon - **On a magic item:** “Serrated Rusted Sword” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Heavy | 1 | (15–24)% increased Physical Damage | 33.3% | | 2 | Serrated | 10 | (25–39)% increased Physical Damage | 26.7% | | 3 | Wicked | 20 | (40–59)% increased Physical Damage | 20% | | 4 | Vicious | 32 | (60–79)% increased Physical Damage | 13.3% | | 5 | Merciless | 46 | (80–100)% increased Physical Damage | 6.7% | ## Rolls on 11 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 9.6% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 9.6% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 9.6% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 9.6% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 9.6% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 9.6% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 9.6% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 9.6% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | --- title: "(10–89)% increased Spell Damage" summary: "Prefix: (10–89)% increased Spell Damage. 5 tiers, item levels 1 to 46." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_spell.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (10–89)% increased Spell Damage [In game] - **Kind:** Prefix - **Stats:** [Increased spell damage](../../../wiki/stats.md#incspell) - **Weight:** 800 - **Tiers:** 5, from item level 1 to 46 - **Tags:** caster, amulet - **On a magic item:** “Adept's Driftwood Wand” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Apprentice's | 1 | (10–19)% increased Spell Damage | 33.3% | | 2 | Adept's | 10 | (20–34)% increased Spell Damage | 26.7% | | 3 | Scholar's | 20 | (35–49)% increased Spell Damage | 20% | | 4 | Professor's | 32 | (50–69)% increased Spell Damage | 13.3% | | 5 | Occultist's | 46 | (70–89)% increased Spell Damage | 6.7% | ## Rolls on 14 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 9.4% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 9.4% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 9.4% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 9.4% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 9.4% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 9.4% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 9.4% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.9% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.9% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.9% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.9% | --- title: "(8–44)% increased Fire Damage" summary: "Prefix: (8–44)% increased Fire Damage. 4 tiers, item levels 1 to 40." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_fire.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (8–44)% increased Fire Damage [In game] - **Kind:** Prefix - **Stats:** [Increased fire damage](../../../wiki/stats.md#incfire) - **Weight:** 500 - **Tiers:** 4, from item level 1 to 40 - **Tags:** caster, amulet, ring - **On a magic item:** “Searing Driftwood Wand” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Kindled | 1 | (8–14)% increased Fire Damage | 40% | | 2 | Searing | 12 | (15–24)% increased Fire Damage | 30% | | 3 | Scorching | 26 | (25–34)% increased Fire Damage | 20% | | 4 | Incinerating | 40 | (35–44)% increased Fire Damage | 10% | ## Rolls on 21 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 5.8% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 5.8% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 5.8% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 5.8% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 5.8% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 5.8% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 5.8% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 3.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 3.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 3.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.1% | --- title: "(8–44)% increased Cold Damage" summary: "Prefix: (8–44)% increased Cold Damage. 4 tiers, item levels 1 to 40." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_cold.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (8–44)% increased Cold Damage [In game] - **Kind:** Prefix - **Stats:** [Increased cold damage](../../../wiki/stats.md#inccold) - **Weight:** 500 - **Tiers:** 4, from item level 1 to 40 - **Tags:** caster, amulet, ring - **On a magic item:** “Glacial Driftwood Wand” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Wintry | 1 | (8–14)% increased Cold Damage | 40% | | 2 | Glacial | 12 | (15–24)% increased Cold Damage | 30% | | 3 | Hoarfrost | 26 | (25–34)% increased Cold Damage | 20% | | 4 | Rimebound | 40 | (35–44)% increased Cold Damage | 10% | ## Rolls on 21 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 5.8% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 5.8% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 5.8% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 5.8% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 5.8% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 5.8% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 5.8% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 3.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 3.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 3.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.1% | --- title: "(8–44)% increased Lightning Damage" summary: "Prefix: (8–44)% increased Lightning Damage. 4 tiers, item levels 1 to 40." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_light.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (8–44)% increased Lightning Damage [In game] - **Kind:** Prefix - **Stats:** [Increased lightning damage](../../../wiki/stats.md#inclight) - **Weight:** 500 - **Tiers:** 4, from item level 1 to 40 - **Tags:** caster, amulet, ring - **On a magic item:** “Charged Driftwood Wand” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Static | 1 | (8–14)% increased Lightning Damage | 40% | | 2 | Charged | 12 | (15–24)% increased Lightning Damage | 30% | | 3 | Galvanic | 26 | (25–34)% increased Lightning Damage | 20% | | 4 | Voltaic | 40 | (35–44)% increased Lightning Damage | 10% | ## Rolls on 21 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 5.8% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 5.8% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 5.8% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 5.8% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 5.8% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 5.8% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 5.8% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 3.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 3.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 3.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.1% | --- title: "+(1–2) to Level of all Spell Skills" summary: "Prefix: +(1–2) to Level of all Spell Skills. 2 tiers, item levels 10 to 35." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: spell_level.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(1–2) to Level of all Spell Skills [In game] - **Kind:** Prefix - **Stats:** [Spell skill level](../../../wiki/stats.md#spelllevel) - **Weight:** 250 - **Tiers:** 2, from item level 10 to 35 - **Tags:** caster, amulet - **On a magic item:** “Archmage's Driftwood Wand” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all two are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Magister's | 10 | +1 to Level of all Spell Skills | 66.7% | | 2 | Archmage's | 35 | +2 to Level of all Spell Skills | 33.3% | ## Rolls on 14 bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 2.9% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 2.9% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 2.9% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 2.9% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 2.9% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 2.9% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 2.9% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 1.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 1.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 1.7% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 1.5% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 1.5% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 1.5% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 1.5% | --- title: "(10–30)% increased Movement Speed" summary: "Prefix: (10–30)% increased Movement Speed. 4 tiers, item levels 1 to 40." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: move_speed.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (10–30)% increased Movement Speed [In game] - **Kind:** Prefix - **Stats:** [Increased movement speed](../../../wiki/stats.md#movespeed) - **Weight:** 900 - **Tiers:** 4, from item level 1 to 40 - **Tags:** boots - **On a magic item:** “Sprinter's Worn Sandals” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Runner's | 1 | (10–14)% increased Movement Speed | 40% | | 2 | Sprinter's | 12 | (15–19)% increased Movement Speed | 30% | | 3 | Stallion's | 25 | (20–24)% increased Movement Speed | 20% | | 4 | Gazelle's | 40 | (25–30)% increased Movement Speed | 10% | ## Rolls on Four bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 9.8% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 9.8% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 9.8% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 9.8% | --- title: "(4–10)% increased maximum Life" summary: "Prefix: (4–10)% increased maximum Life. 2 tiers, item levels 10 to 28." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_life.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (4–10)% increased maximum Life [In game] - **Kind:** Prefix - **Stats:** [Increased maximum life](../../../wiki/stats.md#inclife) - **Weight:** 400 - **Tiers:** 2, from item level 10 to 28 - **Tags:** body armour, amulet - **On a magic item:** “Hale Padded Vest” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all two are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | Vigorous | 10 | (4–6)% increased maximum Life | 66.7% | | 2 | Hale | 28 | (7–10)% increased maximum Life | 33.3% | ## Rolls on Eight bases share a tag with this prefix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 5.6% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 5.6% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 5.6% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 5.6% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 2.4% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 2.4% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 2.4% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 2.4% | --- title: "+(6–35)% to Fire Resistance" summary: "Suffix: +(6–35)% to Fire Resistance. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: fire_res.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(6–35)% to Fire Resistance [In game] - **Kind:** Suffix - **Stats:** [Fire resistance](../../../wiki/stats.md#fireres) - **Weight:** 1000 - **Tiers:** 5, from item level 1 to 45 - **Tags:** armour, jewellery - **On a magic item:** “Padded Vest of the Salamander” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Whelpling | 1 | +(6–11)% to Fire Resistance | 33.3% | | 2 | of the Salamander | 10 | +(12–17)% to Fire Resistance | 26.7% | | 3 | of the Drake | 20 | +(18–23)% to Fire Resistance | 20% | | 4 | of the Kiln | 32 | +(24–29)% to Fire Resistance | 13.3% | | 5 | of the Furnace | 45 | +(30–35)% to Fire Resistance | 6.7% | ## Rolls on 27 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 13.9% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 13.9% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 13.9% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 13.9% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 10.9% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 10.9% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 10.9% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 10.9% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 10.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 10.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 10.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 10.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 7.5% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 7.5% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 7.5% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 7.5% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 6.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 6.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 6.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 6.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 6.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 6.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 6.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 6.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 6.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 6.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 6.1% | --- title: "+(6–35)% to Cold Resistance" summary: "Suffix: +(6–35)% to Cold Resistance. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cold_res.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(6–35)% to Cold Resistance [In game] - **Kind:** Suffix - **Stats:** [Cold resistance](../../../wiki/stats.md#coldres) - **Weight:** 1000 - **Tiers:** 5, from item level 1 to 45 - **Tags:** armour, jewellery - **On a magic item:** “Padded Vest of the Penguin” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Seal | 1 | +(6–11)% to Cold Resistance | 33.3% | | 2 | of the Penguin | 10 | +(12–17)% to Cold Resistance | 26.7% | | 3 | of the Yeti | 20 | +(18–23)% to Cold Resistance | 20% | | 4 | of the Walrus | 32 | +(24–29)% to Cold Resistance | 13.3% | | 5 | of the Polar Bear | 45 | +(30–35)% to Cold Resistance | 6.7% | ## Rolls on 27 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 13.9% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 13.9% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 13.9% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 13.9% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 10.9% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 10.9% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 10.9% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 10.9% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 10.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 10.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 10.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 10.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 7.5% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 7.5% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 7.5% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 7.5% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 6.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 6.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 6.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 6.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 6.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 6.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 6.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 6.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 6.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 6.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 6.1% | --- title: "+(6–35)% to Lightning Resistance" summary: "Suffix: +(6–35)% to Lightning Resistance. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: light_res.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(6–35)% to Lightning Resistance [In game] - **Kind:** Suffix - **Stats:** [Lightning resistance](../../../wiki/stats.md#lightres) - **Weight:** 1000 - **Tiers:** 5, from item level 1 to 45 - **Tags:** armour, jewellery - **On a magic item:** “Padded Vest of the Squall” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Cloud | 1 | +(6–11)% to Lightning Resistance | 33.3% | | 2 | of the Squall | 10 | +(12–17)% to Lightning Resistance | 26.7% | | 3 | of the Storm | 20 | +(18–23)% to Lightning Resistance | 20% | | 4 | of the Thunderhead | 32 | +(24–29)% to Lightning Resistance | 13.3% | | 5 | of the Tempest | 45 | +(30–35)% to Lightning Resistance | 6.7% | ## Rolls on 27 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 13.9% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 13.9% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 13.9% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 13.9% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 10.9% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 10.9% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 10.9% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 10.9% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 10.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 10.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 10.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 10.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 7.5% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 7.5% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 7.5% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 7.5% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 6.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 6.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 6.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 6.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 6.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 6.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 6.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 6.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 6.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 6.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 6.1% | --- title: "+(8–32) to Strength" summary: "Suffix: +(8–32) to Strength. 5 tiers, item levels 1 to 44." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: strength.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(8–32) to Strength [In game] - **Kind:** Suffix - **Stats:** [Strength](../../../wiki/stats.md#strength) - **Weight:** 800 - **Tiers:** 5, from item level 1 to 44 - **Tags:** attack weapon, armour, jewellery - **On a magic item:** “Padded Vest of the Wrestler” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Brute | 1 | +(8–12) to Strength | 33.3% | | 2 | of the Wrestler | 11 | +(13–17) to Strength | 26.7% | | 3 | of the Bear | 22 | +(18–22) to Strength | 20% | | 4 | of the Lion | 33 | +(23–27) to Strength | 13.3% | | 5 | of the Titan | 44 | +(28–32) to Strength | 6.7% | ## Rolls on 38 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 11.1% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 11.1% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 11.1% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 11.1% | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 9.6% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 9.6% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 9.6% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 9.6% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 9.6% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 9.6% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 9.6% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 9.6% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 8.7% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 8.7% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 8.7% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 8.7% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 8.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 8.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 8.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 8.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 6% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 6% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 6% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 6% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 5.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 5.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 5.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 5.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 5.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 5.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 5.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.9% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.9% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.9% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.9% | --- title: "+(8–32) to Dexterity" summary: "Suffix: +(8–32) to Dexterity. 5 tiers, item levels 1 to 44." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: dexterity.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(8–32) to Dexterity [In game] - **Kind:** Suffix - **Stats:** [Dexterity](../../../wiki/stats.md#dexterity) - **Weight:** 800 - **Tiers:** 5, from item level 1 to 44 - **Tags:** attack weapon, gloves, boots, jewellery - **On a magic item:** “Rusted Sword of the Lynx” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Mongoose | 1 | +(8–12) to Dexterity | 33.3% | | 2 | of the Lynx | 11 | +(13–17) to Dexterity | 26.7% | | 3 | of the Fox | 22 | +(18–22) to Dexterity | 20% | | 4 | of the Falcon | 33 | +(23–27) to Dexterity | 13.3% | | 5 | of the Panther | 44 | +(28–32) to Dexterity | 6.7% | ## Rolls on 30 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 9.6% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 9.6% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 9.6% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 9.6% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 9.6% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 9.6% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 9.6% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 9.6% | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 8.7% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 8.7% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 8.7% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 8.7% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 6% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 6% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 6% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 6% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 5.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 5.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 5.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 5.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 5.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 5.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 5.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.9% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.9% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.9% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.9% | --- title: "+(8–32) to Intelligence" summary: "Suffix: +(8–32) to Intelligence. 5 tiers, item levels 1 to 44." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: intelligence.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(8–32) to Intelligence [In game] - **Kind:** Suffix - **Stats:** [Intelligence](../../../wiki/stats.md#intelligence) - **Weight:** 800 - **Tiers:** 5, from item level 1 to 44 - **Tags:** caster, helmet, jewellery - **On a magic item:** “Driftwood Wand of the Student” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Pupil | 1 | +(8–12) to Intelligence | 33.3% | | 2 | of the Student | 11 | +(13–17) to Intelligence | 26.7% | | 3 | of the Prodigy | 22 | +(18–22) to Intelligence | 20% | | 4 | of the Augur | 33 | +(23–27) to Intelligence | 13.3% | | 5 | of the Sage | 44 | +(28–32) to Intelligence | 6.7% | ## Rolls on 25 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 9.4% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 9.4% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 9.4% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 9.4% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 9.4% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 9.4% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 9.4% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 8.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 8.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 8.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 8.1% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 5.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 5.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 5.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 5.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 5.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 5.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 5.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 5.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 5.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 5.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.9% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.9% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.9% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.9% | --- title: "(5–20)% increased Attack Speed" summary: "Suffix: (5–20)% increased Attack Speed. 5 tiers, item levels 1 to 46." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: attack_speed.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (5–20)% increased Attack Speed [In game] - **Kind:** Suffix - **Stats:** [Increased attack speed](../../../wiki/stats.md#attackspeed) - **Weight:** 700 - **Tiers:** 5, from item level 1 to 46 - **Tags:** attack weapon, gloves - **On a magic item:** “Rusted Sword of Ease” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Skill | 1 | (5–7)% increased Attack Speed | 33.3% | | 2 | of Ease | 11 | (8–10)% increased Attack Speed | 26.7% | | 3 | of Mastery | 22 | (11–13)% increased Attack Speed | 20% | | 4 | of Renown | 34 | (14–16)% increased Attack Speed | 13.3% | | 5 | of Acclaim | 46 | (17–20)% increased Attack Speed | 6.7% | ## Rolls on 15 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 8.4% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 8.4% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 8.4% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 8.4% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 8.4% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 8.4% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 8.4% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 8.4% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 5.2% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 5.2% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 5.2% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 5.2% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4.7% | --- title: "(5–25)% increased Cast Speed" summary: "Suffix: (5–25)% increased Cast Speed. 5 tiers, item levels 1 to 46." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cast_speed.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (5–25)% increased Cast Speed [In game] - **Kind:** Suffix - **Stats:** [Increased cast speed](../../../wiki/stats.md#castspeed) - **Weight:** 700 - **Tiers:** 5, from item level 1 to 46 - **Tags:** caster, amulet, ring - **On a magic item:** “Driftwood Wand of Nimbleness” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Talent | 1 | (5–8)% increased Cast Speed | 33.3% | | 2 | of Nimbleness | 11 | (9–12)% increased Cast Speed | 26.7% | | 3 | of Expertise | 22 | (13–16)% increased Cast Speed | 20% | | 4 | of Legerdemain | 34 | (17–20)% increased Cast Speed | 13.3% | | 5 | of Prestidigitation | 46 | (21–25)% increased Cast Speed | 6.7% | ## Rolls on 21 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 8.2% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 8.2% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 8.2% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 8.2% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 8.2% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 8.2% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 8.2% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4.7% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 4.5% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 4.5% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 4.5% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 4.5% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 4.5% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 4.5% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 4.5% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.3% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.3% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.3% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.3% | --- title: "(10–60)% increased Critical Strike Chance" summary: "Suffix: (10–60)% increased Critical Strike Chance. 5 tiers, item levels 1 to 45." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: crit_chance.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (10–60)% increased Critical Strike Chance [In game] - **Kind:** Suffix - **Stats:** [Increased critical strike chance](../../../wiki/stats.md#inccrit) - **Weight:** 700 - **Tiers:** 5, from item level 1 to 45 - **Tags:** weapon, amulet - **On a magic item:** “Rusted Sword of Stinging” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all five are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Needling | 1 | (10–19)% increased Critical Strike Chance | 33.3% | | 2 | of Stinging | 10 | (20–29)% increased Critical Strike Chance | 26.7% | | 3 | of Piercing | 20 | (30–39)% increased Critical Strike Chance | 20% | | 4 | of Puncturing | 32 | (40–49)% increased Critical Strike Chance | 13.3% | | 5 | of Penetrating | 45 | (50–60)% increased Critical Strike Chance | 6.7% | ## Rolls on 22 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 8.4% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 8.4% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 8.4% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 8.4% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 8.4% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 8.4% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 8.4% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 8.4% | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 8.2% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 8.2% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 8.2% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 8.2% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 8.2% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 8.2% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 8.2% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4.7% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 4.3% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 4.3% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 4.3% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 4.3% | --- title: "+(8–34)% to Critical Strike Multiplier" summary: "Suffix: +(8–34)% to Critical Strike Multiplier. 4 tiers, item levels 5 to 42." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: crit_multi.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # +(8–34)% to Critical Strike Multiplier [In game] - **Kind:** Suffix - **Stats:** [Critical strike multiplier](../../../wiki/stats.md#critmulti) - **Weight:** 600 - **Tiers:** 4, from item level 5 to 42 - **Tags:** weapon, amulet - **On a magic item:** “Rusted Sword of Anger” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Ire | 5 | +(8–12)% to Critical Strike Multiplier | 40% | | 2 | of Anger | 15 | +(13–19)% to Critical Strike Multiplier | 30% | | 3 | of Rage | 28 | +(20–27)% to Critical Strike Multiplier | 20% | | 4 | of Fury | 42 | +(28–34)% to Critical Strike Multiplier | 10% | ## Rolls on 22 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 7.2% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 7.2% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 7.2% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 7.2% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 7.2% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 7.2% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 7.2% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 7.2% | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 7% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 7% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 7% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 7% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 7% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 7% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 7% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.7% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.7% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.7% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.7% | --- title: "Regenerate (1–15) Life per second" summary: "Suffix: Regenerate (1–15) Life per second. 4 tiers, item levels 1 to 40." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: life_regen.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Regenerate (1–15) Life per second [In game] - **Kind:** Suffix - **Stats:** [Life regeneration](../../../wiki/stats.md#liferegen) - **Weight:** 600 - **Tiers:** 4, from item level 1 to 40 - **Tags:** helmet, body armour, amulet, ring - **On a magic item:** “Padded Vest of the Lizard” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of the Newt | 1 | Regenerate (1–2) Life per second | 40% | | 2 | of the Lizard | 12 | Regenerate (3–5) Life per second | 30% | | 3 | of the Flatworm | 26 | Regenerate (6–9) Life per second | 20% | | 4 | of the Starfish | 40 | Regenerate (10–15) Life per second | 10% | ## Rolls on 19 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Padded Vest](../../../wiki/items/bases/padded_vest.md) | Body armour | 1 | 8.3% | | [Chainmail](../../../wiki/items/bases/chainmail.md) | Body armour | 11 | 8.3% | | [Plate Cuirass](../../../wiki/items/bases/plate_cuirass.md) | Body armour | 26 | 8.3% | | [Dragonscale Coat](../../../wiki/items/bases/dragonscale.md) | Body armour | 42 | 8.3% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 6.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 6.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 6.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 6.1% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.9% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.9% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.9% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.9% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.9% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.9% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.9% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.7% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.7% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.7% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.7% | --- title: "Regenerate (1–7) Mana per second" summary: "Suffix: Regenerate (1–7) Mana per second. 3 tiers, item levels 1 to 30." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: mana_regen.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Regenerate (1–7) Mana per second [In game] - **Kind:** Suffix - **Stats:** [Mana regeneration](../../../wiki/stats.md#manaregen) - **Weight:** 600 - **Tiers:** 3, from item level 1 to 30 - **Tags:** caster, helmet, amulet, ring - **On a magic item:** “Driftwood Wand of Joy” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all three are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Excitement | 1 | Regenerate (1–2) Mana per second | 50% | | 2 | of Joy | 14 | Regenerate (3–4) Mana per second | 33.3% | | 3 | of Elation | 30 | Regenerate (5–7) Mana per second | 16.7% | ## Rolls on 25 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 7% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 7% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 7% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 7% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 7% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 7% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 7% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 6.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 6.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 6.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 6.1% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 4% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 4% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 4% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.9% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.9% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.9% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.9% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.9% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.9% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.9% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.7% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.7% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.7% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.7% | --- title: "Gain (1–7) Life per Enemy Hit" summary: "Suffix: Gain (1–7) Life per Enemy Hit. 3 tiers, item levels 1 to 32." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: life_on_hit.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Gain (1–7) Life per Enemy Hit [In game] - **Kind:** Suffix - **Stats:** [Life gained on hit](../../../wiki/stats.md#lifeonhit) - **Weight:** 500 - **Tiers:** 3, from item level 1 to 32 - **Tags:** attack weapon, gloves, ring - **On a magic item:** “Rusted Sword of Restoration” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all three are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Rejuvenation | 1 | Gain (1–2) Life per Enemy Hit | 50% | | 2 | of Restoration | 15 | Gain (3–4) Life per Enemy Hit | 33.3% | | 3 | of Regrowth | 32 | Gain (5–7) Life per Enemy Hit | 16.7% | ## Rolls on 22 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 6% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 6% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 6% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 6% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 6% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 6% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 6% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 6% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 3.7% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 3.7% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 3.7% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 3.7% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 3.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 3.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 3.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | --- title: "Gain (3–20) Life per Enemy Killed" summary: "Suffix: Gain (3–20) Life per Enemy Killed. 3 tiers, item levels 1 to 30." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: life_on_kill.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Gain (3–20) Life per Enemy Killed [In game] - **Kind:** Suffix - **Stats:** [Life gained on kill](../../../wiki/stats.md#lifeonkill) - **Weight:** 500 - **Tiers:** 3, from item level 1 to 30 - **Tags:** weapon, gloves, ring - **On a magic item:** “Rusted Sword of Victory” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all three are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Success | 1 | Gain (3–6) Life per Enemy Killed | 50% | | 2 | of Victory | 14 | Gain (7–12) Life per Enemy Killed | 33.3% | | 3 | of Triumph | 30 | Gain (13–20) Life per Enemy Killed | 16.7% | ## Rolls on 29 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Rusted Sword](../../../wiki/items/bases/rusted_sword.md) | Weapon | 1 | 6% | | [Hand Axe](../../../wiki/items/bases/hand_axe.md) | Weapon | 2 | 6% | | [Broadsword](../../../wiki/items/bases/broadsword.md) | Weapon | 12 | 6% | | [Bearded Axe](../../../wiki/items/bases/bearded_axe.md) | Weapon | 14 | 6% | | [Knight Blade](../../../wiki/items/bases/knight_blade.md) | Weapon | 28 | 6% | | [Executioner Cleaver](../../../wiki/items/bases/cleaver.md) | Weapon | 30 | 6% | | [Voidsteel Sword](../../../wiki/items/bases/voidsteel_sword.md) | Weapon | 45 | 6% | | [Worldsplitter Axe](../../../wiki/items/bases/worldsplitter.md) | Weapon | 46 | 6% | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 5.8% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 5.8% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 5.8% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 5.8% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 5.8% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 5.8% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 5.8% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 3.7% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 3.7% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 3.7% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 3.7% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 3.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 3.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 3.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | --- title: "Gain (1–6) Mana per Enemy Killed" summary: "Suffix: Gain (1–6) Mana per Enemy Killed. 3 tiers, item levels 1 to 30." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: mana_on_kill.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Gain (1–6) Mana per Enemy Killed [In game] - **Kind:** Suffix - **Stats:** [Mana gained on kill](../../../wiki/stats.md#manaonkill) - **Weight:** 500 - **Tiers:** 3, from item level 1 to 30 - **Tags:** caster, gloves, ring - **On a magic item:** “Driftwood Wand of Osmosis” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all three are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Absorption | 1 | Gain (1–2) Mana per Enemy Killed | 50% | | 2 | of Osmosis | 14 | Gain (3–4) Mana per Enemy Killed | 33.3% | | 3 | of Consumption | 30 | Gain (5–6) Mana per Enemy Killed | 16.7% | ## Rolls on 21 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 5.8% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 5.8% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 5.8% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 5.8% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 5.8% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 5.8% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 5.8% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 3.7% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 3.7% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 3.7% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 3.7% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 3.3% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 3.3% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 3.3% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | --- title: "(5–20)% increased Area of Effect" summary: "Suffix: (5–20)% increased Area of Effect. 3 tiers, item levels 5 to 34." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_aoe.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (5–20)% increased Area of Effect [In game] - **Kind:** Suffix - **Stats:** [Increased area of effect](../../../wiki/stats.md#incaoe) - **Weight:** 400 - **Tiers:** 3, from item level 5 to 34 - **Tags:** caster, helmet, amulet - **On a magic item:** “Driftwood Wand of Expanse” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all three are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Reach | 5 | (5–9)% increased Area of Effect | 50% | | 2 | of Expanse | 18 | (10–14)% increased Area of Effect | 33.3% | | 3 | of Magnitude | 34 | (15–20)% increased Area of Effect | 16.7% | ## Rolls on 18 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 4.7% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 4.7% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 4.7% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 4.7% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 4.7% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 4.7% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 4.7% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 4% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 4% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 4% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 4% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 2.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 2.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 2.7% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 2.4% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 2.4% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 2.4% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 2.4% | --- title: "(6–32)% increased Rarity of Items found" summary: "Suffix: (6–32)% increased Rarity of Items found. 4 tiers, item levels 1 to 42." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: inc_rarity.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (6–32)% increased Rarity of Items found [In game] - **Kind:** Suffix - **Stats:** [Increased item rarity](../../../wiki/stats.md#incrarity) - **Weight:** 500 - **Tiers:** 4, from item level 1 to 42 - **Tags:** helmet, gloves, boots, amulet, ring - **On a magic item:** “Worn Sandals of Raiding” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all four are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Plunder | 1 | (6–10)% increased Rarity of Items found | 40% | | 2 | of Raiding | 12 | (11–16)% increased Rarity of Items found | 30% | | 3 | of Archaeology | 26 | (17–24)% increased Rarity of Items found | 20% | | 4 | of Excavation | 42 | (25–32)% increased Rarity of Items found | 10% | ## Rolls on 23 bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) | Boots | 1 | 5.4% | | [Iron Greaves](../../../wiki/items/bases/iron_greaves.md) | Boots | 12 | 5.4% | | [Steel Greaves](../../../wiki/items/bases/steel_greaves.md) | Boots | 28 | 5.4% | | [Titan Greaves](../../../wiki/items/bases/titan_greaves.md) | Boots | 44 | 5.4% | | [Leather Cap](../../../wiki/items/bases/leather_cap.md) | Helmet | 1 | 5.1% | | [Iron Helm](../../../wiki/items/bases/iron_helm.md) | Helmet | 11 | 5.1% | | [Great Helm](../../../wiki/items/bases/great_helm.md) | Helmet | 26 | 5.1% | | [Warlord Crown](../../../wiki/items/bases/warlord_crown.md) | Helmet | 42 | 5.1% | | [Cloth Wraps](../../../wiki/items/bases/cloth_wraps.md) | Gloves | 1 | 3.7% | | [Iron Gauntlets](../../../wiki/items/bases/iron_gauntlets.md) | Gloves | 12 | 3.7% | | [Steel Gauntlets](../../../wiki/items/bases/steel_gauntlets.md) | Gloves | 28 | 3.7% | | [Titan Grips](../../../wiki/items/bases/titan_grips.md) | Gloves | 44 | 3.7% | | [Iron Ring](../../../wiki/items/bases/iron_ring.md) | Ring | 1 | 3.2% | | [Coral Ring](../../../wiki/items/bases/coral_ring.md) | Ring | 1 | 3.2% | | [Ruby Ring](../../../wiki/items/bases/ruby_ring.md) | Ring | 3 | 3.2% | | [Sapphire Ring](../../../wiki/items/bases/sapphire_ring.md) | Ring | 3 | 3.2% | | [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) | Ring | 3 | 3.2% | | [Gold Ring](../../../wiki/items/bases/gold_ring.md) | Ring | 15 | 3.2% | | [Prismatic Ring](../../../wiki/items/bases/prismatic_ring.md) | Ring | 20 | 3.2% | | [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) | Amulet | 1 | 3.1% | | [Amber Amulet](../../../wiki/items/bases/amber_amulet.md) | Amulet | 6 | 3.1% | | [Lapis Amulet](../../../wiki/items/bases/lapis_amulet.md) | Amulet | 8 | 3.1% | | [Onyx Amulet](../../../wiki/items/bases/onyx_amulet.md) | Amulet | 20 | 3.1% | --- title: "(10–34)% increased Projectile Speed" summary: "Suffix: (10–34)% increased Projectile Speed. 3 tiers, item levels 1 to 30." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: proj_speed.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # (10–34)% increased Projectile Speed [In game] - **Kind:** Suffix - **Stats:** [Increased projectile speed](../../../wiki/stats.md#incprojspeed) - **Weight:** 400 - **Tiers:** 3, from item level 1 to 30 - **Tags:** caster - **On a magic item:** “Driftwood Wand of Flight” ## Tiers Tier 1 is the lowest. An item can roll every tier up to its item level; once all three are allowed, the last column gives each one's chance. | Tier | Name | Item level | Values | Chance | | --- | --- | --- | --- | --- | | 1 | of Darting | 1 | (10–17)% increased Projectile Speed | 50% | | 2 | of Flight | 14 | (18–25)% increased Projectile Speed | 33.3% | | 3 | of the Comet | 30 | (26–34)% increased Projectile Speed | 16.7% | ## Rolls on Ten bases share a tag with this suffix. Chance is how likely it is to be picked for a fresh affix slot on each of them, when every affix still fits. | Base | Slot | Level | Chance | | --- | --- | --- | --- | | [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) | Weapon | 1 | 4.7% | | [Gnarled Staff](../../../wiki/items/bases/gnarled_staff.md) | Weapon | 3 | 4.7% | | [Bone Wand](../../../wiki/items/bases/bone_wand.md) | Weapon | 12 | 4.7% | | [Ironwood Staff](../../../wiki/items/bases/ironwood_staff.md) | Weapon | 15 | 4.7% | | [Crystal Wand](../../../wiki/items/bases/crystal_wand.md) | Weapon | 28 | 4.7% | | [Runic Staff](../../../wiki/items/bases/runic_staff.md) | Weapon | 30 | 4.7% | | [Ether Wand](../../../wiki/items/bases/ether_wand.md) | Weapon | 44 | 4.7% | | [Glass Shank](../../../wiki/items/bases/glass_shank.md) | Weapon | 1 | 2.7% | | [Stiletto](../../../wiki/items/bases/stiletto.md) | Weapon | 13 | 2.7% | | [Obsidian Kris](../../../wiki/items/bases/obsidian_kris.md) | Weapon | 29 | 2.7% | --- title: "Uniques" summary: "All 7 unique items in Emberdeep." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/uniques/index.md --- # Uniques [In game] Lore [Concept] > Every unique is a piece of someone's story that outlasted them. A unique names a person, a place or an event of Velmarch, so the loot tells the story: [Orrin](../../../world/characters.md)'s crown, the heart of Sereth the Ashen, a mantle woven from the shrouds of the Barrow Moors. Seven uniques. Each has fixed modifiers that roll within their ranges, and can't be changed by currency. A unique can drop once the depth reaches both its own level and its base's. 0.5% of item drops are unique, shared evenly among the uniques the depth allows. [ > *Unique item* > > **Cinderstep**, Worn Sandals > > Armour: 5 > > - (20–25)% increased Movement Speed > - +(20–30)% to Fire Resistance > - +(20–30) to maximum Life > > The ground remembers every fire. ](../../../wiki/items/uniques/cinderstep.md)[ > *Unique item* > > **The Hungering Shank**, Glass Shank > > Dagger > Physical damage: 3–10 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - (20–30)% increased Critical Strike Chance > > - Adds (3–5) to (9–14) Physical Damage to Attacks > - Gain (4–6) Life per Enemy Hit > - (30–40)% increased Critical Strike Chance > > It was never full. It never will be. ](../../../wiki/items/uniques/hungering_shank.md)[ > *Unique item* > > **Crown of the Drowned King**, Iron Helm > > Armour: 36 > > - +(40–60) to maximum Mana > - +1 to Level of all Spell Skills > - (15–25)% increased Spell Damage > - +(25–35)% to Cold Resistance > > He ruled the tide until the tide ruled him. ](../../../wiki/items/uniques/drowned_crown.md)[ > *Unique item* > > **Stormglass Loop**, Topaz Ring > > - +(20–30)% to Lightning Resistance > > - Adds (1–2) to (28–36) Lightning Damage to Attacks > - (20–30)% increased Lightning Damage > - (8–12)% increased Cast Speed > > Hold it to your ear and hear the sky break. ](../../../wiki/items/uniques/stormglass.md)[ > *Unique item* > > **Twinflame**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - (8–12)% increased Spell Damage > > - Skills fire 1 additional Projectile > - (30–40)% increased Fire Damage > - (10–15)% increased Cast Speed > > One flame for the living, one for the dead. ](../../../wiki/items/uniques/twinflame.md)[ > *Unique item* > > **Ashen Heart**, Coral Amulet > > - +(10–20) to maximum Life > > - (10–14)% increased maximum Life > - Regenerate (8–12) Life per second > - (15–20)% increased Damage > > Still warm, long after the fire went out. ](../../../wiki/items/uniques/ashen_heart.md)[ > *Unique item* > > **Grave Mantle**, Chainmail > > Armour: 70 > > - +(80–120) to Armour > - Gain (10–15) Life per Enemy Killed > - +(50–70) to maximum Life > > Woven from the shrouds of those who came before. ](../../../wiki/items/uniques/grave_mantle.md) --- title: "Cinderstep" summary: "Cinderstep, unique Worn Sandals. The ground remembers every fire." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: cinderstep.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Cinderstep [In game] > *Unique item* > > **Cinderstep**, Worn Sandals > > Armour: 5 > > - (20–25)% increased Movement Speed > - +(20–30)% to Fire Resistance > - +(20–30) to maximum Life > > The ground remembers every fire. - **Base:** [Worn Sandals](../../../wiki/items/bases/worn_sandals.md) - **Slot:** Boots - **Drops from:** Depth 1 - **Modifiers:** 3, plus the base's implicit ## An example drop > *Unique item* > > **Cinderstep**, Worn Sandals > > Armour: 5 > > - 22% increased Movement Speed > - +28% to Fire Resistance > - +24 to maximum Life > > The ground remembers every fire. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is Cinderstep, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 1 | 1 | 0.5% (1 in 200) | 1 in 1,667 | | 5 | 2 | 0.25% (1 in 400) | 1 in 3,333 | | 8 | 3 | 0.17% (1 in 600) | 1 in 5,000 | | 11 | 4 | 0.13% (1 in 800) | 1 in 6,667 | | 12 | 6 | 0.083% (1 in 1,200) | 1 in 10,000 | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md), [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md), [Stormglass Loop](../../../wiki/items/uniques/stormglass.md), [Twinflame](../../../wiki/items/uniques/twinflame.md), [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md), [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) --- title: "The Hungering Shank" summary: "The Hungering Shank, unique Glass Shank. It was never full. It never will be." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: hungering_shank.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # The Hungering Shank [In game] > *Unique item* > > **The Hungering Shank**, Glass Shank > > Dagger > Physical damage: 3–10 > Critical strike chance: 6.5% > Attacks per second: 1.5 > > - (20–30)% increased Critical Strike Chance > > - Adds (3–5) to (9–14) Physical Damage to Attacks > - Gain (4–6) Life per Enemy Hit > - (30–40)% increased Critical Strike Chance > > It was never full. It never will be. - **Base:** [Glass Shank](../../../wiki/items/bases/glass_shank.md) - **Slot:** Weapon - **Drops from:** Depth 5 - **Modifiers:** 3, plus the base's implicit ## An example drop > *Unique item* > > **The Hungering Shank**, Glass Shank > > Dagger > Physical damage: 6–21 > Critical strike chance: 8.71% > Attacks per second: 1.5 > > - 23% increased Critical Strike Chance > > - Adds 3 to 11 Physical Damage to Attacks > - Gain 5 Life per Enemy Hit > - 34% increased Critical Strike Chance > > It was never full. It never will be. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is The Hungering Shank, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 5 | 2 | 0.25% (1 in 400) | 1 in 3,333 | | 8 | 3 | 0.17% (1 in 600) | 1 in 5,000 | | 11 | 4 | 0.13% (1 in 800) | 1 in 6,667 | | 12 | 6 | 0.083% (1 in 1,200) | 1 in 10,000 | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [Cinderstep](../../../wiki/items/uniques/cinderstep.md), [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md), [Stormglass Loop](../../../wiki/items/uniques/stormglass.md), [Twinflame](../../../wiki/items/uniques/twinflame.md), [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md), [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) --- title: "Crown of the Drowned King" summary: "Crown of the Drowned King, unique Iron Helm. He ruled the tide until the tide ruled him." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: drowned_crown.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/uniques/drowned_crown.md --- # Crown of the Drowned King [In game] > *Unique item* > > **Crown of the Drowned King**, Iron Helm > > Armour: 36 > > - +(40–60) to maximum Mana > - +1 to Level of all Spell Skills > - (15–25)% increased Spell Damage > - +(25–35)% to Cold Resistance > > He ruled the tide until the tide ruled him. - **Base:** [Iron Helm](../../../wiki/items/bases/iron_helm.md) - **Slot:** Helmet - **Drops from:** Depth 11 - **Modifiers:** 4, plus the base's implicit ![Orrin, the Drowned King, on his flooded throne, crowned in coral](../../../art/paintings/characters/orrin.jpg) Lore [Concept] This is [Orrin](../../../world/characters.md)'s crown. He was the eleventh and last king of Velmarch, the king who went to the sea alone, opened the Tidewall and drowned his own kingdom to put out the Ember. He still sits his flooded throne in Saltreach, crowned in coral, ruling the drowned. Fallen who have seen him say he barely moves. Coral has grown over his hands where they rest on the arms of the chair. His court still brings him petitions, and he still answers them. He believes he saved the world. He may be right. He waits in the flooded heart of the Sunken Reach: Act 2, [the Drowned Coast](../../../journey/drowned-coast.md). ## An example drop > *Unique item* > > **Crown of the Drowned King**, Iron Helm > > Armour: 36 > > - +46 to maximum Mana > - +1 to Level of all Spell Skills > - 20% increased Spell Damage > - +35% to Cold Resistance > > He ruled the tide until the tide ruled him. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is Crown of the Drowned King, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 11 | 4 | 0.13% (1 in 800) | 1 in 6,667 | | 12 | 6 | 0.083% (1 in 1,200) | 1 in 10,000 | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [Cinderstep](../../../wiki/items/uniques/cinderstep.md), [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md), [Stormglass Loop](../../../wiki/items/uniques/stormglass.md), [Twinflame](../../../wiki/items/uniques/twinflame.md), [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md), [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) --- title: "Stormglass Loop" summary: "Stormglass Loop, unique Topaz Ring. Hold it to your ear and hear the sky break." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: stormglass.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/uniques/stormglass.md --- # Stormglass Loop [In game] > *Unique item* > > **Stormglass Loop**, Topaz Ring > > - +(20–30)% to Lightning Resistance > > - Adds (1–2) to (28–36) Lightning Damage to Attacks > - (20–30)% increased Lightning Damage > - (8–12)% increased Cast Speed > > Hold it to your ear and hear the sky break. - **Base:** [Topaz Ring](../../../wiki/items/bases/topaz_ring.md) - **Slot:** Ring - **Drops from:** Depth 8 - **Modifiers:** 3, plus the base's implicit Lore [Concept] The Stormglass Loop was found on the [Barrow Moors](../../../journey/barrow-moors.md), on a shepherd who had been struck by lightning and lived. He said he could hear the sky through it. ## An example drop > *Unique item* > > **Stormglass Loop**, Topaz Ring > > - +21% to Lightning Resistance > > - Adds 1 to 29 Lightning Damage to Attacks > - 24% increased Lightning Damage > - 8% increased Cast Speed > > Hold it to your ear and hear the sky break. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is Stormglass Loop, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 8 | 3 | 0.17% (1 in 600) | 1 in 5,000 | | 11 | 4 | 0.13% (1 in 800) | 1 in 6,667 | | 12 | 6 | 0.083% (1 in 1,200) | 1 in 10,000 | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [Cinderstep](../../../wiki/items/uniques/cinderstep.md), [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md), [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md), [Twinflame](../../../wiki/items/uniques/twinflame.md), [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md), [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) --- title: "Twinflame" summary: "Twinflame, unique Driftwood Wand. One flame for the living, one for the dead." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: twinflame.html source: generated by www/wiki/*.ts from the game data (data/game.json) --- # Twinflame [In game] > *Unique item* > > **Twinflame**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - (8–12)% increased Spell Damage > > - Skills fire 1 additional Projectile > - (30–40)% increased Fire Damage > - (10–15)% increased Cast Speed > > One flame for the living, one for the dead. - **Base:** [Driftwood Wand](../../../wiki/items/bases/driftwood_wand.md) - **Slot:** Weapon - **Drops from:** Depth 12 - **Modifiers:** 3, plus the base's implicit ## An example drop > *Unique item* > > **Twinflame**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - 8% increased Spell Damage > > - Skills fire 1 additional Projectile > - 30% increased Fire Damage > - 10% increased Cast Speed > > One flame for the living, one for the dead. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is Twinflame, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 12 | 6 | 0.083% (1 in 1,200) | 1 in 10,000 | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [Cinderstep](../../../wiki/items/uniques/cinderstep.md), [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md), [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md), [Stormglass Loop](../../../wiki/items/uniques/stormglass.md), [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md), [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) --- title: "Ashen Heart" summary: "Ashen Heart, unique Coral Amulet. Still warm, long after the fire went out." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: ashen_heart.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/uniques/ashen_heart.md --- # Ashen Heart [In game] > *Unique item* > > **Ashen Heart**, Coral Amulet > > - +(10–20) to maximum Life > > - (10–14)% increased maximum Life > - Regenerate (8–12) Life per second > - (15–20)% increased Damage > > Still warm, long after the fire went out. - **Base:** [Coral Amulet](../../../wiki/items/bases/coral_amulet.md) - **Slot:** Amulet - **Drops from:** Depth 15 - **Modifiers:** 3, plus the base's implicit ![Sereth the Ashen, ash-cracked, a dead cinder in his chest](../../../art/paintings/characters/sereth.jpg) Lore [Concept] The Hearthfolk say this is the heart of [Sereth the Ashen](../../../world/characters.md), the fallen who reached the [Heartfire](../../../journey/heartfire.md) and came back with his ember burned out, and still walks. Nobody knows how. Some say he gave the amulet away. Some say it was taken from him in the Heartfire, and that he came back to look for it. Sereth sits apart from the Hearth and does not warm his hands, and he will not say what he saw. ## An example drop > *Unique item* > > **Ashen Heart**, Coral Amulet > > - +17 to maximum Life > > - 12% increased maximum Life > - Regenerate 12 Life per second > - 17% increased Damage > > Still warm, long after the fire went out. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is Ashen Heart, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [Cinderstep](../../../wiki/items/uniques/cinderstep.md), [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md), [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md), [Stormglass Loop](../../../wiki/items/uniques/stormglass.md), [Twinflame](../../../wiki/items/uniques/twinflame.md), [Grave Mantle](../../../wiki/items/uniques/grave_mantle.md) --- title: "Grave Mantle" summary: "Grave Mantle, unique Chainmail. Woven from the shrouds of those who came before." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: grave_mantle.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/uniques/grave_mantle.md --- # Grave Mantle [In game] > *Unique item* > > **Grave Mantle**, Chainmail > > Armour: 70 > > - +(80–120) to Armour > - Gain (10–15) Life per Enemy Killed > - +(50–70) to maximum Life > > Woven from the shrouds of those who came before. - **Base:** [Chainmail](../../../wiki/items/bases/chainmail.md) - **Slot:** Body armour - **Drops from:** Depth 12 - **Modifiers:** 3, plus the base's implicit Lore [Concept] On the [Barrow Moors](../../../journey/barrow-moors.md) the dead are restless. The Hearthfolk say the barrows of Velmarch's kings open on windy nights, and their households walk the road in shrouds, looking for the court that never came to join them. The Grave Mantle is said to be woven from those shrouds. ## An example drop > *Unique item* > > **Grave Mantle**, Chainmail > > Armour: 70 > > - +98 to Armour > - Gain 10 Life per Enemy Killed > - +68 to maximum Life > > Woven from the shrouds of those who came before. Rolled by the game's generator. Every value lands somewhere in its range. ## Drop chance The chance that an item drop is Grave Mantle, with no item rarity bonus. It shrinks as deeper uniques join the pool. | Depth | Uniques in the pool | Per item drop | Per normal monster kill | | --- | --- | --- | --- | | 12 | 6 | 0.083% (1 in 1,200) | 1 in 10,000 | | 15+ | 7 | 0.071% (1 in 1,400) | 1 in 11,667 | Other uniques: [Cinderstep](../../../wiki/items/uniques/cinderstep.md), [The Hungering Shank](../../../wiki/items/uniques/hungering_shank.md), [Crown of the Drowned King](../../../wiki/items/uniques/drowned_crown.md), [Stormglass Loop](../../../wiki/items/uniques/stormglass.md), [Twinflame](../../../wiki/items/uniques/twinflame.md), [Ashen Heart](../../../wiki/items/uniques/ashen_heart.md) --- title: "Currency" summary: "The 8 crafting currencies in Emberdeep." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: index.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/index.md --- # Currency [In game] Lore [Concept] > Velmarch minted its money from the Ember, so the old coins are still alive. There are no gold coins on the climb. Velmarch struck its money from Ember shards in the Mint of Saltreach, where loose shards still turn up in the silt, and the coins kept the fire they were cut from. The Coalwrights of Hearthold know what each one does to an item. Every coin but one is fire, and fire adds. The last is the sea, and the sea erases. Eight currencies, each doing one thing to an item. They stack in a pouch and take no inventory space. See [Crafting](../../../wiki/items/crafting.md) for how they combine. - [Shard of Kindling](../../../wiki/items/currency/kindling.md) Upgrades a normal item to a magic item. - [Ember of Growth](../../../wiki/items/currency/growth.md) Adds a modifier to a magic item with room for one. - [Shifting Ash](../../../wiki/items/currency/ash.md) Rerolls the modifiers of a magic item. - [Gilded Ember](../../../wiki/items/currency/gilded.md) Upgrades a normal item to a rare item. - [Crowning Flame](../../../wiki/items/currency/crowning.md) Upgrades a magic item to a rare item, adding a modifier. - [Wildfire Orb](../../../wiki/items/currency/wildfire.md) Rerolls a rare item with new random modifiers. - [Sovereign Spark](../../../wiki/items/currency/sovereign.md) Adds a random modifier to a rare item. - [Quenching Water](../../../wiki/items/currency/quench.md) Removes all modifiers, making an item normal. | Currency | Use on | Does | Share of currency drops | | --- | --- | --- | --- | | [Shard of Kindling](../../../wiki/items/currency/kindling.md) | Normal item | Upgrades a normal item to a magic item | 30.4% | | [Ember of Growth](../../../wiki/items/currency/growth.md) | Magic item | Adds a modifier to a magic item with room for one | 20.2% | | [Shifting Ash](../../../wiki/items/currency/ash.md) | Magic item | Rerolls the modifiers of a magic item | 25.3% | | [Gilded Ember](../../../wiki/items/currency/gilded.md) | Normal item | Upgrades a normal item to a rare item | 7.1% | | [Crowning Flame](../../../wiki/items/currency/crowning.md) | Magic item | Upgrades a magic item to a rare item, adding a modifier | 6.1% | | [Wildfire Orb](../../../wiki/items/currency/wildfire.md) | Rare item | Rerolls a rare item with new random modifiers | 4% | | [Sovereign Spark](../../../wiki/items/currency/sovereign.md) | Rare item | Adds a random modifier to a rare item | 0.8% | | [Quenching Water](../../../wiki/items/currency/quench.md) | Magic or rare item | Removes all modifiers, making an item normal | 6.1% | --- title: "Shard of Kindling" summary: "Shard of Kindling: Upgrades a normal item to a magic item." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: kindling.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/kindling.md --- # Shard of Kindling [In game] Upgrades a normal item to a magic item. - **Use on:** Normal item - **Does:** Makes it magic, with a fresh set of affixes. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 30.4% - **From normal monsters:** about 1 in 55 kills ![A Shard of Kindling](../../../art/currency/kindling.svg) Lore [Concept] > The common coin of Velmarch. Every child could make one catch. Every craft a fallen can learn, from a Shard of Kindling to a Sovereign Spark, starts at a Coalwright's bench beside the Last Hearth, and this is the first. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 100% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 1 | 50% | | 2 | 50% | Other currencies: [Ember of Growth](../../../wiki/items/currency/growth.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Ember of Growth" summary: "Ember of Growth: Adds a modifier to a magic item with room for one." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: growth.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/growth.md --- # Ember of Growth [In game] Adds a modifier to a magic item with room for one. - **Use on:** Magic item - **Does:** Adds one affix, if the item has room for it. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 20.2% - **From normal monsters:** about 1 in 82 kills ![An Ember of Growth](../../../art/currency/growth.svg) Lore [Concept] > Coax it, and it spreads. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 49.3% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 2 | 100% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Shifting Ash" summary: "Shifting Ash: Rerolls the modifiers of a magic item." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: ash.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/ash.md --- # Shifting Ash [In game] Rerolls the modifiers of a magic item. - **Use on:** Magic item - **Does:** Rerolls its affixes. It stays magic. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 25.3% - **From normal monsters:** about 1 in 66 kills ![A pinch of Shifting Ash](../../../art/currency/ash.svg) Lore [Concept] > Ash never settles where it fell. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 100% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 1 | 50.2% | | 2 | 49.8% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Ember of Growth](../../../wiki/items/currency/growth.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Gilded Ember" summary: "Gilded Ember: Upgrades a normal item to a rare item." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: gilded.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/gilded.md --- # Gilded Ember [In game] Upgrades a normal item to a rare item. - **Use on:** Normal item - **Does:** Makes it rare, with a fresh set of affixes. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 7.1% - **From normal monsters:** about 1 in 235 kills ![A Gilded Ember](../../../art/currency/gilded.svg) Lore [Concept] > Merchant's gold, minted when the kingdom was still proud. The Hearthfolk say the first Gilded Embers were struck in the fifth reign, the same years the glass gardens grew; some songs say the sixth. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 100% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 4 | 33.1% | | 5 | 33.7% | | 6 | 33.2% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Ember of Growth](../../../wiki/items/currency/growth.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Crowning Flame" summary: "Crowning Flame: Upgrades a magic item to a rare item, adding a modifier." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: crowning.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/crowning.md --- # Crowning Flame [In game] Upgrades a magic item to a rare item, adding a modifier. - **Use on:** Magic item - **Does:** Makes it rare, keeping its affixes and adding one. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 6.1% - **From normal monsters:** about 1 in 274 kills ![A Crowning Flame](../../../art/currency/crowning.svg) Lore [Concept] > Struck once a year for the coronation feast. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 100% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 2 | 49.6% | | 3 | 50.4% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Ember of Growth](../../../wiki/items/currency/growth.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Wildfire Orb" summary: "Wildfire Orb: Rerolls a rare item with new random modifiers." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: wildfire.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/wildfire.md --- # Wildfire Orb [In game] Rerolls a rare item with new random modifiers. - **Use on:** Rare item - **Does:** Rerolls its affixes. It stays rare. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 4% - **From normal monsters:** about 1 in 412 kills ![A Wildfire Orb](../../../art/currency/wildfire.svg) Lore [Concept] > A whole fire, kept in glass. Do not drop it. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 100% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 4 | 33% | | 5 | 33.5% | | 6 | 33.4% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Ember of Growth](../../../wiki/items/currency/growth.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Sovereign Spark" summary: "Sovereign Spark: Adds a random modifier to a rare item." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: sovereign.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/sovereign.md --- # Sovereign Spark [In game] Adds a random modifier to a rare item. - **Use on:** Rare item - **Does:** Adds one affix, if the item has room for it. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 0.8% - **From normal monsters:** about 1 in 2,058 kills ![A Sovereign Spark](../../../art/currency/sovereign.svg) Lore [Concept] > One was struck from the Heartfire for each reign. Velmarch had eleven kings. At every coronation the royal mint struck one Sovereign Spark from the [Heartfire](../../../journey/heartfire.md) for the new king. The Hearthfolk say the miners who cut those sparks went down with their eyes bound and were led by the hand. fallen bring back more than eleven in a year. The Coalwrights do not like to discuss it. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 66.9% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 5 | 49.3% | | 6 | 50.7% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Ember of Growth](../../../wiki/items/currency/growth.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Quenching Water](../../../wiki/items/currency/quench.md) --- title: "Quenching Water" summary: "Quenching Water: Removes all modifiers, making an item normal." status: in-game # Exists in the current build; generated from or checked against its code section: "Wiki" html: quench.html source: generated by www/wiki/*.ts from the game data (data/game.json) + lore in www/content/wiki/items/currency/quench.md --- # Quenching Water [In game] Removes all modifiers, making an item normal. - **Use on:** Magic or rare item - **Does:** Removes every affix, making it normal again. The implicit stays. - **If it can’t apply:** Nothing happens and it isn’t used up - **Share of currency drops:** 6.1% - **From normal monsters:** about 1 in 274 kills ![A vial of Quenching Water](../../../art/currency/quench.svg) Lore [Concept] > Seawater from the Tidewall. The Stilled drink it on purpose. The only coin that is not fire. The Tide takes what fire added, not what the thing is. The Stilled keep Quenching Water as a sacrament, and drink it to forget their grief; those who have drunk the most have forgotten their own children's names. Coalwrights keep it for mistakes. ## Measured Used 20,000 times on [Chainmail](../../../wiki/items/bases/chainmail.md) at item level 30, it worked 100% of the time. Modifiers afterwards: | Modifiers | Share | | --- | --- | | 0 | 100% | Other currencies: [Shard of Kindling](../../../wiki/items/currency/kindling.md), [Ember of Growth](../../../wiki/items/currency/growth.md), [Shifting Ash](../../../wiki/items/currency/ash.md), [Gilded Ember](../../../wiki/items/currency/gilded.md), [Crowning Flame](../../../wiki/items/currency/crowning.md), [Wildfire Orb](../../../wiki/items/currency/wildfire.md), [Sovereign Spark](../../../wiki/items/currency/sovereign.md) --- title: "Art Direction" summary: "Ember-noir below, a heaven drawn in white ink above. How the game is meant to look, sound and read on the way up, and the rules that keep it readable with a screen full of monsters." status: decided # Decided in the design notes, not built yet section: "Art Direction" html: index.html source: www/lib/sections.ts (SECTIONS) and the pages of www/content/art/ --- # Art Direction *Ember-noir below, a heaven drawn in white ink above. How the game is meant to look, sound and read on the way up, and the rules that keep it readable with a screen full of monsters.* Ember-noir below, a heaven drawn in white ink above. How the game is meant to look, sound and read on the way up, and the rules that keep it readable with a screen full of monsters. - [Visual identity](../art/visual-identity.md): The look of the climb. Ember-noir in the deep, Romantic landscape in the world between, a heaven drawn white in ink at the top, and heaven's white on whatever a faction holds. Warm fire is the fallen's own colour throughout, and a horde of two thousand still reads at a glance. [concept] - [Concept paintings](../art/concept-paintings.md): The paintings of Road to Redemption's new registers, the reference for anyone painting or modelling next. Where the fallen wake, heaven drawn white in ink, the three factions in heaven, their angels' true forms in the world, and Sereth head to toe. All concept. [concept] - [Palette](../art/palette.md): The colour of the climb. Seventeen core tokens, three families that never mix casually (the fallen's Ember, the cold Tide, heaven's white), a light study for every stage from where you wake to heaven, and the proposed tokens for heaven and its factions. [concept] - [Shape language](../art/shape-language.md): Six monster families, each readable as a black shape at forty pixels tall in a crowd of two thousand, and the shapes of heaven's three factions, their true forms and their troops, readable at a glance in a world without colour. [concept] - [Look, sound and voice](../art/look-sound-voice.md): What is fixed about how the game looks today, and the principles proposed for how it should look, sound and read. [decided] - [Target shots](../art/target-shots.md): The key art rendered by the real game client, the concept sheets its models were built from, how close the engine has come, and where each shot sits in the climb, from the deep to a proposed shot of heaven. [decided] - [Shot 1: Ember in the Flood](../art/ember-in-the-flood.md): The spec of target shot 1, the deep-register reference: four fallen holding a pool of ember light in a flooded hall while a drowned horde presses in. What it shows, what it needs, and where it stands. [decided] - [Shot 2: Dusk in the Vale](../art/dusk-in-the-vale.md): The proposed second target shot, for the daylit register of the world between: Hollow Ghouls wading up a river at dusk into the last green valley, the Tide's fog creeping in. [concept] - [Shot 3: The Keeper of the Gate](../art/keeper-of-the-gate.md): A proposed third target shot, for heaven's register. Four fallen hold a small warm pool on the white court before heaven's gate while the keeper of the gate and his white dead close in, the embers the only colour in an inked, colourless frame. [concept] - [Painting guide](../art/painting-guide.md): How the game's concept paintings and painted game art are made, all in one house style, the engraving, frozen from the style study. The tool, the frozen references for each register, the prompt rules for heaven and the factions, and the looks the paintings have settled. [decided] - [Asset explorer](../art/assets.md): Every file the game ships, from monster models to fonts, in one app you can search, filter and sort, with each file's numbers read from the file itself. [in-game] - [Style study](../art/style-study.md): The game's paintings drifted into two styles, soft painted concept art and bold inked comic. Three candidate house styles, each painted on the same four subjects. Alex chose the engraving, now frozen as the reference every new painting is made from. [decided] - [Models](../art/models.md): Every 3D model the game ships, in a viewer you can turn and zoom, with each level of detail's vertex and triangle counts read from the file. [in-game] - [The wardrobe](../art/wardrobe.md): How a character wears any combination of gear, one piece per slot, each piece its own file fitted to a base body, with a mask of the skin it hides. Working in the asset explorer; how it would carry into the game. [concept] - [HUD art](../art/hud-art.md): Every piece of the game's interface art, grouped by kind, at the size the client embeds it. [in-game] - [Textures](../art/textures.md): The photoscanned ground and rock texture sets the caves are made of, each with its colour, normal and surface maps. [in-game] --- title: "Visual identity" summary: "The look of the climb. Ember-noir in the deep, Romantic landscape in the world between, a heaven drawn white in ink at the top, and heaven's white on whatever a faction holds. Warm fire is the fallen's own colour throughout, and a horde of two thousand still reads at a glance." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: visual-identity.html source: www/content/art/visual-identity.md --- # Visual identity *The look of the climb. Ember-noir in the deep, Romantic landscape in the world between, a heaven drawn white in ink at the top, and heaven's white on whatever a faction holds. Warm fire is the fallen's own colour throughout, and a horde of two thousand still reads at a glance.* > The higher you climb, the less colour is left. You wake at the bottom of the world with a coal in your chest and climb back to heaven (see the [overview](../world/overview.md)). The look follows the climb. It starts in a near-black deep lit only by the ember you carry, comes up into daylight through the drowned kingdom of Velmarch, and ends in a heaven that is white, gothic and has no colour at all. Through all of it the ember is the fallen's own warm colour, and a crowd of two thousand monsters has to read at a glance from above. This page is the game's art direction. It applies to the game, to this site, and to anything else that carries the name. The colours are on the [palette](../art/palette.md) page, the shapes of monsters and angels on [shape language](../art/shape-language.md), the reference paintings in [concept paintings](../art/concept-paintings.md), and how they are made on the [painting guide](../art/painting-guide.md). **What is decided and what is not.** Alex decided on 25 October 2026 that the climb goes up, that heaven is white gothic drawn in ink with no colour, that white is the colour of evil, that the world below is dark with some colour, and how each faction's angels look in the world. Those parts are marked as decided below. The curve that ties them to the acts, and everything else on this page, is a proposal. ## The curve turns over The old direction drained the light away as you went down. The climb turns it over: daylight comes back as you rise, and at the top the colour goes. ![Concept painting of a party of four holding a pool of ember light while the horde closes in from the dark.](../art/paintings/key-art.jpg) **The deep, act 1.** Ember-noir: the ember is the only light, Mignola shadow blocks, four fifths of the frame in the two darkest values. ![Concept painting of the Vale of Velmarch: a green valley in golden afternoon light, with sea fog creeping in at the edge.](../art/paintings/zones/the-vale.jpg) **The world between, acts 2 and 3.** Romantic landscape: daylight comes back, full value range, luminous distance, tiny figures, one wrong thing on the horizon. ![Inked painting of four hooded travellers with embers at their chests crossing a white bridge into heaven's gothic castle-city, still angels on the parapets.](../art/paintings/heaven/arrival-bridge-side.jpg) **Heaven, the top of act 3.** White ink: black lines and flat black shadow shapes on white, no hue at all. The fallen's embers are the only colour. ![Inked painting in full colour of a white porcelain automaton angel at a town gate, white puppets and masked beasts around it, townsfolk in earthy colours below.](../art/paintings/champions/wardens-puppet-saint.jpg) **The contested world, the endgame.** The world's own colours, inked, and heaven's white on whatever a faction holds. > **Proposal** (concept, not decided): > > | | The deep (act 1) | The world between (act 2 and the foot of act 3) | The heights and heaven (the top of act 3) | The contested world (endgame) | > | --- | --- | --- | --- | --- | > | Where | Where the fallen wake, the Underhalls, the Cinderworks, the Heartfire | The Drawn Sea and the Drowned Coast, then the Vale, Hearthold and Harrowwood | The Barrow Moors and the High Pass, above the clouds, then the gate and heaven | The world's regions as maps, each held by a faction; pinnacle fights in heaven | > | Tradition | Mignola shadow, ink, Darkest Dungeon dread | Romantic landscape: Turner, Friedrich, Bierstadt, as film concept art | Doré's engravings, the Falconia of *Berserk*, Nihei's impossible architecture, all in ink | The world's tradition, inked, with heaven's white laid over it | > | Light | The ember alone; slag uplight; the Heartfire overexposed | Grey fog under the sea, glare on the seabed, then golden afternoon | Wind and snow, then cold white light from no source | The world's daylight; whiter the closer a map's place stands to the House | > | Values | About 80% of the frame in the two darkest values | Full range, atmospheric perspective | High key: most of the frame in white and pale grey, ink for every shape | Full range; heaven's white is the brightest thing on the map | > | Colour | Black, ember, gold, cold tide accents | Slate and verdigris, salt, then greens, wheat and sky | Snow and Rime, then none: chalk, bone, silver-grey | Greens, ochres, earthy reds; bone-white chains, masks and banners | > | Strangeness | Phantasmagoria: halls too large to see across, a floor of feathers | The world bends: drowned faces, mirages | Quiet wrongness: still angels, too many doors, wax dripping from gilding | The war's marks on an ordinary world | > > The first acts are where the eye learns the ember: a warm light in a black world. By the time the party reaches heaven, the ember is the only colour in the frame, and the player knows what it means. The game spends its ink at both ends: the deep and heaven are both inked, the deep in black, heaven in white, and the landscape between is painted. > > The second climb goes up through the same acts a hundred years on. The proposal is that it keeps each act's register and shows the faction you chose: more white where your faction holds the region harder, more broken white where the Apostates broke it wider, and the fires you lit last time long out. The current build only shows the deep so far: a black clear colour, fog closing in around the party, a warm spotlight on the player and a cold blue fill (`crates/client/src/world.rs`). The daylight acts need a sun, a sky and softer fog tinted by each region; heaven needs a high-key exposure, flat shading and an ink outline pass, with the same readability rules. **Ink is the war's line.** Decided on 26 October 2026, at Alex's request for the call best for the game: whatever is heaven's is drawn in ink in the game. Below heaven, the ink outline goes on heaven's pieces only (angels, faction troops, what a fallen raises, heaven's architecture on the ground a faction holds), and the daylit world's ground and plain monsters stay painted without it. In heaven every shape is inked. A player reads the line at a glance, on any background and in any crowd: an outline means heaven is playing that piece. It also keeps the outline pass to the meshes that carry it, rather than the whole frame. Paintings are all in one house style, the engraving ([style study](../art/style-study.md)), where heaven's hand is the bare white paper instead; their rules are on the [painting guide](../art/painting-guide.md). ## Heaven Decided by Alex on 25 October 2026, when the climb's end became heaven: - **White is the colour of evil.** The game turns the usual custom over. Heaven is white and has no colour at all; humanity and the world below are dark, with some colour. The ember the fallen carry is the warmest thing in heaven. - **Medieval gothic.** Heaven is a castle-city of spires, flying buttresses, pointed arches nested inside pointed arches, crenellated walls and towers with conical roofs, its walls rising like cliffs over a sea of cloud. Not French classical, and not a copy of any real building: phantasmagorical, and subtly corrupted. - **The House** stands at its centre: a plain round domed house like the Pantheon in Rome, always shut. It does not show the first time the party arrives; through the gate there are only arches receding into white. - **Drawn in ink.** Heaven's architecture is drawn in the same inked style as the deep and the characters: black ink lines and flat black shadow shapes on white, with no hue. ![The gate of heaven, arches inside arches](../art/paintings/heaven/arrival-bridge-front.jpg) The gate of heaven, arches inside arches ![A memory of the City, the House alone in its empty court](../art/paintings/heaven/memory-castle-city.jpg) A memory of the City, the House alone in its empty court ![The City, far too big for its keepers](../art/paintings/factions/wardens-the-city.jpg) The City, far too big for its keepers > **Proposal** (concept, not decided): > > - **The wrongness is quiet.** Gilding that drips like wax, angels standing perfectly still with dust on their shoulders, far too many doors and none open, stained glass that is only carved on solid stone, stairs to doors that open onto nothing, a symmetry almost perfect, and every shadow leaning toward the House. Nothing in heaven is broken; it is only wrong. > - **The House is the one smooth thing.** Everything else in heaven is dense gothic carving; the House is a plain drum, a low dome and a portico of plain columns. It is small, and nothing touches it: an empty court rings it, and processions stop at its edge. > - **Heaven's value budget inverts the deep's.** Most of a heaven frame is white and pale grey. Black is kept for ink lines, the flat shadow under arches and buttresses, and the silhouettes of the fallen, so a party reads as dark shapes on white stone, the way it reads as dark shapes on a sunlit field. > - **Mist fades to white.** In the deep the edges of a frame dissolve into black; in heaven they dissolve into white glare and cloud. > - **The undercrofts are heaven's dark.** Under the City the Apostates' cells live in vaulted undercrofts: still inked, still without colour, but low-key, lit by a shaft from a crack above. ## The factions Decided by Alex on 25 October 2026: in the world, angels have no human form or borrowed body. They exist there in their true forms, which are white too, a worse white than heaven's glamour: bleached, cracked, bone and porcelain, and a radiance that blinds. The **Wardens** are lifeless (golems, empty armour, automata, puppets), the **Heirs** look godlike, and the **Apostates** look human. The fallen are the only clean angels. ![A Warden in the world: a porcelain automaton, a keyhole for a heart](../art/paintings/champions/wardens-puppet-saint.jpg) A Warden in the world: a porcelain automaton, a keyhole for a heart ![An Heir in the world: six wings, burning wheels, a crusade below](../art/paintings/champions/heirs-seraph.jpg) An Heir in the world: six wings, burning wheels, a crusade below ![An Apostate in the world: only his shadow has wings](../art/paintings/champions/apostates-rebel.jpg) An Apostate in the world: only his shadow has wings > **Proposal** (concept, not decided): > > How each faction reads at a glance, in heaven and in the world. The silhouette carries it first, then the material, then the white. > > | | Wardens | Heirs | Apostates | > | --- | --- | --- | --- | > | Silhouette | Broad and upright; wings folded tight down the back like a stone cloak; a tower shield planted | Tall and thin; wings raised high over the head; banners above the line | Smaller than other angels; wings clipped short, or only in the shadow; a hammer over the shoulder | > | In heaven | Armoured angels on the walls, all facing outward, never toward the House | Hosts in long ordered lines like processions, on siege bridges over the cloud sea | Hooded figures in the undercrofts and shut wings, at an unbarred postern at night | > | True form in the world | An automaton or puppet-saint: white porcelain and bone-white wood, brass pins, a blank mask, a keyhole in a cage of ribs, wings of stiff hinged slats | A colossal radiant figure: six wings, burning wheels for a halo, a face too bright to see, robes written edge to edge with script | An ordinary weathered person in a plain cloak; the shadow on the wall behind has great broken wings | > | Heaven's white | Porcelain, chains, padlocks, masks: white that has stopped | Radiance, robes, banners: white that burns | Almost none: the shadow, the teeth, the edge of the hammer | > | Troops | Smaller puppets, stone sentinels, beasts in white masks and chains | Zealots in white and the risen dead under white banners | Ordinary people with hammers; beasts with broken white chains | > | A region they hold | Walled, ordered and still | Pyres, processions, a town burning on the horizon | Broken ground: the world's own things loose, nobody's | > > **Wing pose is the silhouette key** in heaven: folded for the Wardens, raised for the Heirs, clipped for the Apostates. Heaven has no colour, so this is how a host reads at a glance. ## The fallen The fallen are the player characters (called the Kindled until Alex named them the Fallen on 26 October 2026). They wear layered, salvaged gear: hoods, sailcloth, riveted plates. Their ember shows through the chest, a glow behind ribs of armour or through cracks in a breastplate. It is the one consistent signature of a player character, and it reads from the isometric camera in the dark, in sunlight and on white stone. Decided by Alex on 25 October 2026: a fallen's faction shows in its shadow, its wings and the light off it, never on its body or gear, which stay its own. On the climbs its body is clean to look at and only its light cools: the ember's light turns a little colder with every level, as the white of its kills settles in it, and the second fall burns it warm again. At its heart the coal still shows red, however cold its light has grown. ![Where you wake: a floor of grey feathers, cold embers, one shaft of light](../art/paintings/zones/where-you-wake.jpg) Where you wake: a floor of grey feathers, cold embers, one shaft of light ![Sereth head to toe: ash-cracked skin, a dead cinder behind a cracked breastplate](../art/paintings/characters/sereth-full-body.jpg) Sereth head to toe: ash-cracked skin, a dead cinder behind a cracked breastplate ## Four pillars ### Light and colour are the story > **Proposal** (concept, not decided): > > The climb gives light back and takes colour away. In the deep the ember is the warm pool everything happens in; beyond it the world dissolves into fog and then black. In the world between daylight returns, and with it the world's colours. In heaven the light is everywhere and means nothing: white, sourceless, with no hue, and the ember is the only colour left. > > Deep frames keep about 80% of their area in the two darkest values, so the lit fifth sings. Daylight frames use the full range but keep one clear focal light and let the edges fall off. Heaven frames turn the budget over: most of the frame white and pale grey, ink and the party dark. Everywhere, a lit thing matters: loot, telegraphs, projectiles and allies glow, and against bright ground they get a rim strong enough to read. ### Ember against white > **Proposal** (concept, not decided): > > Three colour families, never mixed casually. **The Ember** (ember orange, gold, spark white) is the fallen: life, the player, allies, loot, crafting, fire. **The Tide** (tide teal, rime blue, drowned slate) is cold and forgetting: the drowned, the sea that came down from heaven, death. **Heaven's white** (cold chalk, bone, pale grey) is the enemy: angels, their true forms, and every piece they play. > > Warm is the fallen's: in the deep it is the only light, in the world between it is the warmth of Velmarch's hearths, in heaven it is the only colour. The Tide is the cold intruder in the daylight acts. White is the enemy's colour in a coloured world: the more of it a region shows, the deeper a faction's hold. ### Readable at two thousand Monsters are designed for a three-quarter camera at about 40 pixels tall, in a crowd. Each family has its own silhouette, readable as a black shape at night and as a dark shape against bright ground by day or in heaven. Shoulders, heads and backs carry the read, not faces. Rarity is light, not geometry: a blue rim for magic, a gold glow for rares, ember for uniques. Nothing that can hurt you is dark. The details are on [shape language](../art/shape-language.md). ### Weathered and handmade Stylised, with flat or gradient-painted colour, not photoreal textures. Detail comes mostly from light, from ink and from emissive cracks. Heroes and the monsters near you are modelled in detail; the horde in the distance is drawn with simpler models whose silhouettes still read. The geometry budgets are measured, not a style choice; [shape language](../art/shape-language.md) has the numbers. > **Proposal** (concept, not decided): > > The materials change as you climb: soot, brass, bone, glass, obsidian and grey feathers in the deep; salt, driftwood and coral-crusted marble on the drowned coast; oak, thatch and slate, half-timber, dry-stone walls, moss and wheat in the Vale; heather, barrow stone and snow on the moors; and in heaven white stone so densely carved it reads as lace, white wax, chalk dust, porcelain and chain. > > Everything in the world is old and lived-in. Hearthold is a town grown inside an upturned ship's hull: patched sailcloth, riveted iron, window boxes. Heaven is old too, but not lived-in: nothing there is repaired, only kept. ## Effects | Element | How it looks | | --- | --- | | Fire | Additive, embers rising, a white-hot core. Fire kills burst into sparks. | | Cold | Crystalline shards with hard edges and a frost ring on the ground. The drowned collapse into water and salt. | | Lightning | A white core with Storm-yellow edges, branching and short-lived. | | Physical | Dust and bone chips, no glow. | A few bright particles beat many dim ones. They read better, and they fit inside the game's particle cap. > **Proposal** (concept, not decided): > > - **The white comes off the dead.** When a piece in play dies, a thin cold-white wisp rises from it and drifts into the nearest fallen's ember, which dims for a moment. It is the corruption coming back, and it shows the player why their light cools. > - **In heaven,** effects keep their element's colour: a Fireball in a white court is the brightest colour in the frame. White effects are kept for heaven's own: an Heir's judgement, the glare off a radiant form. ## Type and frames Site titles: IM Fell English, the Fell types of the 1670s as Igino Marini digitised them, a printed face from the age of engraved platesThe Last Hearth Game titles and the wordmark: Castoro Titling, an inscriptional face, used with restraintThe Last Hearth Body: Alegreya, a calligraphic old-style serif for readingOne coal dies. A heap of them burns till morning. Utility: IBM Plex Sans Condensed, tabular figures for stats and numbersAdds 12–24 fire damage +38 to maximum life 0.46 ms The faces follow one brief: an old-world inscriptional, engraved or printed face for titles; a readable serif or humanist face for reading; a narrow utility face with tabular figures for stats and numbers. Avoid the fantasy clichés, Cinzel first among them, and the generic faces of software products. This site sets its titles in IM Fell English, to sit with the engravings; the game's HUD and the wordmark keep Castoro Titling. The wordmark is decided (kept by Alex on 26 October 2026): the climb in one mark. Heaven's gate is drawn in white ink above, pointed arches inside pointed arches; the coal you wake with glows below; and between them the name, ROAD TO REDEMPTION, in Castoro Titling, its letters white at the top and warming toward the fire at their feet. The file is `www/art/logo-wordmark.svg`, generated by `design/tools/wordmark.py` (edit the script, not the SVG); the old EMBERDEEP wordmark is retired. The icon is the same gate drawn for small sizes (picked by Alex on 26 October 2026): two arches in heavy white ink over a dark under-line, so it holds on light and dark browser tabs alike, and the coal at its threshold. It is the site's mark in the masthead and its favicon (`www/art/logo-mark.svg`, with PNGs for browsers and home screens that want one), drawn by the same script from the same arches. ![The wordmark, decided on 26 October 2026: heaven's gate in white ink, the name, the coal below](../art/logo-wordmark.svg) The wordmark, decided on 26 October 2026: heaven's gate in white ink, the name, the coal below ![The icon: the gate for small sizes, with the coal at its threshold](../art/logo-mark.svg) The icon: the gate for small sizes, with the coal at its threshold For a few hours the same day the logo was a falling feather: a fallen angel's feather, black, never white, lying almost flat as it drifts down, its singed edge still glowing. Alex went back to the gate and kept the feather for something else. It is painted in the house style and cut out by `design/tools/logo_art.py` (`www/art/feather.webp`, and `feather-icon.png` for small sizes). ![The falling feather, kept for another use](../art/feather.webp) The falling feather, kept for another use ![The feather drawn for small sizes, a black silhouette in a burning outline](../art/feather-icon.png) The feather drawn for small sizes, a black silhouette in a burning outline > **Proposal** (concept, not decided): > > Where the feather could go: the mark of the Fallen themselves (the Fallen's section of this site, a fallen's portrait frame in the game), the loading screen (a feather drifting down while the world generates), or the death screen, where your feather falls once more before you rise. **This site is the print room** (chosen by Alex on 26 October 2026, from three mockups: a paper book of plates, a dark print room, and paper leaves on a dark table). It is a dark room hung with the game's engravings. The ground is engraved black, warm rather than the HUD's cold Soot; type is the colour of the engravings' paper; every painting hangs in a fine plate line, a hairline frame with a second one set off from it, and never on a mat or in a box, with its caption below in italic like a museum label; rules and frames are the plate line's grey-brown, and ember is the one tint, kept for links, the one button that matters and what is lit. Corners are square, there are no rounded cards and no frosted glass. The site's own colours sit beside the palette's tokens in `www/assets/site.css` (`--ground`, `--panel`, `--paper`, `--frame`). The game's interfaces use thin Brass lines on Soot panels with square corners, as its HUD already does with its dark panels and gold. Item tooltips, in the game and on this site, follow Path of Exile's convention, a header in the rarity's colour with the modifiers below and one line of flavour at the foot. The three tooltips below are drawn from the game's own item data. > *Magic item* > > **Sanguine Iron Helm of the Salamander** > > Armour: 36 > > - +(15–29) to maximum Life > - +(12–17)% to Fire Resistance [ > *Unique item* > > **Crown of the Drowned King**, Iron Helm > > Armour: 36 > > - +(40–60) to maximum Mana > - +1 to Level of all Spell Skills > - (15–25)% increased Spell Damage > - +(25–35)% to Cold Resistance > > He ruled the tide until the tide ruled him. ](../wiki/items/uniques/drowned_crown.md)[ > *Unique item* > > **Twinflame**, Driftwood Wand > > Wand > Physical damage: 2–5 > Critical strike chance: 7% > Attacks per second: 1.4 > > - (8–12)% increased Spell Damage > > - Skills fire 1 additional Projectile > - (30–40)% increased Fire Damage > - (10–15)% increased Cast Speed > > One flame for the living, one for the dead. ](../wiki/items/uniques/twinflame.md) The interface and this site stay dark whatever act you are in: dark panels, fine frames, warm light kept for what matters. Dark is the world's side, and white is the enemy's. Motion is slow and ambient: embers drift, light breathes, and nothing in the interface bounces. There is one orchestrated moment per screen. > **Proposal** (concept, not decided): > > **The passive tree is drawn as the heaven you remember** (decided: the white remembers heaven before you do). On a dark screen it is the one white thing in the interface: a map of heaven in white ink, its paths lit by your ember as you take them. ## Key art > **Proposal** (concept, not decided): > > - **Gameplay key art (the deep):** three-quarter isometric from above, the same camera as the game. A party's warm light pools in the centre, the horde presses in from the edges and dissolves into fog, and one cold light cuts across. Bright things are few. > - **Establishing vistas (the world between):** a high vantage point, tiny figures, a vast landscape receding in haze, one focal light, and one wrong thing on the horizon. > - **Heaven:** the same camera or a high vantage, white ink, the party small and dark on white stone, still angels watching, and the embers the only colour. The paintings of the bridge and the gate are the reference. > - **The new key art** for *Road to Redemption* shows the party climbing, not heading down: the old key art of a party walking toward the deep is to be redone. ## Touchstones In the deep, Path of Exile (grim readability, the language of loot), Diablo II (atmosphere, the light radius), Darkest Dungeon (ink and dread) and Mike Mignola (shadow as shape). In the drowned world, the environments of the Lord of the Rings films (scale, majesty, a lived-in old Europe) and the Romantic landscape painters: Turner, Friedrich, Bierstadt. In heaven, Gustave Doré's engravings, the white city of Falconia in *Berserk*, and Tsutomu Nihei's architecture too large to make sense of. For the angels, the Bible's seraphim and ophanim, puppets and automata. Throughout, Hades for glow that reads in chaos and Death's Door for stylised low-poly lit well. > **Proposal** (concept, not decided): > > Each region has a feel to aim for, in the order of the climb. Which act each region falls in is the [journey](../journey/index.md)'s to settle. > > | Region | Feel (reference) | > | --- | --- | > | Where you wake | A cave floor of grey feathers, cold embers, one shaft of light | > | [The Underhalls](../journey/underhalls.md) and the Cinderworks | Moria | > | [The Heartfire](../journey/heartfire.md) | Mount Doom, turned inward: a heap of fallen grace | > | [The Drowned Coast](../journey/drowned-coast.md) | The Dead Marshes | > | [The Drawn Sea](../journey/drawn-sea.md) | Nothing in the films: the first truly surreal place | > | [The Vale](../journey/the-vale.md) and [Hearthold](../journey/hearthold.md) | The Shire: the last warm place | > | [Harrowwood](../journey/harrowwood.md) and the Gloamroot | Fangorn, Mirkwood | > | [The Barrow Moors and the High Pass](../journey/barrow-moors.md) | Rohan, the Misty Mountains, then above the clouds | > | Heaven | Doré's Paradiso, Falconia, Minas Tirith bleached to chalk | > | [The Unlit](../journey/the-unlit.md) | Nothing like it | ## Do and don't | Do | Don't | | --- | --- | | Give light back as you climb, and take colour away at the top | Light every act the same way | | In the deep, let most of the frame be dark | Light the deep evenly | | In heaven, let most of the frame be white, and draw every shape in ink | Tint heaven gold, blue or warm | | Keep warm colour for the fallen, loot and fire | Put orange on props and walls in the deep or in heaven | | Put heaven's white on what a faction plays | Make the world's own people or farmers white | | Tell the factions apart by silhouette and wing pose first | Rely on colour to tell factions apart in heaven | | Design every monster as a black silhouette first | Rely on texture detail at 40 px | | Show rarity with light and rim colour | Give monsters unique materials | | Weathered, repaired, salvaged in the world; kept but never repaired in heaven | Shiny, new, high-fantasy gold trim | | One-sentence flavour with a concrete image | Explaining the lore in tooltips | --- title: "Concept paintings" summary: "The paintings of Road to Redemption's new registers, the reference for anyone painting or modelling next. Where the fallen wake, heaven drawn white in ink, the three factions in heaven, their angels' true forms in the world, and Sereth head to toe. All concept." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: concept-paintings.html source: www/content/art/concept-paintings.md --- # Concept paintings *The paintings of Road to Redemption's new registers, the reference for anyone painting or modelling next. Where the fallen wake, heaven drawn white in ink, the three factions in heaven, their angels' true forms in the world, and Sereth head to toe. All concept.* > Heaven is drawn in ink, like the deep. These paintings came with the new vision of 25 October 2026, when the climb's end became heaven (see the [overview](../world/overview.md)). They are the reference for the registers the climb adds: heaven's white ink, the factions, and heaven's white on the world. Every one is a concept painting, made with `design/tools/imagegen.py` and kept by Alex as the look to aim for, not a render of the game. What they show is decided only where the [overview](../world/overview.md) says so; the rest is a proposal. What they mean for the look is on the [visual identity](../art/visual-identity.md). They were painted before the house style and repainted in it on 26 October 2026: every painting is now in one style, the engraving, chosen in the [style study](../art/style-study.md), keeping its composition and content (what heaven, the factions and the fallen look like). How new ones are made is on the [painting guide](../art/painting-guide.md). ## Where you wake The bottom of the world, where every fallen lands. The deep register: ember-noir, the ember the only warm light. ![Concept. Where you wake: a hooded fallen sits alone on a cave floor of grey feathers, a coal glowing at its chest, cold embers of those who fell before scattered around it, one grey shaft of light from a crack far above.](../art/paintings/zones/where-you-wake.jpg) Concept. Where you wake: a hooded fallen sits alone on a cave floor of grey feathers, a coal glowing at its chest, cold embers of those who fell before scattered around it, one grey shaft of light from a crack far above. ## Heaven Heaven's look was decided by Alex on 25 October 2026: a medieval gothic castle-city over a sea of cloud, white and without colour, drawn in black ink, with the House at its centre. These three paintings are the first he kept. ![Concept. The party crosses into heaven: four hooded fallen on a crenellated bridge, embers at their chests, white walls rising like cliffs from the cloud sea, still angels on the parapets all facing the gate](../art/paintings/heaven/arrival-bridge-side.jpg) Concept. The party crosses into heaven: four hooded fallen on a crenellated bridge, embers at their chests, white walls rising like cliffs from the cloud sea, still angels on the parapets all facing the gate ![Concept. The gate of heaven seen from the bridge: pointed arches nested inside pointed arches, receding into white, rows of still angels on both sides, the four embers the only colour](../art/paintings/heaven/arrival-bridge-front.jpg) Concept. The gate of heaven seen from the bridge: pointed arches nested inside pointed arches, receding into white, rows of still angels on both sides, the four embers the only colour ![Concept. A memory of the City from a high balcony: ring after ring of walls, processions of angels stopping at the edge of an empty court, and at its centre the House, a plain round domed house, shut](../art/paintings/heaven/memory-castle-city.jpg) Concept. A memory of the City from a high balcony: ring after ring of walls, processions of angels stopping at the edge of an empty court, and at its centre the House, a plain round domed house, shut ## The factions in heaven The Wardens, the Heirs and the Apostates, each in its place in heaven (decided). How each is posed, armed and dressed here is a proposal. ![Concept. The Wardens' City from its outer walls: far too big for its keepers, shut wings, a few armoured Wardens with folded wings and tower shields among thousands of still angels, the House small and far at its heart](../art/paintings/factions/wardens-the-city.jpg) Concept. The Wardens' City from its outer walls: far too big for its keepers, shut wings, a few armoured Wardens with folded wings and tower shields among thousands of still angels, the House small and far at its heart ![Concept. A Warden at the House's door, his back to it: crowned helm, folded wings, a tower shield carved with the City, the doors behind him chained and padlocked, angels kneeling far off](../art/paintings/factions/wardens-the-doorward.jpg) Concept. A Warden at the House's door, his back to it: crowned helm, folded wings, a tower shield carved with the City, the doors behind him chained and padlocked, angels kneeling far off ![Concept. The Heirs' host on a siege bridge over the cloud sea: tall angels with raised wings in ordered lines under banners written edge to edge, the gaunt Prophet at its head, the Wardens' shield wall across the gap](../art/paintings/factions/heirs-siege-bridge.jpg) Concept. The Heirs' host on a siege bridge over the cloud sea: tall angels with raised wings in ordered lines under banners written edge to edge, the gaunt Prophet at its head, the Wardens' shield wall across the gap ![Concept. An Apostate cell in the undercrofts beneath the City: hooded angels with hammers in a ring under gothic vaults, a shaft of light from a crack above, heaven's dark that is still without colour](../art/paintings/factions/apostates-undercroft.jpg) Concept. An Apostate cell in the undercrofts beneath the City: hooded angels with hammers in a ring under gothic vaults, a shaft of light from a crack above, heaven's dark that is still without colour ![Concept. A postern of the City unbarred at night: a hooded Apostate with a hammer lifts the bar, Wardens on the wall above facing outward, the City's cliffs falling into cloud](../art/paintings/factions/apostates-gate-unbarred.jpg) Concept. A postern of the City unbarred at night: a hooded Apostate with a hammer lifts the bar, Wardens on the wall above facing outward, the City's cliffs falling into cloud ## The angels in the world Decided by Alex on 25 October 2026: in the world, angels exist in their true forms, white and worse than heaven's glamour. The Wardens are lifeless, the Heirs godlike, the Apostates human. The world around them keeps its colour, inked; heaven's white is on what they play. ![Concept. A Warden champion at a town gate: a porcelain automaton with a blank mask, a cage of ribs with a keyhole and keys turning inside, wings of hinged white slats, white puppets, sentinels and masked beasts around it, townsfolk in earthy colours passing below with heads bowed](../art/paintings/champions/wardens-puppet-saint.jpg) Concept. A Warden champion at a town gate: a porcelain automaton with a blank mask, a cage of ribs with a keyhole and keys turning inside, wings of hinged white slats, white puppets, sentinels and masked beasts around it, townsfolk in earthy colours passing below with heads bowed ![Concept. An Heir champion over a crusade: a colossal radiant figure with six wings and burning wheels for a halo, robed in script, a white banner and a sword of light, zealots in white marching under white banners toward a burning town, peasants kneeling](../art/paintings/champions/heirs-seraph.jpg) Concept. An Heir champion over a crusade: a colossal radiant figure with six wings and burning wheels for a halo, robed in script, a white banner and a sword of light, zealots in white marching under white banners toward a burning town, peasants kneeling ![Concept. An Apostate champion among rebels: a plain hooded man with a sledgehammer, his shadow on the white wall behind him with great broken wings, peasants breaking white chains off freed beasts while a Warden outpost burns](../art/paintings/champions/apostates-rebel.jpg) Concept. An Apostate champion among rebels: a plain hooded man with a sledgehammer, his shadow on the white wall behind him with great broken wings, peasants breaking white chains off freed beasts while a Warden outpost burns ## The fallen ![Concept. Sereth the Ashen head to toe, in a neutral pose on flat grey, painted from his portrait as the reference for his 3D model: ash-cracked skin, a hood and a cloak burnt at the edges, a dead grey cinder behind a cracked breastplate.](../art/paintings/characters/sereth-full-body.jpg) Concept. Sereth the Ashen head to toe, in a neutral pose on flat grey, painted from his portrait as the reference for his 3D model: ash-cracked skin, a hood and a cloak burnt at the edges, a dead grey cinder behind a cracked breastplate. His model, made from this painting, is in the [asset explorer](../art/assets.md) under Models › Concept; how a reference like this is painted is in `docs/art.md` ("Characters from image-to-3D"). ## Proposed: a target shot for heaven ![Concept, painted for the proposal. The keeper of the gate: four fallen hold a small warm pool on the white court before heaven's gate, the keeper's red coal facing them, his white dead pressing in from every side, still angels watching from the walls.](../art/paintings/heaven/keeper-of-the-gate.jpg) Concept, painted for the proposal. The keeper of the gate: four fallen hold a small warm pool on the white court before heaven's gate, the keeper's red coal facing them, his white dead pressing in from every side, still angels watching from the walls. The painting for a proposed third target shot, seen from the game's own camera: what heaven would have to look like in the engine. Its spec is [on its own page](../art/keeper-of-the-gate.md). ## The references they replace The two paintings the earlier direction was built on still hold for their registers: the deep and the daylit world. The second is to be redone, since it shows a party heading down. ![The deep: a party of four holding a pool of ember light while the horde closes in from the dark. Still the reference for the deep](../art/paintings/key-art.jpg) The deep: a party of four holding a pool of ember light while the horde closes in from the dark. Still the reference for the deep ![The daylit world: golden hour, a huge sky, the Tide's fog wall, a tiny party with embers at their chests. Still the reference for the landscape, to be repainted as a climb](../art/paintings/key-art-journey.jpg) The daylit world: golden hour, a huge sky, the Tide's fog wall, a tiny party with embers at their chests. Still the reference for the landscape, to be repainted as a climb --- title: "Palette" summary: "The colour of the climb. Seventeen core tokens, three families that never mix casually (the fallen's Ember, the cold Tide, heaven's white), a light study for every stage from where you wake to heaven, and the proposed tokens for heaven and its factions." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: palette.html source: www/content/art/palette.md --- # Palette *The colour of the climb. Seventeen core tokens, three families that never mix casually (the fallen's Ember, the cold Tide, heaven's white), a light study for every stage from where you wake to heaven, and the proposed tokens for heaven and its factions.* > Warm is the fallen's own colour. The palette is shared by the game and this site. Many of the colours come straight from the game's own data, so the build and the wiki agree: Fireball is Ember, Frost Nova is Rime, the Bone Archer is Bone. Every core swatch on this page is drawn live from the same tokens that colour the site. > **Proposal** (concept, not decided): > > Three families do the work, and they never mix casually. > > - **The Ember** (Ember, Cinder, Gilded, Spark) is the fallen: life, the player, allies, loot, crafting and fire. In the deep it is the only light; in heaven it is the only colour. > - **The Tide** (Tide, Rime, Drowned, Ash) is the cold: the drowned, the sea, forgetting and death. It is the intruder in the daylight acts, creeping in at the edge of every scene. > - **Heaven's white** (the heaven tokens below) is the enemy: heaven itself, the angels' true forms and every piece they play. In a coloured world it is how you tell an angel's work. This site lives on the world's side, in the dark, which is why it is dark: dark is the world's colour, and white is the enemy's. A frame in the deep, roughly: four fifths in the two darkest values, the lit fifth carrying the picture. The daylit acts use the full range. Proposed: a frame in heaven, roughly. The deep's budget turned over: most of it white and pale grey, ink black for every shape and for the party's silhouettes, and the embers the only colour. ## White is evil Decided by Alex on 25 October 2026, when the climb's end became heaven (see the [overview](../world/overview.md)): **white is the colour of evil.** The game turns the usual custom over. Heaven is white and has no colour at all, drawn in black ink on white; humanity and the world below are dark, with some colour. The ember the fallen carry is the warmest thing in heaven. In the world, angels exist in their true forms, which are white too, a worse white than heaven's glamour: bleached, cracked, bone and porcelain, and a radiance that blinds. Only pieces in play carry white; farmers, priests, traders and children carry none. > **Proposal** (concept, not decided): > > - **Two whites never meet.** Spark, the white-hot core of fire, is a warm white and stays the Ember's. Heaven's white is cold, with no warmth in it, so the two never read as the same colour. > - **Heaven's grey is cold.** Its shadows are pale cold grey, never warm or blue: no gold, no blue, no warm tones anywhere in heaven but the fallen's. > - **Each faction's white is its own.** The Wardens' is porcelain, a dead white that has stopped, pinned with Brass. The Heirs' is radiance, a white that burns, with fire at its edge in the world. The Apostates carry almost none: only in the shadow, the teeth and the edge of a hammer. > - **The more white, the more played.** On a map the whitest things are the angel's champion and its rares; on the climb, the white on a region shows how hard its faction holds it. ### Proposed heaven tokens > **Proposal** (concept, not decided): > > Five new tokens, for heaven and its factions. They are not in the site's stylesheet or the client yet; the swatches here are drawn from the values below. Ink is the core Abyss. ## Core tokens ## Item rarity Rarity is read from colour before anything else, in the convention Path of Exile taught everyone: a tooltip's header takes its rarity's colour, on Soot with a Brass frame. On monsters, rarity is light rather than geometry: a blue rim for magic, a gold glow for rares, ember for uniques. > **Proposal** (concept, not decided): > > **Rarity and the white work together.** A magic piece carries more white than a plain one, and a rare is moved by an angel's own hand (decided). The white is the piece's body and marks, so it grows with rarity: a plain ghoul has a white mask, a magic one white chains as well, a rare is half white. The rim stays the rarity's colour, so a rare still reads gold at a glance on a white court as in a dark hall. ## Damage types Each damage type borrows a core token, so a projectile's colour tells you what it will do before it lands. Telegraphs are honest: nothing that can hurt you is dark. > **Proposal** (concept, not decided): > > In heaven, telegraphs stay honest the other way round: on white stone a slam's circle is drawn dark red and ink, never pale, so nothing that can hurt you is white. ## The climb's palettes > **Proposal** (concept, not decided): > > The climb goes up through three registers and comes back to the world for the endgame: ember-noir in the deep, Romantic landscape in the world between, white ink in heaven, and the world's colours with heaven's white on whatever a faction holds. The panels below are light studies in each stage's colours, not scenes; the [journey pages](../journey/index.md) carry the paintings, and the [concept paintings](../art/concept-paintings.md) the new registers. The regions follow the acts the [journey](../journey/index.md) proposes. ### Act 1. The deep - Where you wakeBlack. A floor of grey feathers, cold embers scattered across it, one shaft of grey light from above. The first ember in your chest is the only warm thing. - The HeartfireSpark and white-gold. Gilded. The great heap of fallen grace Velmarch mined: light everywhere, overexposed, and all of it warm. Holy, unbearable. - The Underhalls and the CinderworksBasalt. Magma and Brass. Only the ember, then hot uplight from rivers of slag. Enormous, then roaring. ### Act 2. The drowned world - The Drawn SeaSalt and bleached sand. Turquoise sky, deep blue shadows. Blinding white noon, heat haze. Bleached, empty, surreal. - The Drowned CoastSlate and verdigris. Tide and Bone. Grey fog, cold shafts: the first daylight, seen through water. Drowned grandeur, silence. ### Act 3. The ascent - The Vale of Velmarch, and HeartholdMeadow green and wheat, slate roofs. Sky blue, and the Tide's fog creeping in. Golden afternoon, shafts through cloud. The last warm place: nostalgic, safe, worth saving. - HarrowwoodMoss and bark. Sun-gold shafts, ember hollows, Gloom violet below. Dappled, then dusk; fungal amber in the Gloamroot. Ancient, watchful, fairy tale. - The Barrow Moors and the High PassDry grass gold and heather. Snow and Rime. Big wind-swept skies, then white-out, then above the clouds: the colour starts to leave. Open, lonely, the dead uneasy. - HeavenGlamour, Chalk and Pewter, ink black for every shape. Cold white light from no source, mist that fades to white. No hue at all but the fallen's embers. Holy, still, wrong. ### The endgame. The contested world - The contested worldThe world's own greens, ochres, earthy reds and deep blue sky, inked. Heaven's white on whatever a faction plays: Porcelain chains and masks, Radiance banners, a town burning on the horizon. The whiter a map, the nearer its place stands to the House. - The UnlitTrue black, void. Specks of ether cyan. Light that illuminates nothing. Wrong. ## Token reference Every colour token, in one table. This page is the reference: the site's stylesheet (`www/assets/site.css`) defines each core, rarity, damage and region token as a CSS custom property under `:root`, and the game client takes its palette constants from it. ### Core | Token | CSS | Hex | Use | Source | | --- | --- | --- | --- | --- | | Abyss | `--abyss` | `#07080b` | Background, the dark itself; heaven's ink | The game's clear colour (black) | | Soot | `--soot` | `#141317` | Panels, surfaces | The HUD panel | | Basalt | `--basalt` | `#24222a` | Raised surfaces, borders | | | Bone | `--bone` | `#ddd5c0` | Primary text, physical damage | Bone Archer | | Ash | `--ash` | `#9aa7c7` | Secondary text, the cold neutral | Shifting Ash | | Brass | `--brass` | `#c7a86b` | UI frames, rules, headings | The HUD's gold | | Ember | `--ember` | `#ff8a3d` | The accent: fire, the player, calls to action | Fireball | | Cinder | `--cinder` | `#e8663a` | Deep fire, hover states | Cinder Imp | | Gilded | `--gilded` | `#f2c84b` | Rare items, highlights | Gilded Ember | | Spark | `--spark` | `#fff3c4` | The hottest light, very sparing; a warm white | Sovereign Spark | | Tide | `--tide` | `#6fd0d8` | The cold accent, the sea | Quenching Water | | Rime | `--rime` | `#8fd8ff` | Cold damage, frost | Frost Nova | | Drowned | `--drowned` | `#2b4a52` | Deep cold surfaces | | | Gloom | `--gloom` | `#6b5a7a` | The Gloamroot, the between | Gloom Spider | | Storm | `--storm` | `#ffe86b` | Lightning | Arc | | Blood | `--blood` | `#9e1410` | Life | The HUD's life orb | | Mana | `--mana` | `#1a33b8` | Mana | The HUD's mana orb | ### Heaven (proposed) > **Proposal** (concept, not decided): > > | Token | CSS | Hex | Use | > | --- | --- | --- | --- | > | Glamour | `--h-glamour` | `#eceef1` | Heaven's white: stone, cloud, light (dominant) | > | Chalk | `--h-chalk` | `#d3d6dc` | Heaven's light shade, mist, dust | > | Pewter | `--h-pewter` | `#8d929a` | Heaven's shadow, before the ink; the grey feathers where you wake | > | Porcelain | `--h-porcelain` | `#e6e1d6` | The Wardens' white in the world | > | Radiance | `--h-radiance` | `#f8faff` | The Heirs' white in the world | > > Like the region tokens, they are scenery and faction colours: none of them may stand for a damage type, a rarity or the player. Once kept, they go into `site.css` under `:root` and into the client beside the others. ### Item rarity and damage types | Token | CSS | Hex | Use | | --- | --- | --- | --- | | Normal | `--r-normal` | `#c8c2b2` | Normal items: tooltip header and name | | Magic | `--r-magic` | `#8fa6ff` | Magic items; the blue rim of magic monsters | | Rare | `--r-rare` | `#f2c84b` | Rare items (the same as Gilded); the gold glow of rare monsters | | Unique | `--r-unique` | `#d9772f` | Unique items; the ember glow of unique monsters | | Physical | `--d-physical` | Bone, `#ddd5c0` | Physical hits, ailments and item text | | Fire | `--d-fire` | Ember, `#ff8a3d` | Fire | | Cold | `--d-cold` | Rime, `#8fd8ff` | Cold | | Lightning | `--d-lightning` | Storm, `#ffe86b` | Lightning | ### Regions The regions' own colours, used by the light studies above and by any painting or level of that region. They are scenery colours: none of them may stand for a damage type, a rarity or the player. | Token | CSS | Hex | Use | | --- | --- | --- | --- | | Meadow | `--a-meadow` | `#6f8f4e` | The Vale's grass, hedgerows and orchards (dominant) | | Wheat | `--a-wheat` | `#d8b866` | The Vale's wheat; sun-gold shafts in Harrowwood | | Sky | `--a-sky` | `#8fb6d8` | The Vale's sky | | Moss | `--a-moss` | `#4d6b3a` | Harrowwood (dominant) | | Bark | `--a-bark` | `#3b2f24` | Harrowwood's trunks (dominant) | | Gloom violet | `--s-violet` | `#3a2f48` | The dark of the Gloamroot under Harrowwood | | Fungal amber | `--s-amber` | `#d9a441` | Candlecap light in the Gloamroot | | Dry grass | `--a-drygrass` | `#c2a35a` | The Barrow Moors (dominant) | | Heather | `--a-heather` | `#7d5a78` | The hollows of the Barrow Moors | | Snow | `--a-snow` | `#e9eef2` | The High Pass, with Rime | | Riveted iron | `--s-iron` | `#3d3b40` | Hearthold's iron plates and the hull's dark. Invented by the site: the art direction names the colour without a value | | Slate | `--s-slate` | `#2a333a` | The Drowned Coast (dominant) | | Verdigris | `--s-verdigris` | `#4f7a6e` | The Drowned Coast; the Drowned monster family | | Salt | `--a-salt` | `#f1ece0` | The Drawn Sea's flats (dominant) | | Bleached sand | `--a-sand` | `#e3d3b0` | The Drawn Sea's dunes (dominant) | | Turquoise | `--a-turquoise` | `#5fc7d6` | The Drawn Sea's sky | | Deep basalt | `--s-basalt` | `#1a1716` | The Underhalls (dominant); darker than the core Basalt | | Magma | `--s-magma` | `#ff6a3d` | The Cinderworks' slag rivers and their uplight | | Void | `--s-void` | `#0b0710` | The Unlit, with true black | | Ether cyan | `--s-ether` | `#a8fff4` | The specks in the Unlit. Invented by the site, like riveted iron | Three colours of the region palettes have no token yet: the Vale's slate roofs, the deep blue shadows of the Drawn Sea, and the Heartfire's white-gold, which the site draws with Spark and Gilded. Riveted iron and ether cyan keep the site's values until the game settles them. The contested world's deep blue sky is drawn by the light study above with a value of its own, until the endgame's regions are settled. ### In the game client `crates/client/src/hud.rs` carries the tokens the client uses as constants: Soot (at 92% opacity), Brass, Bone, Ash, Gilded, and Magic as the rarity colour. The HUD's other colours (its text, gold and bar gradients) come from the web prototype's HUD stylesheet and are not palette tokens. A new token is added here first, then to `site.css` and the client. --- title: "Shape language" summary: "Six monster families, each readable as a black shape at forty pixels tall in a crowd of two thousand, and the shapes of heaven's three factions, their true forms and their troops, readable at a glance in a world without colour." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: shape-language.html source: www/content/art/shape-language.md --- # Shape language *Six monster families, each readable as a black shape at forty pixels tall in a crowd of two thousand, and the shapes of heaven's three factions, their true forms and their troops, readable at a glance in a world without colour.* > Design every monster as a black silhouette first. The camera looks down at three-quarters, the way it does in the game, and a monster on screen is about 40 pixels tall, in a crowd, in the dark, in a sunlit field or on the white stone of heaven. At that size texture is invisible and faces don't exist. What reads is the outline, and the light on it. So each family of the [bestiary](../wiki/monsters/index.md) has its own shape language, chosen so that a player can tell a Gloom Spider from a Hollow Ghoul by silhouette alone, at a glance, while two thousand of them press in from the edge of the light. Heaven adds a harder test: it has no colour, so its three factions have to read by shape alone. ## The six families - [![A Hollow Ghoul](../art/paintings/monsters/hollow-ghoul.jpg)Hollow GhoulVertical, slumped, dripping, head pushed forward.Drowned](../wiki/monsters/hollow-ghoul.md) - [![A Bone Archer](../art/paintings/monsters/bone-archer.jpg)Bone ArcherThin and angular, all sticks and points, the line of a bow.Bone](../wiki/monsters/bone-archer.md) - [![A Cavern Brute](../art/paintings/monsters/cavern-brute.jpg)Cavern BruteMassive and blocky, wider than tall, shoulders above the head.Stone (Cinderborn)](../wiki/monsters/cavern-brute.md) - [![A Cinder Imp](../art/paintings/monsters/cinder-imp.jpg)Cinder ImpSmall, jagged and flickering, never still.Fire (Cinderborn)](../wiki/monsters/cinder-imp.md) - [![A Gloom Spider](../art/paintings/monsters/gloom-spider.jpg)Gloom SpiderWide and low, many legs, no face.Gloom](../wiki/monsters/gloom-spider.md) - [![A Rime Wraith](../art/paintings/monsters/rime-wraith.jpg)Rime WraithTapered and floating, no feet, a trail of frost.Rime](../wiki/monsters/rime-wraith.md) | Monster | Family | Silhouette | | --- | --- | --- | | [Hollow Ghoul](../wiki/monsters/hollow-ghoul.md) | Drowned | Vertical, slumped, dripping, head pushed forward. | | [Bone Archer](../wiki/monsters/bone-archer.md) | Bone | Thin and angular, all sticks and points, the line of a bow. | | [Cavern Brute](../wiki/monsters/cavern-brute.md) | Stone (Cinderborn) | Massive and blocky, wider than tall, shoulders above the head. | | [Cinder Imp](../wiki/monsters/cinder-imp.md) | Fire (Cinderborn) | Small, jagged and flickering, never still. | | [Gloom Spider](../wiki/monsters/gloom-spider.md) | Gloom | Wide and low, many legs, no face. | | [Rime Wraith](../wiki/monsters/rime-wraith.md) | Rime | Tapered and floating, no feet, a trail of frost. | The monsters are the world's own: Velmarch's drowned, its miners fused to the stone, the spiders of the Gloamroot. A faction's white is what makes them troops (below). ## Rules for every monster **Silhouette first.** A monster is drawn as a solid black shape before anything else, and it has to read that way. If two families could be confused in black, one of them changes. **Dark against bright ground, too.** The climb comes up into daylight (meadows, wheat, golden moorland, a salt desert at noon) and ends on the white stone of heaven. The same silhouettes have to read as dark shapes against a bright ground, which, done right, reads even better than black on black. Loot, telegraphs and allies that glow at night get a rim or a glow strong enough to hold against the sun and against white stone. **Big shapes on top.** The camera sees shoulders, heads and backs, not faces. A Cavern Brute's shoulders rise above its head; a Gloom Spider is a wide, low disc of legs; a Rime Wraith tapers to nothing where its feet should be. **Rarity is light, not geometry.** Magic monsters take a blue rim, rares a gold glow, uniques an ember one. Monsters of one kind share one mesh, and materials are shared per rarity, which is what lets thousands of them be drawn at once. It reads better, too: a gold glow in a grey crowd is the first thing the eye finds. **Telegraphs are honest.** A slam fills a red circle on the ground before it lands. Projectiles glow in their element's colour. Nothing that can hurt you is dark, and in heaven nothing that can hurt you is white. **Stylised, lit well.** Flat or gradient-painted colour, and detail that comes mostly from light and from emissive cracks: the ember seams in a brute's stone hide, the frost breathing off a wraith. **Budgets are measured, not a style.** Every monster has three levels of detail: about 4,000 vertices near the party, about 1,500 at mid range and about 400 for the far horde. Each level is authored so that its silhouette still reads on its own. Heroes carry 8,000 to 15,000 triangles, with at most four on screen. These numbers come from measurements on the target machine (`design/perf/vertex-budget.md` and the performance notes in `docs/performance.md`); the 200 to 400 vertex rule of the first prototypes was a guess, and is gone. ## What the paintings settled The concept paintings fixed a few details that every model and painting of these monsters keeps. How the paintings are made is on the [painting guide](../art/painting-guide.md). - **The drowned have a hollow where the ember was.** Hollow Ghouls and Rime Wraiths carry an empty, frost-rimmed hollow in the chest: the inverse of a fallen's glow, and readable from above for the same reason. - **The Gloom Spider is eyeless,** and its swollen belly glows with the light it has eaten. - **The Cavern Brute** wears its miner's helmet and pick fused into the rock of its body. ## Heaven's three factions Decided by Alex on 25 October 2026: in the world, angels exist in their true forms, white and worse than heaven's glamour. The Wardens are lifeless (golems, empty armour, automata, puppets), the Heirs look godlike, and the Apostates look human. Each region's champion is an angel's true form, set down on the board at the heart of its army. ![Warden: upright, blocky, a blank mask, a keyhole in the ribs, wings of hinged slats](../art/paintings/champions/wardens-puppet-saint.jpg) Warden: upright, blocky, a blank mask, a keyhole in the ribs, wings of hinged slats ![Heir: a towering column of light, six wings, wheels for a halo](../art/paintings/champions/heirs-seraph.jpg) Heir: a towering column of light, six wings, wheels for a halo ![Apostate: a person's height and shape, a hammer, wings only in the shadow](../art/paintings/champions/apostates-rebel.jpg) Apostate: a person's height and shape, a hammer, wings only in the shadow > **Proposal** (concept, not decided): > > Heaven has no colour, so the factions are told apart by silhouette first, the way the monster families are. Three shapes, each its faction's hubris made visible. > > | | Wardens | Heirs | Apostates | > | --- | --- | --- | --- | > | The read | A wide block: broad, upright, square | A tall column: thin, vertical, rising | A small figure: human height, hunched to work | > | Wings | Folded tight down the back like a stone cloak | Raised high above the head; six on a champion | Clipped short, bound with cord; in the world, only in the shadow | > | What breaks the outline | A tower shield planted beside it; keys at the belt | Tall narrow banners above the line; a halo of wheels | A hammer over the shoulder | > | How they stand | Facing outward, never toward the House; perfectly still | In long ordered lines, like a procession | In a ring, or alone in a gap | > | True form in the world | An automaton: blank mask, cage of ribs, a keyhole for a heart, joints pinned with brass | A colossus of radiance: robes written edge to edge with script, a face too bright to see, a sword of light | An ordinary weathered person in a plain cloak; the shadow behind has great broken wings | > | Their white | Porcelain, chains, padlocks, masks | Radiance, robes, banners | The shadow, the teeth, the edge of the hammer | > > **Wing pose is the key.** Folded, raised, clipped: at 40 pixels on white stone, the line of the wings is the first thing that reads, before the shield, the banner or the hammer. Keep it on every angel of a faction, from the champion down to the still angels on a wall. ### Troops: the white on the world's own things > **Proposal** (concept, not decided): > > A faction makes troops of the world's monsters and dead, and its white is how you tell whose they are. The white is a mark laid on the family's own silhouette, never a new silhouette, so a Warden-held ghoul still reads as a ghoul. > > - **Warden troops are bound.** White masks with no eyes, white chains, padlocks on the chains; beasts on leashes; smaller white puppets and stone sentinels among them. The mark sits on the head, which is what the camera sees. A Warden horde stands in ranks and moves together. > - **Heir troops are converted.** White robes and hoods over the living and the risen dead, white banners carried above the crowd, a radiant thing at the centre the crowd never looks up at. The mark is the banner, which breaks the outline upward. An Heir horde comes in lines, like a procession. > - **Apostate ground runs loose.** No troops of their own: ordinary people with hammers, and the world's things freed of the Wardens' hold, still wearing the broken white of the chains they slipped, a trailing end of white chain on a dark shape. An Apostate region comes at you from every side at once. > - **A fallen's own raised dead** wear the shapes of the dead in the fallen's own white, with the coal's red in their eyes (decided). Red eyes in a white horde read as the enemy fallen's, never a faction's. > - **The more white, the more played.** A magic piece carries more white than a plain one, and a rare is moved by an angel's own hand (both decided); here, a rare is half white. The rarity rim stays on top, so rarity still reads first. ## Players and people The fallen follow the same rules. Their signature is the ember glowing through the chest, and gear changes their outline at the shoulders and head first because that is what the camera sees. Decided by Alex on 25 October 2026: a fallen's faction shows in its shadow, its wings and the light off it, never on its body or gear, so a party of mixed banners keeps four outlines of its own. > **Proposal** (concept, not decided): > > - **The ember reads on any ground.** Against black it is the light; against a sunlit field and against white stone it is the only warm dot in the frame. Model it so it reads in all three. > - **A fallen's wings** come back as its faction shows, from its seat on: folded, raised or clipped, like its faction's angels, so the wing pose that tells a faction's hosts apart tells kin apart too. > - **The people of the world** carry no white at all: farmers, priests, traders and children are pieces nobody plays. They wear the world's earthy reds, browns and greens, smaller and bundled against the cold, and in Hearthold lit from below by braziers. --- title: "Look, sound and voice" summary: "What is fixed about how the game looks today, and the principles proposed for how it should look, sound and read." status: decided # Decided in the design notes, not built yet section: "Art Direction" html: look-sound-voice.html source: www/content/art/look-sound-voice.md --- # Look, sound and voice *What is fixed about how the game looks today, and the principles proposed for how it should look, sound and read.* Isometric 3D, dark caves, and models light enough that thousands fit on screen. Measured on the target machine, monsters near the party can carry about 4,000 vertices and the distant horde a few hundred: the main pass doesn't notice up to ~4,000 vertices each at 2,000 monsters, and shadows are what grow with detail. Each kind shares one mesh, with one material per rarity, so a horde draws in a handful of batches. See [Built for hordes](../dev/engine.md). ## How it should look > **Proposal** (concept, not decided): > > - **Silhouettes first.** In a horde you read shapes, not textures. Every family needs an outline you know at a glance from the isometric camera. > - **The party carries the light.** The deep is dark; your character's ember is what you see by. The climb gives daylight back act by act, and at the top, in heaven, the light is white and has no colour, so the ember is the only colour left. See the [visual identity](../art/visual-identity.md). > - **White is the enemy's.** Heaven is white, and so is everything an angel plays in the world (decided). A white mask, chain or banner on a monster says whose it is. > - **Colour is information.** Each damage type has one colour everywhere: hits, ailments, item text and the HUD. Warm means fire, pale blue means cold. Effects stay out of the way of telegraphs. > - **Telegraphs are sacred.** Anything that can hurt you badly shows its area before it lands, and nothing else on screen looks like a telegraph. The colours the game already uses: its monsters, then its crafting currencies, then its damage types. - Hollow Ghoul - Bone Archer - Cavern Brute - Cinder Imp - Gloom Spider - Rime Wraith - Shard of Kindling - Ember of Growth - Shifting Ash - Gilded Ember - Crowning Flame - Wildfire Orb - Sovereign Spark - Quenching Water - Physical - Fire - Cold - Lightning ## How it should sound > **Proposal** (concept, not decided): > > Close and physical. Footsteps on stone, the crackle of whatever is burning nearby, and hits that you feel more than hear. Music stays low and drops out in big fights so the fight is the soundtrack. A horde should sound like a crowd, so sounds of one kind get mixed together rather than stacked one per monster. > > Heaven is quiet the way the deep is dark. No choirs and no music in the courts: wind over the cloud sea, footsteps that echo too long, the still angels making no sound at all, and the crackle of the fallen's embers the one warm sound. A faction's troops sound like their making: Warden puppets creak and their chains drag, Heir crusades come with a murmur of many voices reading, and Apostate ground is loud with hammers. ## How it should read Short, a little grim, never winking. The flavour text on the uniques sets the voice, and [Writing the world](../world/writing.md) has the rules for anyone adding to it: > The ground remembers every fire. [Cinderstep](../wiki/items/uniques/cinderstep.md) > It was never full. It never will be. [The Hungering Shank](../wiki/items/uniques/hungering_shank.md) > He ruled the tide until the tide ruled him. [Crown of the Drowned King](../wiki/items/uniques/drowned_crown.md) > Hold it to your ear and hear the sky break. [Stormglass Loop](../wiki/items/uniques/stormglass.md) > One flame for the living, one for the dead. [Twinflame](../wiki/items/uniques/twinflame.md) > Still warm, long after the fire went out. [Ashen Heart](../wiki/items/uniques/ashen_heart.md) > Woven from the shrouds of those who came before. [Grave Mantle](../wiki/items/uniques/grave_mantle.md) --- title: "Target shots" summary: "The key art rendered by the real game client, the concept sheets its models were built from, how close the engine has come, and where each shot sits in the climb, from the deep to a proposed shot of heaven." status: decided # Decided in the design notes, not built yet section: "Art Direction" html: target-shots.html source: www/content/art/target-shots.md --- # Target shots *The key art rendered by the real game client, the concept sheets its models were built from, how close the engine has come, and where each shot sits in the climb, from the deep to a proposed shot of heaven.* A target shot is a painting the real client has to reproduce: same camera, same horde, same budget. Each one fixes a register of the [art direction](../art/visual-identity.md) in the engine, and every later shot is judged against it. Each has its own page with the full spec. ## Where the shots sit in the climb The shots were specified while the journey still went down, and they keep that story's places. Their registers still hold for the climb (see the [visual identity](../art/visual-identity.md)). > **Proposal** (concept, not decided): > > | Shot | Register | Where in the climb | > | --- | --- | --- | > | [1\. Ember in the Flood](../art/ember-in-the-flood.md) | The deep: ember-noir | A flooded hall under the Drowned Coast: the last of the dark, where the climb comes up out of the deep into the drowned world | > | [2\. Dusk in the Vale](../art/dusk-in-the-vale.md) | The world between: Romantic landscape | The Vale, the last warm place, where the ascent sets out | > | [3\. The Keeper of the Gate](../art/keeper-of-the-gate.md) | Heaven: white ink | The court before heaven's gate, the climb's last fight | > > The endgame's register, the world's colours with heaven's white on what a faction holds, has no shot yet; a faction-held region would be the fourth. ## Shot 1: Ember in the Flood The game's own key art, rendered by the game. A party of four fallen holds a pool of warm light in a flooded hall of the Sunken Reach, on [the Drowned Coast](../journey/drowned-coast.md), while a drowned horde presses in from the dark. It is the deep-register reference: about 80% of the frame in the two darkest values, the party's ember light the one warm pool, and one cold shaft from a break in the ceiling. Spec approved by Alex on 24 October 2026; models built with scripted Blender. ![The target: concept key art, a painting.](../art/paintings/key-art.jpg) The target: concept key art, a painting. ![Version 2, rendered by the game client at 1600x900 on 24 October 2026: 592-vertex fallen, a water shader over the hall, soft-sprite effects, darker lighting.](../art/target-shots/1-ember-in-the-flood.png) Version 2, rendered by the game client at 1600x900 on 24 October 2026: 592-vertex fallen, a water shader over the hall, soft-sprite effects, darker lighting. ![Before: the build on the morning of 24 October 2026.](../art/target-shots/0-before.png) Before: the build on the morning of 24 October 2026. ![Version 1, version 2 and the key art, stacked.](../art/target-shots/1-ember-in-the-flood-compare.jpg) Version 1, version 2 and the key art, stacked. Version 2 is close to the key art's darkness but still a little bright, and costs a few percent of frame rate, still far above any frame budget. What would close the gap most: the fallen are still small and soft next to the painted heroes, and nothing is animated yet. The spec, the measurements and the gaps are on [its page](../art/ember-in-the-flood.md), and the frame-rate cost in `docs/performance.md`. ## Concept sheets Painted model sheets for shot 1, generated with `design/tools/imagegen.py` from the key art and the art direction. Each is a production reference for a low-poly model seen from the game's high three-quarter camera, at 40 to 70 pixels tall in a horde, so the silhouette matters more than any detail. The prompts are in `design/target-shots/concept/1/prompts/`. ![A fallen, five views in one casting pose](../art/concept/kindled.jpg) A fallen, five views in one casting pose ![Hollow Ghoul](../art/concept/hollow-ghoul.jpg) Hollow Ghoul ![Bone Archer](../art/concept/bone-archer.jpg) Bone Archer ![Props of the flooded hall](../art/concept/props.jpg) Props of the flooded hall ![HUD mockup](../art/concept/hud.jpg) HUD mockup ![Skill icons](../art/concept/icons.jpg) Skill icons ## Next: Dusk in the Vale > **Proposal** (concept, not decided): > > Shot 2 would fix the daylit register: a golden afternoon in [the Vale of Velmarch](../journey/the-vale.md), with sea fog creeping up the low fields. Its spec is [proposed on its own page](../art/dusk-in-the-vale.md). ## Then: heaven > **Proposal** (concept, not decided): > > Shot 3 would fix heaven: four fallen on the white court before heaven's gate, the keeper of the gate and his white dead closing in, the embers the only colour. Its spec and its painting, from the game's own camera, are [proposed on its own page](../art/keeper-of-the-gate.md). ![Proposed: the target painting for shot 3, the keeper of the gate. Concept.](../art/paintings/heaven/keeper-of-the-gate.jpg) Proposed: the target painting for shot 3, the keeper of the gate. Concept. --- title: "Shot 1: Ember in the Flood" summary: "The spec of target shot 1, the deep-register reference: four fallen holding a pool of ember light in a flooded hall while a drowned horde presses in. What it shows, what it needs, and where it stands." status: decided # Decided in the design notes, not built yet section: "Art Direction" html: ember-in-the-flood.html source: www/content/art/ember-in-the-flood.md --- # Shot 1: Ember in the Flood *The spec of target shot 1, the deep-register reference: four fallen holding a pool of ember light in a flooded hall while a drowned horde presses in. What it shows, what it needs, and where it stands.* The game's own [key art](../art/target-shots.md), rendered by the real client: a party of four fallen holding a pool of warm light in a flooded hall, a drowned horde pressing in from the dark. It is the deep-register reference every later shot is judged against. Spec approved by Alex on 24 October 2026; models built with scripted Blender (his choice over code meshes and AI 3D). The shot was specified while the journey still went down. In the climb it is the deep's register, and it stays the reference for it; [where each shot sits in the climb](../art/target-shots.md) is on the target shots page. The party here is four fallen, called the Kindled when the shot was made. ![The target: concept key art, a painting.](../art/paintings/key-art.jpg) The target: concept key art, a painting. ## What it shows | | | | --- | --- | | Place | A flooded hall of the Sunken Reach: Saltreach's drowned streets, walked at low water, on [the Drowned Coast](../journey/drowned-coast.md). It uses the cave generator as-is, re-dressed. | | Register | Deep: about 80% of the frame in the two darkest values. The party's ember light is the warm pool; one cold shaft of light falls from a break in the ceiling. | | Camera | The game camera, unchanged: 3/4 from above (pitch ~57°, fov 32°), zoomed in a little (distance 22 instead of 27) so a fallen is ~70 px tall at 1600x900. | | Frame | 1600x900, rendered with `--offscreen`. | | Moment | Mid-fight, with a ring of open water between the party and the horde: a Fireball in flight, one exploding, Arc chaining through ghouls, a Frost Nova ring fading. | ## On screen **The party (centre, slightly left of middle).** Four [fallen](../fallen/who-you-are.md) in a loose diamond, as in the key art: hooded, layered salvaged gear, each with the ember glowing through the chest. The local player in front, casting Fireball toward the upper left. Allies are told apart by cloth tint, not by a green glow. Nameplates over the three allies. **The horde (all around, dissolving into fog at the edges).** About 150 in frame, 2,000 in the level: - [Hollow Ghouls](../wiki/monsters/hollow-ghoul.md) (most): hunched, heads low, arms hanging, waist-deep feel. Dark silhouettes with an empty, frost-rimmed hollow in the chest (the inverse of the fallen's ember). - [Bone Archers](../wiki/monsters/bone-archer.md) (a ring further out, upper right and lower left): thin, angular, bows drawn. - 8-10 magic monsters with a **blue rim**. One rare ghoul (Giant) with a **gold rim**, name plate and modifiers in the target panel at the top. - No orange on monsters or walls: warm colour belongs to the party, their spells and loot. **Light.** - The ember pool: the floor lit ~7 tiles around the party, falling to black beyond. - Each fallen's chest ember: emissive plus a small shadowless point light. - The cold shaft: one teal spotlight from above at the upper right, with a faint light cone and drips; the floor under it reads as wet. - A cold rim so silhouettes separate from the floor, teal-black distance fog, a vignette. **Ground and props.** Dark standing water over flagstones that catches the ember light, with ripples around the party and no visible tile grid. Walls re-dressed as broken masonry and rock, with broken column stubs and branching coral on the wall edges (placed on the client from the map seed: decoration only, no collision). **Effects.** - Fireball: white-hot core, ember-orange glow, a comet tail of rising sparks, a light. - Explosion: a flash, a ring of fire on the water, sparks; no white puff, and it never bleaches the caster. - Arc: white core, Storm-yellow edges, branching, short-lived. - Frost Nova: hard-edged rime ring on the ground and ice shards; no black ring. - Kills: the drowned collapse into a splash of water and salt (cold, not gore-coloured). - A few crit numbers, one per burst, in the numeric face. **HUD.** Brass on Soot, square corners, readable at a glance: - Life orb (Blood) left, mana orb (Mana) right: round globes with a brass rim and a liquid surface line. - Between them: XP bar, two flasks as large as the skill slots, six skill slots with painted icons and key labels (no names, so nothing clips). - Top centre: target panel for the rare (name in Gilded, base type, modifiers, life bar). - Top left: party frames (name, level, life bar for each of the four). - Top right: zone and depth ("The Sunken Reach · Depth 4"), level. - Debug overlay hidden. ## What it needs Every asset is a real game asset, used in normal play afterwards, not a shot-only prop. The shipped ones, with their counts and budgets read from the files, are on [Models](../art/models.md), [HUD art](../art/hud-art.md) and [Textures](../art/textures.md). - **Models:** the fallen (one model per party slot, one casting pose each), the Hollow Ghoul and the Bone Archer (one shared mesh per kind), column stubs and coral (instanced from the map seed). All within the vertex budgets. - **Materials and shaders:** the rarity rim (a thin cold band, blue for magic, Gilded for rare, ember for unique; shared per rarity), a water shader for the floor, the light shaft. - **Effects:** Fireball, explosion, Arc, Frost Nova and drowned deaths as camera-facing soft sprites sharing one material, within the particle cap. - **HUD:** three OFL faces (display, body, numbers), painted globes, a painted icon sheet sliced into skill and flask icons, brass-bordered frames. - **The scene:** `--scene ember-in-the-flood` on the server: a fixed seed and depth, three puppet fallen beside the client's player, a horde placed by ring, kind and rarity that settles into a steady state and holds it, scripted casts on a fixed rhythm. A test checks it plays out. Out of scope: animation (everything holds one pose and slides; animating 2,000 monsters needs vertex-animation textures, a later task), ground loot labels, a minimap. ## Done when - `cargo run --release -p emberdeep -- --scene ember-in-the-flood --offscreen --shot 5.5:design/target-shots/1-ember-in-the-flood.png` reproduces the shot. The scene settles ~2 s after the client joins and repeats its casts on a short cycle, so any capture from ~4 s on shows the same composition; the capture time only picks the beat. Under load the capture clock drifts from the scene clock, so take several and pick one. - It reads like the key art: dark frame, warm pool, cold shaft, readable silhouettes, rarity at a glance, nothing clipped in the HUD. - The 2,000-monster bench stays near its baseline and the monster vertex test passes (see `docs/performance.md`). ## Where it stands Version 2, rendered on 24 October 2026. Seven agents rebuilt one area each (the Kindled, monster models, effects, water and shaft, lighting and rim, HUD, composition) after Alex asked for more polish on version 1. ![Version 1, version 2 and the key art, stacked.](../art/target-shots/1-ember-in-the-flood-compare.jpg) Version 1, version 2 and the key art, stacked. **Value structure.** Share of pixels darker than luma 32 (HUD masked), measured on 24 October 2026: key art 84%, version 1 44%, version 2 70-73% depending on the beat. Close, still a little bright: the warm pool is wider than the key art's and the rims add light. The frame-rate cost of each version is in `docs/performance.md`. **Gaps for a version 3,** in order of payoff: 1. **The fallen are still small and soft** next to the key art's painted heroes: at 70 px the pauldrons and hoods read, but the ember is a small dot and the silhouettes are generic. The key art's camera is lower than the game camera, which the shot keeps. A sculpted or AI-3D source, or a dedicated hero camera for this shot, would pay most here. 2. **No animation:** everything slides in one pose. Vertex-animation textures for the horde and a skinned fallen are a separate task. 3. **Frost Nova covers the whole ring** for a moment of each cycle, which reads as a big blue disc over the party; the scene could cast it less often or from the edge. 4. **Archers in range fire all the time**, so arrow streaks cross the frame on some beats; moving them out of range in the scene would remove them. 5. The local player's hood is still light peach under the spotlight. --- title: "Shot 2: Dusk in the Vale" summary: "The proposed second target shot, for the daylit register of the world between: Hollow Ghouls wading up a river at dusk into the last green valley, the Tide's fog creeping in." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: dusk-in-the-vale.html source: www/content/art/dusk-in-the-vale.md --- # Shot 2: Dusk in the Vale *The proposed second target shot, for the daylit register of the world between: Hollow Ghouls wading up a river at dusk into the last green valley, the Tide's fog creeping in.* [The Vale](../journey/the-vale.md), the last warm place before the ascent: Hollow Ghouls wading up the river at dusk into the last green valley, the Tide's fog creeping in at the edge. It proves the middle of the climb's curve (Romantic landscape, full value range, a warm world with one cold intruder) and the readability rules in daylight, which [shot 1](../art/ember-in-the-flood.md) cannot. The spec was written when the Vale was the journey's first beat; in the climb the party has come up to it from the deep, and the shot is the same. - **Camera and scene:** the same game camera; a riverbank between hedgerows and a half-timbered barn, two fallen on the near bank, a pack of ghouls (one magic, one rare) coming out of the water, low golden sun from the upper left, a fog bank on the right edge. - **New tech:** a directional sun with shadows, sky and act-tinted fog, an outdoor map (a generator for open terrain with a river, or a "surface" variant of the cave map), and daylight rim rules (rarity must still read against a bright ground). - **New assets:** grass and dirt ground, river water, hedgerow, oak tree, standing stone, a barn or cottage (a few hundred vertices each, instanced), a dusk palette for the HUD vignette. - **Reused:** the fallen's model, the ghoul, the rim material, the HUD, the scene system. ## Alternatives, if the surface tech should wait - **Shot 1b:** the same scene as shot 1 with the inventory, tooltip and crafting UI open (all UI; the scene would fill the inventory server-side). - **[The Rose](../fallen/the-rose.md):** the passive tree screen (pure UI, no 3D). --- title: "Shot 3: The Keeper of the Gate" summary: "A proposed third target shot, for heaven's register. Four fallen hold a small warm pool on the white court before heaven's gate while the keeper of the gate and his white dead close in, the embers the only colour in an inked, colourless frame." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: keeper-of-the-gate.html source: www/content/art/keeper-of-the-gate.md --- # Shot 3: The Keeper of the Gate *A proposed third target shot, for heaven's register. Four fallen hold a small warm pool on the white court before heaven's gate while the keeper of the gate and his white dead close in, the embers the only colour in an inked, colourless frame.* The top of the climb. Every climb ends at heaven's gate, against the fallen who keeps it that age (decided, see the [overview](../world/overview.md)), and this shot would fix that moment in the engine. It proves the register neither [shot 1](../art/ember-in-the-flood.md) nor [shot 2](../art/dusk-in-the-vale.md) can: heaven drawn white in ink, with no colour but the fallen's embers, and a horde that still reads on white ground. The painting above is the target: a concept painting from the game's camera, four fallen in a warm pool on the white court, the keeper's red coal, his white dead in a ring, still angels on the walls, the gate's arches receding into white. > **Proposal** (concept, not decided): > > ## What it shows > > | | | > | --- | --- | > | Place | The court before heaven's gate: white flagstones, crenellated walls and towers, the gate's pointed arches nested inside pointed arches, receding into white. The House does not show. | > | Register | Heaven: high key, most of the frame in white and pale grey, ink black for every shape. The embers, the keeper's coal and his dead's eyes are the only colour. | > | Camera | The game camera, unchanged, zoomed in as in shot 1, so the two shots compare frame for frame. | > | Moment | Mid-fight, with a ring of open stone between the party and the horde, the keeper stepping in from the gate. | > > ## On screen > > - **The party (centre, slightly left).** Four fallen in a loose diamond, the same models as shot 1: dark cloaks, the ember at the chest, a small warm pool of light on the white stone. They read as dark shapes on white, as in a sunlit field. > - **The keeper (upper centre).** A fallen, taller than the party, in dark battered plate, a coal glowing deep red through the crack of his breastplate. A fallen's coal stays red at its heart however cold its light has grown (decided), so his reads red, not orange. > - **His white dead (all around, fading into white at the edges).** What a fallen raises wears the shapes of the dead in its own white, with the coal's red in its eyes (decided). Gaunt bone-white figures in rags, with two red points for eyes. They are a horde for the readability test: white shapes with ink outlines and ink shadow, on white ground, so their read comes from the ink. > - **The still angels.** Rows of robed angels on the walls and around the court, wings folded, perfectly still, all watching. Props, not monsters: they never move. > - **Light.** Cold white light from no source, so shadows are short flat ink shapes under every figure and arch. The ember pool is small and warm. No coloured fill and no fog colour: the edges dissolve into white mist. > > ## What it needs > > - **An ink pass.** Black outlines on every model (an edge pass on depth and normals, or inverted hulls on the near levels of detail), with a weight that holds at the game camera's distance. > - **Flat shading and ink shadows.** Two or three tones per surface, shadows quantised to a flat black shape, the high-key exposure of heaven. A lookdev preset of its own, beside shot 1's. > - **The white court.** A heaven variant of the map: flagstones, wall and tower modules, the nested gate, still-angel statues as instanced props. Gothic carving lives in the texture and the ink, not the vertex count. > - **New monsters and a boss.** The keeper (a hero-sized model like the party's) and his raised dead (one shared mesh, the horde's budgets), plus a red-eye emissive. > - **Reused:** the fallen, the rim material (a rare must still read gold on white), the HUD, the scene system. > > ## Done when > > It reads like the painting: a white frame drawn in ink, a small warm pool, a red coal, a horde that reads by its outlines, rarity at a glance, and the embers the only colour. The 2,000-monster bench stays near its baseline with the ink pass on (see `docs/performance.md`). ## Where it sits Shot 1 fixes the deep, shot 2 the daylit world, and this one heaven: one shot per register of the climb. The painting's prompt and its edit are in `design/target-shots/concept/3/prompts/`; it was painted with heaven's bridge painting (`heaven/arrival-bridge-side.jpg`) as the style reference and shot 1's key art for the camera, then edited once to give the gate its nested arches. ## Open questions - Is the gate's keeper the right moment, or should heaven's shot be a pinnacle fight in a white court where the angels watch, fallen against fallen, with no horde? - How strong should the ink be in the engine? Settled on 26 October 2026: in heaven every shape is inked, the fallen and the horde included, since ink is the war's line (see [visual identity](../art/visual-identity.md)). What is left to measure is the line's weight at the game camera's distance. --- title: "Painting guide" summary: "How the game's concept paintings and painted game art are made, all in one house style, the engraving, frozen from the style study. The tool, the frozen references for each register, the prompt rules for heaven and the factions, and the looks the paintings have settled." status: decided # Decided in the design notes, not built yet section: "Art Direction" html: painting-guide.html source: www/content/art/painting-guide.md --- # Painting guide *How the game's concept paintings and painted game art are made, all in one house style, the engraving, frozen from the style study. The tool, the frozen references for each register, the prompt rules for heaven and the factions, and the looks the paintings have settled.* > Describe the shape, not the idea: "upside down" alone gives an upright ship. Every new painting is made in one house style, **the engraving**: Gustave Doré's hatching and cross-hatching, deep engraved blacks, the paper for light, and a restrained hand-tinted wash only where a scene has colour. Alex chose it on 26 October 2026 from the [style study](../art/style-study.md), because the paintings had drifted into two styles that read as two games. Its references and words are frozen in `design/style/style.json`, and the tool sends them with every painting. The rest of this page is how to paint in it. This page is for whoever paints next, person or agent. What the paintings must show is the [visual identity](../art/visual-identity.md), the [palette](../art/palette.md) and the [shape language](../art/shape-language.md); the kept paintings of the new registers are on [concept paintings](../art/concept-paintings.md); this page is how to get there. ## The tool The paintings are made with Gemini's image models, Nano Banana Pro (`gemini-3-pro-image`) by default, through `design/tools/imagegen.py`. `gemini-3.1-flash-image` is cheaper and faster, for drafts. ```bash /usr/bin/python3 design/tools/imagegen.py --style heaven \ --out www/art/paintings/heaven/the-gate.jpg --aspect 16:9 --size 2K --prompt-file prompt.txt ``` - **Always paint with `--style REGISTER`.** It sends that register's frozen reference paintings first and adds the house style words to the prompt, so the prompt only describes the scene. `--style list` lists the registers (below). Without `--style` or `--ref` the tool warns that the painting will not match. - **Extra `--ref` images go after the style's** and are for content only: a character to keep, a place to repaint. Say so in the prompt ("the last attached image is Sereth; keep his face and gear"). - **To change one thing in a painting you like,** pass that painting as the only `--ref` and ask to "repaint the attached painting, keeping its camera, composition and style exactly, with one change". This is how the bridge into heaven and shot 3's gate were fixed. - `--aspect` takes 16:9, 1:1, 3:4 or 9:16; `--size` 1K, 2K or 4K; `--model` picks another model, and `--list` lists the image models. - The key comes from the environment (`with-secrets`) or from `.env.local` at the main checkout. Never paste it anywhere. Use `/usr/bin/python3`: the python.org build has no CA certificates. - Paintings live in `www/art/paintings/`, in `zones/`, `characters/`, `monsters/`, `heaven/`, `factions/` and `champions/` beside the key art, and are served at `art/paintings/...`. Save the site's copy at 1920 pixels wide. ## The house style ![deep, the deep](../art/style/deep.jpg) deep, the deep ![world, the daylit world](../art/style/world.jpg) world, the daylit world ![heaven, heaven](../art/style/heaven.jpg) heaven, heaven ![faction, the world under heaven's white](../art/style/faction.jpg) faction, the world under heaven's white ![figure, one figure head to toe](../art/style/figure.jpg) figure, one figure head to toe One frozen reference per register, in `www/art/style/`, with the words for each in `design/style/style.json`: - **`deep`**: caves, the Underhalls, the Heartfire, anything underground. Four fifths of the frame in engraved near-black; the embers, fire and loot the only colour. - **`world`**: the daylit world. The engraving hand-tinted in the world's colours, the distance in lighter, sparser hatching. - **`heaven`**: the City, the gate, angels in heaven. Untinted engraving on white paper; the fallen's embers are the only colour. - **`faction`**: the world under heaven's white (an angel's true form, its troops, a faction-held place). The world tinted, and whatever is heaven's left as bare white paper, so the white reads as the enemy. - **`figure`**: one character or monster head to toe, for portraits, model sheets and the wiki. The fallen wear dark gear hatched into near-black, with the ember the only orange. **Changing the style** is changing these files: a new reference replaces one in `www/art/style/` only when Alex keeps it, and the words change in `style.json` in the same commit. ## Prompt rules for each register The style words come from `--style`; the prompt says what is in the scene and how it is lit. - **The deep** (`--style deep`): seen from a high three-quarter camera like the game's, Darkest Dungeon dread. If the frame comes out too light, add a vignette and a shadow curve until about 80% of it sits in the two darkest values. - **The daylit world** (`--style world`): a high vantage point, tiny figures, one focal light, and one wrong thing on the horizon. Under the sea and on the seabed, the same forms under uncanny light: grey fog, blinding glare and mirage. - **Heaven** (`--style heaven`): below. - **The world under heaven's white** (`--style faction`): below. - **The party is four fallen,** the co-op maximum, hooded and cloaked in dark layered gear, and they carry embers only, never torches. The ember is their light, and it glows at the chest, in front. - **Describe the shape, not the idea.** To get Hearthold's upturned hull, write "wide gunwale on the ground, hull narrowing up to the keel like a roof ridge, rudder pointing up". "Upside down" alone gives an upright ship. - **Keep the palette.** Each region's colours are on the [palette](../art/palette.md). In the deep and in heaven, warm colour is only for the party, loot and fire. - **No text.** End every prompt with "No text, no letters, no readable words": banners and robes written with script still come out as script, without letters to misspell. ## Painting heaven Describe heaven with one block of words, after the scene, so it stays one place (the style comes from `--style heaven`): ```text Exuberant, phantasmagorical medieval gothic: every surface dense with intricate carved detail, tracery, pinnacles, crockets, gargoyles, pointed arches nested in pointed arches, flying buttresses across empty sky, towers stacked on towers like coral and frost, white wax dripping from cornices, impossible scale and heavy mist. Heaven has no colour: black line, white and pale cold grey only, no gold, no blue, no warm tones. ``` And for the scene itself: - **Say "no colour" twice.** Once in the style block, once by naming the only exceptions: "except the four small orange embers, which are the only colour in the picture". The model adds gold to anything holy unless told not to. - **Medieval gothic, not French classical.** Crenellated walls, towers with conical roofs, walls like cliffs over a sea of cloud. Name no real building except the House's model, the Pantheon. - **The House** is "a plain round domed house like the Pantheon in Rome: a smooth windowless drum, a low heavy dome, a portico of plain columns, tall doors shut. It is the only round, smooth, classical thing in a gothic heaven, small and plain, and nothing touches it." It never shows on the party's first arrival: through the gate, only arches receding into white. - **The wrongness is subtle.** Ask for it by name and keep it quiet: windows carved on solid stone, wax dripping from pinnacles, far too many doors and none open, symmetry almost perfect but slightly off, angels perfectly still with white dust on their shoulders and wings, every shadow leaning toward the House. Nothing is ruined. - **The still angels** are "tall angels in robes standing perfectly still, dust on their shoulders, every one facing the gate (or the House), none looking at the travellers". Without that last part they turn to look. - **Heaven's dark** (the undercrofts beneath the City) keeps the same style words and no colour, but low key: vaults in shadow, one shaft of light from a crack above. ## Painting the factions Each faction has a silhouette, a wing pose and a white of its own. Put all three in the prompt, in these words, and the faction reads at a glance even without colour. - **Wardens in heaven:** "broad armoured angels with wings folded tight down their backs like stone cloaks, tall tower shields planted, all facing outward" (never toward the House). Their City is "far too big for its keepers: whole wings shut, windows bricked up, doors chained, courtyards drifted with white dust", and among thousands of still angels the living Wardens are "few and far apart". - **Heirs in heaven:** "tall thin angels with wings raised high above their heads, marching in long ordered lines like a procession, under a forest of tall narrow banners written edge to edge with dense illegible script". The Prophet is "gaunt, his robes covered in the same script, one hand raised", at the head of the host. Their siege bridges are "built like the skeleton of a gothic cathedral nave laid on its side, ribs and buttresses and chains, unfinished at the far end". - **Apostates in heaven:** hooded angels with short wings, each with a hammer made below, in the gaps: undercrofts, shut wings, a postern unbarred at night. Never in ranks; in a ring, or alone. ## Painting angels in the world Paint them with `--style faction`, and name what is heaven's in the scene, so the tool leaves it as bare white paper: "whatever belongs to the angel (its body, its chains, banners, masks) is heaven's white". The world's people are tinted in earthy reds, browns and greens. - **The Warden's true form** is lifeless: "a tall automaton, a puppet-saint of white porcelain and carved bone-white wood joined with brass pins and clockwork, its face a smooth blank mask with no eyes, its chest a hollow cage of white ribs with a great keyhole where the heart should be, a ring of keys turning inside like gears; its wings stiff fans of white wooden slats on hinges". Around it, smaller white puppets, stone sentinels and chained beasts in white masks. - **The Heir's true form** is godlike: "a colossal radiant figure as tall as a cathedral, robed in white written edge to edge with tiny script, six vast white wings, two raised high, two folded over burning faces, two spread wide; a face too bright to look at, crowned with fire; great interlocking wheels rimmed with eyes turning around its head". Below it, zealots and risen dead in white under white banners. "Biblical splendour and terror, not gore." - **The Apostate's true form** is human: "a weathered man (or woman) in a plain hooded cloak and leather, a heavy iron sledgehammer made by men over the shoulder, an ordinary tired face. Only his shadow on the wall behind has the shape of great broken wings." Around them, people of the world breaking white chains and white masks. - **The world's people carry no white.** Townsfolk, peasants and rebels wear earthy reds, browns and greens, and they bow, kneel or look away; only what an angel plays is white. ## Looks the paintings settled These are fixed now. Repaint them the same way. - **Where you wake:** a cave floor deep in grey feathers, cold embers scattered across it, one grey shaft of light from far above, and the fallen sitting alone with the ember at its chest. - **Heaven's gate:** pointed arches nested inside pointed arches, receding without end into white. **The House:** small, plain, round and shut, alone in an empty court that the processions stop at. - **The Doorward:** a Warden with his back to the House's doors, a crowned helm, folded wings and a tower shield carved with the City; the doors behind him chained and padlocked. - **The Warden champion's keyhole heart,** with keys turning inside; **the Heir champion's wheels** and script robes; **the Apostate champion's winged shadow.** - **[Orrin](../world/characters.md):** drowned but dignified, not a skeleton. Grey-teal salted skin, kelp in his beard, a crown of branching coral with old gold showing through, a flooded throne. - **Maudra:** lit from below by the Hearth, holding iron tongs. - **Sereth:** ash-cracked skin, and a dead grey cinder behind a cracked breastplate; head to toe, a hood and a long cloak burnt at the edges. - **Ilse:** offers a glowing bowl of seawater; salt at her lips, vials on her belt. - **The monsters:** the drowned have a frost-rimmed hollow where the ember was, the Gloom Spider is eyeless with a belly of stolen light, the Cavern Brute wears its helmet and pick fused into its rock. See [shape language](../art/shape-language.md). - **The Tidewall:** a giant sea-gate standing open among the drowned spires of Saltreach. - **[Hearthold](../journey/hearthold.md):** the *Crowned Gull* keel-up on a green hilltop, with galleries, dormers and window boxes built into the hull, a market around it, and the Hearth's glow through a great doorway. - **[The Unlit](../journey/the-unlit.md):** the cyan specks in the void form two vast eyes. This one was invented by a painting: it raises the stakes of what is under the fire without answering it. ## To redo - **The key art of the journey** shows a party heading down; the new key art shows the climb. - **The Last Hearth** should read as a coal the size of a house, not a fireplace. - **The pillars of the Underhalls** should be bigger: halls too large to see across. - **No torches.** Any party carrying one is repainted with embers only. - **The daylit landscapes are only partly engraved:** the Barrow Moors, Hearthold, the Vale and Harrowwood kept some of their painted softness when the older paintings were repainted on 26 October 2026. They want a fresh painting from their description with `--style world`. ## Repainting a painting in the house style Every painting made before the house style was repainted on 26 October 2026, keeping its composition. To repaint another, pass it as the extra `--ref` with the register's `--style`, and prompt: "Redraw the last attached image from scratch as an engraving in the house style: every form drawn in hatched and cross-hatched line. Keep exactly its camera, composition, figures and poses, its value structure and its colours. Do not add any colour, light, figure or object it does not have. Where the house style's words disagree with the original, the original wins." Then name what the model gets wrong in that one (a dead cinder that must not glow, a shadow that must stay a shadow). Painted originals resist: if the take still looks painted, add "it must look like the first attached image, an engraving, and not like the last, a painting". ## Heaven's hand in a painting Ink is the war's line (decided on 26 October 2026, at Alex's request): in the game an ink outline marks heaven's pieces (see [visual identity](../art/visual-identity.md)). In the engraving everything is line, so a painting marks heaven's hand with its white instead: what heaven plays is left as bare untinted paper, the world around it is tinted, and in heaven nothing is tinted but the fallen's embers. ## Model sheets and painted game art The same tool makes production art for the game. - **Model sheets.** Each [target shot](../art/target-shots.md) gets painted reference sheets for its models: turnarounds of one figure in five views on one ground line, on a flat Soot background, with the key art as style reference. They are references for low-poly models seen from the game's camera at 40 to 70 pixels tall, so the prompt asks for the big shapes of the head, shoulders and back, and no detail that would vanish at that size. Prompts and sheets go in `design/target-shots/concept//`. - **References for image-to-3D.** A character to be made into a model is painted head to toe, in a neutral A-pose with the arms clear of the body, in flat even light on plain light grey, with its finished painting as `--ref`, like Sereth's. The steps are in `docs/art.md` ("Characters from image-to-3D"). - **Painted game art.** Anything sculpted, figurative or textured, such as statues, reliefs, ornaments, portraits and icons with depth, is painted, not drawn: hand-written SVG does not reach the game's style and is kept for geometry such as rings, frames, plinths and bars. Alex decided this on 24 October 2026. The prompt asks for one subject, lit from the upper left, nothing cut off, on flat magenta (`#FF00FF`). `design/tools/hud_art.py gen NAME --takes 3` paints the takes, Alex picks one, and `hud_art.py cut NAME N` keys out the magenta and fits the piece into the client. The full steps are in `docs/art.md`. --- title: "Asset explorer" summary: "Every file the game ships, from monster models to fonts, in one app you can search, filter and sort, with each file's numbers read from the file itself." status: in-game # Exists in the current build; generated from or checked against its code section: "Art Direction" html: assets.html source: www/content/art/assets.md --- # Asset explorer *Every file the game ships, from monster models to fonts, in one app you can search, filter and sort, with each file's numbers read from the file itself.* The explorer shows every file under `crates/client/assets/`, the folder the client embeds into the game, as read when the site is built: a new model, piece of HUD art, texture or font shows up here with no change to the site. Models turn and zoom on a one-tile grid, with each monster's levels of detail a click apart. Images open fitted to the view and zoom to their pixels. Texture maps show each channel alone, and the set lit together on a sphere or a plane. Fonts are set in their own face. The address keeps the selection, so a link opens it. 96 assets in 114 files, 13.8 MB: 12 models (24 files, 2.1 MB), 74 pieces of HUD art (3.9 MB), 3 texture sets (9 files, 7.2 MB), 3 fonts (579 KB) and 4 text files (14 KB). Beside them, 10 concept models from `www/art/models/`, not in the game, under Models › Concept (not in the game). **Assets and files.** An asset is what the game uses as one thing: most are one file, but a monster is its near, mid and far models, and a texture set its albedo, normal and ARM maps. The sidebar lists assets by kind then group (Models › Monsters › Hollow Ghoul), and an asset of several files opens to show them; or it lists the files as they sit on disk under `crates/client/assets/`, so a path someone mentions is easy to find; or a grid of thumbnails. Searching opens the folders with a match in them. The address names an asset (`#models/ghoul`) or one exact file (`#models/ghoul_near.glb`). **Keys.** / finds an asset by name, Esc clears the search (and closes this panel). In the tree, ↑ and ↓ move, → and ← open and close a folder or an asset, Enter opens what is under the cursor; in the grid the arrows move and open. In the viewport, drag to turn or pan, scroll or pinch to zoom, double-click an image to toggle 1:1. **Read more.** The same files grouped as the game uses them, with the reasoning behind them: [Models](../art/models.md), each monster beside its concept painting; [HUD art](../art/hud-art.md); [Textures](../art/textures.md); and the rest of [Art Direction](../art/index.md). For agents and tools, [data/assets.json](../data/assets.json) lists every file with its numbers and links, and this page's Markdown copy has the tables below. ## Every asset ### Models 22 assets, 36 files | Asset | File | Numbers | Size | Links | | --- | --- | --- | --- | --- | | [Hollow Ghoul](../art/assets.md#models/ghoul) (3 files) | [`models/ghoul_near.glb`](../assets/game/models/ghoul_near.glb) | Near; 2,929 vertices (24 ember), 5,246 triangles; budget 4,000; drawn under 30 tiles; 1.84 × 1.27 × 0.70 tiles | 136 KB | [Hollow Ghoul (wiki)](../wiki/monsters/hollow-ghoul.md), [Concept painting](../art/paintings/monsters/hollow-ghoul.jpg) | | | [`models/ghoul_mid.glb`](../assets/game/models/ghoul_mid.glb) | Mid; 1,492 vertices (10 ember), 2,536 triangles; budget 1,500; drawn 30 to 38 tiles; 1.84 × 1.26 × 0.70 tiles | 69 KB | | | | [`models/ghoul_far.glb`](../assets/game/models/ghoul_far.glb) | Far; 391 vertices (10 ember), 507 triangles; budget 400; drawn beyond 38 tiles; 1.80 × 1.19 × 0.69 tiles | 19 KB | | | [Bone Archer](../art/assets.md#models/archer) (3 files) | [`models/archer_near.glb`](../assets/game/models/archer_near.glb) | Near; 3,014 vertices (24 ember), 5,220 triangles; budget 4,000; drawn under 30 tiles; 1.10 × 2.13 × 0.60 tiles | 138 KB | [Bone Archer (wiki)](../wiki/monsters/bone-archer.md), [Concept painting](../art/paintings/monsters/bone-archer.jpg) | | | [`models/archer_mid.glb`](../assets/game/models/archer_mid.glb) | Mid; 1,486 vertices (10 ember), 2,198 triangles; budget 1,500; drawn 30 to 38 tiles; 1.10 × 2.13 × 0.59 tiles | 67 KB | | | | [`models/archer_far.glb`](../assets/game/models/archer_far.glb) | Far; 393 vertices (10 ember), 393 triangles; budget 400; drawn beyond 38 tiles; 1.04 × 2.13 × 0.59 tiles | 18 KB | | | [Cavern Brute](../art/assets.md#models/brute) (3 files) | [`models/brute_near.glb`](../assets/game/models/brute_near.glb) | Near; 3,981 vertices (24 ember), 5,665 triangles; budget 4,000; drawn under 30 tiles; 1.54 × 2.24 × 1.73 tiles | 175 KB | [Cavern Brute (wiki)](../wiki/monsters/cavern-brute.md), [Concept painting](../art/paintings/monsters/cavern-brute.jpg) | | | [`models/brute_mid.glb`](../assets/game/models/brute_mid.glb) | Mid; 997 vertices (10 ember), 1,970 triangles; budget 1,500; drawn 30 to 38 tiles; 1.50 × 2.20 × 1.71 tiles | 48 KB | | | | [`models/brute_far.glb`](../assets/game/models/brute_far.glb) | Far; 284 vertices (10 ember), 546 triangles; budget 400; drawn beyond 38 tiles; 1.44 × 2.11 × 1.62 tiles | 15 KB | | | [Cinder Imp](../art/assets.md#models/imp) (3 files) | [`models/imp_near.glb`](../assets/game/models/imp_near.glb) | Near; 2,920 vertices (171 ember), 4,918 triangles; budget 4,000; drawn under 30 tiles; 0.94 × 1.04 × 0.65 tiles | 133 KB | [Cinder Imp (wiki)](../wiki/monsters/cinder-imp.md), [Concept painting](../art/paintings/monsters/cinder-imp.jpg) | | | [`models/imp_mid.glb`](../assets/game/models/imp_mid.glb) | Mid; 1,495 vertices (143 ember), 2,211 triangles; budget 1,500; drawn 30 to 38 tiles; 0.93 × 1.04 × 0.65 tiles | 67 KB | | | | [`models/imp_far.glb`](../assets/game/models/imp_far.glb) | Far; 398 vertices (81 ember), 505 triangles; budget 400; drawn beyond 38 tiles; 0.90 × 1.03 × 0.64 tiles | 19 KB | | | [Gloom Spider](../art/assets.md#models/spider) (3 files) | [`models/spider_near.glb`](../assets/game/models/spider_near.glb) | Near; 2,283 vertices (132 ember), 4,196 triangles; budget 4,000; drawn under 30 tiles; 1.15 × 0.53 × 1.11 tiles | 107 KB | [Gloom Spider (wiki)](../wiki/monsters/gloom-spider.md), [Concept painting](../art/paintings/monsters/gloom-spider.jpg) | | | [`models/spider_mid.glb`](../assets/game/models/spider_mid.glb) | Mid; 1,472 vertices (92 ember), 2,770 triangles; budget 1,500; drawn 30 to 38 tiles; 1.14 × 0.52 × 1.11 tiles | 70 KB | | | | [`models/spider_far.glb`](../assets/game/models/spider_far.glb) | Far; 395 vertices (82 ember), 640 triangles; budget 400; drawn beyond 38 tiles; 1.13 × 0.52 × 1.11 tiles | 20 KB | | | [Rime Wraith](../art/assets.md#models/wraith) (3 files) | [`models/wraith_near.glb`](../assets/game/models/wraith_near.glb) | Near; 2,958 vertices (84 ember), 5,028 triangles; budget 4,000; drawn under 30 tiles; 1.43 × 2.11 × 0.74 tiles | 135 KB | [Rime Wraith (wiki)](../wiki/monsters/rime-wraith.md), [Concept painting](../art/paintings/monsters/rime-wraith.jpg) | | | [`models/wraith_mid.glb`](../assets/game/models/wraith_mid.glb) | Mid; 1,482 vertices (34 ember), 2,247 triangles; budget 1,500; drawn 30 to 38 tiles; 1.43 × 2.10 × 0.74 tiles | 67 KB | | | | [`models/wraith_far.glb`](../assets/game/models/wraith_far.glb) | Far; 400 vertices (10 ember), 430 triangles; budget 400; drawn beyond 38 tiles; 1.37 × 2.12 × 0.74 tiles | 18 KB | | | [kindled\_0.glb](../art/assets.md#models/kindled_0.glb) | [`models/kindled_0.glb`](../assets/game/models/kindled_0.glb) | Party slot 0; 4,888 vertices (150 ember), 7,379 triangles; 1.34 × 1.85 × 0.99 tiles | 217 KB | [The Fallen](../fallen/who-you-are.md), [Concept painting](../art/paintings/kindled.jpg) | | [kindled\_1.glb](../art/assets.md#models/kindled_1.glb) | [`models/kindled_1.glb`](../assets/game/models/kindled_1.glb) | Party slot 1; 4,501 vertices (220 ember), 7,350 triangles; 0.62 × 2.01 × 0.73 tiles | 203 KB | [The Fallen](../fallen/who-you-are.md), [Concept painting](../art/paintings/kindled.jpg) | | [kindled\_2.glb](../art/assets.md#models/kindled_2.glb) | [`models/kindled_2.glb`](../assets/game/models/kindled_2.glb) | Party slot 2; 4,888 vertices (150 ember), 7,379 triangles; 1.34 × 1.85 × 0.99 tiles | 217 KB | [The Fallen](../fallen/who-you-are.md), [Concept painting](../art/paintings/kindled.jpg) | | [kindled\_3.glb](../art/assets.md#models/kindled_3.glb) | [`models/kindled_3.glb`](../assets/game/models/kindled_3.glb) | Party slot 3; 4,501 vertices (220 ember), 7,350 triangles; 0.62 × 2.01 × 0.73 tiles | 203 KB | [The Fallen](../fallen/who-you-are.md), [Concept painting](../art/paintings/kindled.jpg) | | [column\_stub.glb](../art/assets.md#models/column_stub.glb) | [`models/column_stub.glb`](../assets/game/models/column_stub.glb) | 130 vertices, 192 triangles; 0.62 × 1.35 × 0.62 tiles | 6 KB | – | | [coral.glb](../art/assets.md#models/coral.glb) | [`models/coral.glb`](../assets/game/models/coral.glb) | 200 vertices, 377 triangles; 0.68 × 0.80 × 0.65 tiles | 10 KB | – | | [Sereth the Ashen](../art/assets.md#concept/characters/sereth.glb) | [`concept/characters/sereth.glb`](../art/models/characters/sereth.glb) | 24,963 vertices, 19,673 triangles; 0.33 × 1.00 × 0.62 tiles; concept, not in the game; animations: idle 15.4 s, slash 6.6 s, walk 2.4 s | 3,683 KB | [Sereth the Ashen](../world/characters.md#sereth-the-ashen), [Concept painting](../art/paintings/characters/sereth.jpg) | | [Hollow Ghoul (far)](../art/assets.md#concept/monsters/hollow-ghoul/ghoul_far.glb) | [`concept/monsters/hollow-ghoul/ghoul_far.glb`](../art/models/monsters/hollow-ghoul/ghoul_far.glb) | 370 vertices, 521 triangles; 0.60 × 1.00 × 0.71 tiles; concept, not in the game; animations: hurt 0.7 s, idle 15.3 s, slash 6.6 s, walk 2.3 s | 644 KB | [Hollow Ghoul (far)](../wiki/monsters/hollow-ghoul.md), [Concept painting](../art/paintings/monsters/hollow-ghoul-full-body.jpg) | | [Hollow Ghoul (mid)](../art/assets.md#concept/monsters/hollow-ghoul/ghoul_mid.glb) | [`concept/monsters/hollow-ghoul/ghoul_mid.glb`](../art/models/monsters/hollow-ghoul/ghoul_mid.glb) | 1,500 vertices, 874 triangles; 0.60 × 1.00 × 0.71 tiles; concept, not in the game; animations: hurt 0.7 s, idle 15.3 s, slash 6.6 s, walk 2.3 s | 1,006 KB | [Hollow Ghoul (mid)](../wiki/monsters/hollow-ghoul.md), [Concept painting](../art/paintings/monsters/hollow-ghoul-full-body.jpg) | | [Hollow Ghoul (near)](../art/assets.md#concept/monsters/hollow-ghoul/ghoul_near.glb) | [`concept/monsters/hollow-ghoul/ghoul_near.glb`](../art/models/monsters/hollow-ghoul/ghoul_near.glb) | 4,000 vertices, 2,994 triangles; 0.59 × 1.00 × 0.72 tiles; concept, not in the game; animations: hurt 0.7 s, idle 15.3 s, slash 6.6 s, walk 2.3 s | 1,796 KB | [Hollow Ghoul (near)](../wiki/monsters/hollow-ghoul.md), [Concept painting](../art/paintings/monsters/hollow-ghoul-full-body.jpg) | | [Hollow Ghoul](../art/assets.md#concept/monsters/hollow-ghoul/ghoul.glb) | [`concept/monsters/hollow-ghoul/ghoul.glb`](../art/models/monsters/hollow-ghoul/ghoul.glb) | 5,331 vertices, 4,373 triangles; 0.59 × 1.00 × 0.72 tiles; concept, not in the game; animations: cower 13.8 s, hurt 0.7 s, idle 15.3 s, slash 6.6 s, walk 2.3 s | 2,182 KB | [Hollow Ghoul](../wiki/monsters/hollow-ghoul.md), [Concept painting](../art/paintings/monsters/hollow-ghoul-full-body.jpg) | | [Rime Wraith (far)](../art/assets.md#concept/monsters/rime-wraith/wraith_far.glb) | [`concept/monsters/rime-wraith/wraith_far.glb`](../art/models/monsters/rime-wraith/wraith_far.glb) | 385 vertices, 766 triangles; 0.87 × 1.00 × 0.41 tiles; concept, not in the game; animations: attack 1.3 s, hurt 0.6 s, idle 3.0 s, move 1.5 s | 283 KB | [Rime Wraith (far)](../wiki/monsters/rime-wraith.md), [Concept painting](../art/paintings/monsters/rime-wraith.jpg) | | [Rime Wraith (mid)](../art/assets.md#concept/monsters/rime-wraith/wraith_mid.glb) | [`concept/monsters/rime-wraith/wraith_mid.glb`](../art/models/monsters/rime-wraith/wraith_mid.glb) | 1,488 vertices, 1,340 triangles; 0.86 × 0.99 × 0.40 tiles; concept, not in the game; animations: attack 1.3 s, hurt 0.6 s, idle 3.0 s, move 1.5 s | 510 KB | [Rime Wraith (mid)](../wiki/monsters/rime-wraith.md), [Concept painting](../art/paintings/monsters/rime-wraith.jpg) | | [Rime Wraith (near)](../art/assets.md#concept/monsters/rime-wraith/wraith_near.glb) | [`concept/monsters/rime-wraith/wraith_near.glb`](../art/models/monsters/rime-wraith/wraith_near.glb) | 3,974 vertices, 5,282 triangles; 0.88 × 1.00 × 0.41 tiles; concept, not in the game; animations: attack 1.3 s, hurt 0.6 s, idle 3.0 s, move 1.5 s | 999 KB | [Rime Wraith (near)](../wiki/monsters/rime-wraith.md), [Concept painting](../art/paintings/monsters/rime-wraith.jpg) | | [Rime Wraith](../art/assets.md#concept/monsters/rime-wraith/wraith.glb) | [`concept/monsters/rime-wraith/wraith.glb`](../art/models/monsters/rime-wraith/wraith.glb) | 3,974 vertices, 5,282 triangles; 0.88 × 1.00 × 0.41 tiles; concept, not in the game; animations: attack 1.3 s, hurt 0.6 s, idle 3.0 s, move 1.5 s | 1,764 KB | [Rime Wraith](../wiki/monsters/rime-wraith.md), [Concept painting](../art/paintings/monsters/rime-wraith.jpg) | | [The Fallen](../art/assets.md#concept/wardrobe/kindled) (3 files) | [`concept/wardrobe/kindled/base.glb`](../art/models/wardrobe/kindled/base.glb) | Base body; 19,381 vertices, 20,466 triangles; 0.20 × 1.00 × 0.60 tiles; concept, not in the game; animations: idle 15.3 s, run 1.3 s, slash 6.6 s, walk 2.3 s; base body of the kindled wardrobe | 2,486 KB | [The Fallen](../fallen/who-you-are.md), [Concept painting](../art/paintings/kindled.jpg), [The wardrobe (design)](../art/wardrobe.md) | | | [`concept/wardrobe/kindled/body/cuirass.glb`](../art/models/wardrobe/kindled/body/cuirass.glb) | cuirass (body); 6,185 vertices, 9,753 triangles; 0.24 × 0.40 × 0.30 tiles; concept, not in the game; body piece for kindled, hides 1,450 body vertices; clip check: worst 803 vertices (idle), 317 at rest | 1,324 KB | | | | [`concept/wardrobe/kindled/gloves/vambraces.glb`](../art/models/wardrobe/kindled/gloves/vambraces.glb) | vambraces (gloves); 1,200 vertices, 1,920 triangles; 0.11 × 0.14 × 0.56 tiles; concept, not in the game; gloves piece for kindled (placeholder from the bones), hides 434 body vertices; clip check: worst 86 vertices (slash), 1 at rest | 87 KB | | ### HUD art 74 assets | Asset | File | Numbers | Size | Links | | --- | --- | --- | --- | --- | | [corner\_back.png](../art/assets.md#ui/corner_back.png) | [`ui/corner_back.png`](../assets/game/ui/corner_back.png) | 840 × 800 px | 51 KB | – | | [corner\_front\_life.png](../art/assets.md#ui/corner_front_life.png) | [`ui/corner_front_life.png`](../assets/game/ui/corner_front_life.png) | 840 × 800 px | 268 KB | – | | [corner\_front\_mana.png](../art/assets.md#ui/corner_front_mana.png) | [`ui/corner_front_mana.png`](../assets/game/ui/corner_front_mana.png) | 840 × 800 px | 269 KB | – | | [header\_warden.png](../art/assets.md#ui/header_warden.png) | [`ui/header_warden.png`](../assets/game/ui/header_warden.png) | 204 × 224 px; painted | 62 KB | – | | [warden\_life.png](../art/assets.md#ui/warden_life.png) | [`ui/warden_life.png`](../assets/game/ui/warden_life.png) | 420 × 660 px; painted | 336 KB | – | | [warden\_mana.png](../art/assets.md#ui/warden_mana.png) | [`ui/warden_mana.png`](../assets/game/ui/warden_mana.png) | 420 × 660 px; painted | 300 KB | – | | [flask\_back\_life.png](../art/assets.md#ui/flask_back_life.png) | [`ui/flask_back_life.png`](../assets/game/ui/flask_back_life.png) | 160 × 288 px | 34 KB | – | | [flask\_back\_mana.png](../art/assets.md#ui/flask_back_mana.png) | [`ui/flask_back_mana.png`](../assets/game/ui/flask_back_mana.png) | 160 × 288 px | 35 KB | – | | [flask\_back.png](../art/assets.md#ui/flask_back.png) | [`ui/flask_back.png`](../assets/game/ui/flask_back.png) | 160 × 288 px | 12 KB | – | | [flask\_glow\_life.png](../art/assets.md#ui/flask_glow_life.png) | [`ui/flask_glow_life.png`](../assets/game/ui/flask_glow_life.png) | 76 × 168 px | 12 KB | – | | [flask\_glow\_mana.png](../art/assets.md#ui/flask_glow_mana.png) | [`ui/flask_glow_mana.png`](../assets/game/ui/flask_glow_mana.png) | 76 × 168 px | 14 KB | – | | [flask\_life\_0.png](../art/assets.md#ui/flask_life_0.png) | [`ui/flask_life_0.png`](../assets/game/ui/flask_life_0.png) | 76 × 168 px | 5 KB | – | | [flask\_life\_1.png](../art/assets.md#ui/flask_life_1.png) | [`ui/flask_life_1.png`](../assets/game/ui/flask_life_1.png) | 76 × 168 px | 8 KB | – | | [flask\_life\_2.png](../art/assets.md#ui/flask_life_2.png) | [`ui/flask_life_2.png`](../assets/game/ui/flask_life_2.png) | 76 × 168 px | 11 KB | – | | [flask\_life\_3.png](../art/assets.md#ui/flask_life_3.png) | [`ui/flask_life_3.png`](../assets/game/ui/flask_life_3.png) | 76 × 168 px | 12 KB | – | | [flask\_mana\_0.png](../art/assets.md#ui/flask_mana_0.png) | [`ui/flask_mana_0.png`](../assets/game/ui/flask_mana_0.png) | 76 × 168 px | 5 KB | – | | [flask\_mana\_1.png](../art/assets.md#ui/flask_mana_1.png) | [`ui/flask_mana_1.png`](../assets/game/ui/flask_mana_1.png) | 76 × 168 px | 8 KB | – | | [flask\_mana\_2.png](../art/assets.md#ui/flask_mana_2.png) | [`ui/flask_mana_2.png`](../assets/game/ui/flask_mana_2.png) | 76 × 168 px | 11 KB | – | | [flask\_mana\_3.png](../art/assets.md#ui/flask_mana_3.png) | [`ui/flask_mana_3.png`](../assets/game/ui/flask_mana_3.png) | 76 × 168 px | 12 KB | – | | [flask\_over.png](../art/assets.md#ui/flask_over.png) | [`ui/flask_over.png`](../assets/game/ui/flask_over.png) | 96 × 224 px | 2 KB | – | | [icon\_arc.png](../art/assets.md#ui/icon_arc.png) | [`ui/icon_arc.png`](../assets/game/ui/icon_arc.png) | 128 × 128 px | 26 KB | [Arc](../wiki/skills/arc.md) | | [icon\_earthshatter.png](../art/assets.md#ui/icon_earthshatter.png) | [`ui/icon_earthshatter.png`](../assets/game/ui/icon_earthshatter.png) | 128 × 128 px | 25 KB | [Earthshatter](../wiki/skills/earthshatter.md) | | [icon\_ember\_dash.png](../art/assets.md#ui/icon_ember_dash.png) | [`ui/icon_ember_dash.png`](../assets/game/ui/icon_ember_dash.png) | 128 × 128 px | 21 KB | [Ember Dash](../wiki/skills/ember-dash.md) | | [icon\_fireball.png](../art/assets.md#ui/icon_fireball.png) | [`ui/icon_fireball.png`](../assets/game/ui/icon_fireball.png) | 128 × 128 px | 21 KB | [Fireball](../wiki/skills/fireball.md) | | [icon\_frost\_nova.png](../art/assets.md#ui/icon_frost_nova.png) | [`ui/icon_frost_nova.png`](../assets/game/ui/icon_frost_nova.png) | 128 × 128 px | 27 KB | [Frost Nova](../wiki/skills/frost-nova.md) | | [icon\_strike.png](../art/assets.md#ui/icon_strike.png) | [`ui/icon_strike.png`](../assets/game/ui/icon_strike.png) | 128 × 128 px | 23 KB | [Strike](../wiki/skills/strike.md) | | [mouse\_l.png](../art/assets.md#ui/mouse_l.png) | [`ui/mouse_l.png`](../assets/game/ui/mouse_l.png) | 20 × 28 px | 1 KB | – | | [mouse\_r.png](../art/assets.md#ui/mouse_r.png) | [`ui/mouse_r.png`](../assets/game/ui/mouse_r.png) | 20 × 28 px | 1 KB | – | | [slot\_back\_active.png](../art/assets.md#ui/slot_back_active.png) | [`ui/slot_back_active.png`](../assets/game/ui/slot_back_active.png) | 236 × 236 px | 26 KB | – | | [slot\_back.png](../art/assets.md#ui/slot_back.png) | [`ui/slot_back.png`](../assets/game/ui/slot_back.png) | 236 × 236 px | 4 KB | – | | [slot\_over\_active.png](../art/assets.md#ui/slot_over_active.png) | [`ui/slot_over_active.png`](../assets/game/ui/slot_over_active.png) | 124 × 124 px | 8 KB | – | | [slot\_over.png](../art/assets.md#ui/slot_over.png) | [`ui/slot_over.png`](../assets/game/ui/slot_over.png) | 124 × 124 px | 4 KB | – | | [buff\_back\_bad.png](../art/assets.md#ui/buff_back_bad.png) | [`ui/buff_back_bad.png`](../assets/game/ui/buff_back_bad.png) | 136 × 136 px | 8 KB | – | | [buff\_back\_good.png](../art/assets.md#ui/buff_back_good.png) | [`ui/buff_back_good.png`](../assets/game/ui/buff_back_good.png) | 136 × 136 px | 3 KB | – | | [buff\_flask\_life.png](../art/assets.md#ui/buff_flask_life.png) | [`ui/buff_flask_life.png`](../assets/game/ui/buff_flask_life.png) | 68 × 68 px | 7 KB | – | | [buff\_flask\_mana.png](../art/assets.md#ui/buff_flask_mana.png) | [`ui/buff_flask_mana.png`](../assets/game/ui/buff_flask_mana.png) | 68 × 68 px | 7 KB | – | | [buff\_over\_bad.png](../art/assets.md#ui/buff_over_bad.png) | [`ui/buff_over_bad.png`](../assets/game/ui/buff_over_bad.png) | 68 × 68 px | 3 KB | – | | [buff\_over\_good.png](../art/assets.md#ui/buff_over_good.png) | [`ui/buff_over_good.png`](../assets/game/ui/buff_over_good.png) | 68 × 68 px | 4 KB | – | | [portrait\_ember.png](../art/assets.md#ui/portrait_ember.png) | [`ui/portrait_ember.png`](../assets/game/ui/portrait_ember.png) | 124 × 124 px | 18 KB | – | | [portrait\_frost.png](../art/assets.md#ui/portrait_frost.png) | [`ui/portrait_frost.png`](../assets/game/ui/portrait_frost.png) | 124 × 124 px | 20 KB | – | | [portrait\_ring.png](../art/assets.md#ui/portrait_ring.png) | [`ui/portrait_ring.png`](../assets/game/ui/portrait_ring.png) | 176 × 176 px | 22 KB | – | | [cur\_ash.png](../art/assets.md#ui/cur_ash.png) | [`ui/cur_ash.png`](../assets/game/ui/cur_ash.png) | 96 × 96 px | 17 KB | [Shifting Ash](../wiki/items/currency/ash.md) | | [cur\_crowning.png](../art/assets.md#ui/cur_crowning.png) | [`ui/cur_crowning.png`](../assets/game/ui/cur_crowning.png) | 96 × 96 px | 16 KB | [Crowning Flame](../wiki/items/currency/crowning.md) | | [cur\_gilded.png](../art/assets.md#ui/cur_gilded.png) | [`ui/cur_gilded.png`](../assets/game/ui/cur_gilded.png) | 96 × 96 px | 16 KB | [Gilded Ember](../wiki/items/currency/gilded.md) | | [cur\_growth.png](../art/assets.md#ui/cur_growth.png) | [`ui/cur_growth.png`](../assets/game/ui/cur_growth.png) | 96 × 96 px | 16 KB | [Ember of Growth](../wiki/items/currency/growth.md) | | [cur\_kindling.png](../art/assets.md#ui/cur_kindling.png) | [`ui/cur_kindling.png`](../assets/game/ui/cur_kindling.png) | 96 × 96 px | 17 KB | [Shard of Kindling](../wiki/items/currency/kindling.md) | | [cur\_quench.png](../art/assets.md#ui/cur_quench.png) | [`ui/cur_quench.png`](../assets/game/ui/cur_quench.png) | 96 × 96 px | 15 KB | [Quenching Water](../wiki/items/currency/quench.md) | | [cur\_sovereign.png](../art/assets.md#ui/cur_sovereign.png) | [`ui/cur_sovereign.png`](../assets/game/ui/cur_sovereign.png) | 96 × 96 px | 16 KB | [Sovereign Spark](../wiki/items/currency/sovereign.md) | | [cur\_wildfire.png](../art/assets.md#ui/cur_wildfire.png) | [`ui/cur_wildfire.png`](../assets/game/ui/cur_wildfire.png) | 96 × 96 px | 16 KB | [Wildfire Orb](../wiki/items/currency/wildfire.md) | | [item\_amulet.png](../art/assets.md#ui/item_amulet.png) | [`ui/item_amulet.png`](../assets/game/ui/item_amulet.png) | 128 × 128 px | 9 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_axe.png](../art/assets.md#ui/item_axe.png) | [`ui/item_axe.png`](../assets/game/ui/item_axe.png) | 128 × 128 px | 11 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_body.png](../art/assets.md#ui/item_body.png) | [`ui/item_body.png`](../assets/game/ui/item_body.png) | 128 × 128 px | 10 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_boots.png](../art/assets.md#ui/item_boots.png) | [`ui/item_boots.png`](../assets/game/ui/item_boots.png) | 128 × 128 px | 5 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_dagger.png](../art/assets.md#ui/item_dagger.png) | [`ui/item_dagger.png`](../assets/game/ui/item_dagger.png) | 128 × 128 px | 7 KB | [3 bases](../wiki/items/bases/index.md) | | [item\_gloves.png](../art/assets.md#ui/item_gloves.png) | [`ui/item_gloves.png`](../assets/game/ui/item_gloves.png) | 128 × 128 px | 8 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_helmet.png](../art/assets.md#ui/item_helmet.png) | [`ui/item_helmet.png`](../assets/game/ui/item_helmet.png) | 128 × 128 px | 8 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_ring.png](../art/assets.md#ui/item_ring.png) | [`ui/item_ring.png`](../assets/game/ui/item_ring.png) | 128 × 128 px | 11 KB | [7 bases](../wiki/items/bases/index.md) | | [item\_staff.png](../art/assets.md#ui/item_staff.png) | [`ui/item_staff.png`](../assets/game/ui/item_staff.png) | 128 × 128 px | 11 KB | [3 bases](../wiki/items/bases/index.md) | | [item\_sword.png](../art/assets.md#ui/item_sword.png) | [`ui/item_sword.png`](../assets/game/ui/item_sword.png) | 128 × 128 px | 8 KB | [4 bases](../wiki/items/bases/index.md) | | [item\_wand.png](../art/assets.md#ui/item_wand.png) | [`ui/item_wand.png`](../assets/game/ui/item_wand.png) | 128 × 128 px | 10 KB | [4 bases](../wiki/items/bases/index.md) | | [area\_rule.png](../art/assets.md#ui/area_rule.png) | [`ui/area_rule.png`](../assets/game/ui/area_rule.png) | 308 × 24 px | 1 KB | – | | [badge\_diamond.png](../art/assets.md#ui/badge_diamond.png) | [`ui/badge_diamond.png`](../assets/game/ui/badge_diamond.png) | 84 × 84 px | 5 KB | – | | [close\_button.png](../art/assets.md#ui/close_button.png) | [`ui/close_button.png`](../assets/game/ui/close_button.png) | 76 × 76 px | 6 KB | – | | [doll\_back.png](../art/assets.md#ui/doll_back.png) | [`ui/doll_back.png`](../assets/game/ui/doll_back.png) | 1120 × 680 px; painted | 1,248 KB | – | | [finial\_left.png](../art/assets.md#ui/finial_left.png) | [`ui/finial_left.png`](../assets/game/ui/finial_left.png) | 240 × 136 px | 13 KB | – | | [finial\_right.png](../art/assets.md#ui/finial_right.png) | [`ui/finial_right.png`](../assets/game/ui/finial_right.png) | 240 × 136 px | 13 KB | – | | [level\_badge.png](../art/assets.md#ui/level_badge.png) | [`ui/level_badge.png`](../assets/game/ui/level_badge.png) | 112 × 112 px | 6 KB | – | | [map\_ring.png](../art/assets.md#ui/map_ring.png) | [`ui/map_ring.png`](../assets/game/ui/map_ring.png) | 536 × 536 px | 94 KB | – | | [menu\_bag.png](../art/assets.md#ui/menu_bag.png) | [`ui/menu_bag.png`](../assets/game/ui/menu_bag.png) | 48 × 48 px | 1 KB | – | | [menu\_gear.png](../art/assets.md#ui/menu_gear.png) | [`ui/menu_gear.png`](../assets/game/ui/menu_gear.png) | 48 × 48 px | 3 KB | – | | [panel\_back.png](../art/assets.md#ui/panel_back.png) | [`ui/panel_back.png`](../assets/game/ui/panel_back.png) | 600 × 770 px | 156 KB | – | | [panel\_header.png](../art/assets.md#ui/panel_header.png) | [`ui/panel_header.png`](../assets/game/ui/panel_header.png) | 1200 × 220 px | 120 KB | – | | [plinth\_left.png](../art/assets.md#ui/plinth_left.png) | [`ui/plinth_left.png`](../assets/game/ui/plinth_left.png) | 540 × 300 px | 163 KB | – | | [plinth\_right.png](../art/assets.md#ui/plinth_right.png) | [`ui/plinth_right.png`](../assets/game/ui/plinth_right.png) | 640 × 300 px | 190 KB | – | ### Textures 3 assets, 9 files | Asset | File | Numbers | Size | Links | | --- | --- | --- | --- | --- | | [Cliff side](../art/assets.md#textures/cliff_side) (3 files) | [`textures/cliff_side_diff_1k.jpg`](../assets/game/textures/cliff_side_diff_1k.jpg) | diff; 1024 × 1024 px; Albedo (sRGB) | 840 KB | [About this folder: textures/README.md](../art/assets.md#textures/README.md) | | | [`textures/cliff_side_nor_gl_1k.jpg`](../assets/game/textures/cliff_side_nor_gl_1k.jpg) | nor\_gl; 1024 × 1024 px; Normal (OpenGL: green up) | 984 KB | | | | [`textures/cliff_side_arm_1k.jpg`](../assets/game/textures/cliff_side_arm_1k.jpg) | arm; 1024 × 1024 px; AO, roughness, metalness (linear) | 538 KB | | | [Rock boulder cracked](../art/assets.md#textures/rock_boulder_cracked) (3 files) | [`textures/rock_boulder_cracked_diff_1k.jpg`](../assets/game/textures/rock_boulder_cracked_diff_1k.jpg) | diff; 1024 × 1024 px; Albedo (sRGB) | 975 KB | [About this folder: textures/README.md](../art/assets.md#textures/README.md) | | | [`textures/rock_boulder_cracked_nor_gl_1k.jpg`](../assets/game/textures/rock_boulder_cracked_nor_gl_1k.jpg) | nor\_gl; 1024 × 1024 px; Normal (OpenGL: green up) | 1,054 KB | | | | [`textures/rock_boulder_cracked_arm_1k.jpg`](../assets/game/textures/rock_boulder_cracked_arm_1k.jpg) | arm; 1024 × 1024 px; AO, roughness, metalness (linear) | 485 KB | | | [Rock ground](../art/assets.md#textures/rock_ground) (3 files) | [`textures/rock_ground_diff_1k.jpg`](../assets/game/textures/rock_ground_diff_1k.jpg) | diff; 1024 × 1024 px; Albedo (sRGB) | 799 KB | [About this folder: textures/README.md](../art/assets.md#textures/README.md) | | | [`textures/rock_ground_nor_gl_1k.jpg`](../assets/game/textures/rock_ground_nor_gl_1k.jpg) | nor\_gl; 1024 × 1024 px; Normal (OpenGL: green up) | 1,397 KB | | | | [`textures/rock_ground_arm_1k.jpg`](../assets/game/textures/rock_ground_arm_1k.jpg) | arm; 1024 × 1024 px; AO, roughness, metalness (linear) | 341 KB | | ### Fonts 3 assets | Asset | File | Numbers | Size | Links | | --- | --- | --- | --- | --- | | [Alegreya-Variable.ttf](../art/assets.md#fonts/Alegreya-Variable.ttf) | [`fonts/Alegreya-Variable.ttf`](../assets/game/fonts/Alegreya-Variable.ttf) | Alegreya Regular, 2,172 glyphs, variable (wght 400–900) | 415 KB | [Licence: Alegreya-OFL.txt](../art/assets.md#fonts/Alegreya-OFL.txt) | | [CastoroTitling-Regular.ttf](../art/assets.md#fonts/CastoroTitling-Regular.ttf) | [`fonts/CastoroTitling-Regular.ttf`](../assets/game/fonts/CastoroTitling-Regular.ttf) | Castoro Titling; Castoro Titling Regular, 409 glyphs | 55 KB | [Licence: CastoroTitling-OFL.txt](../art/assets.md#fonts/CastoroTitling-OFL.txt) | | [IBMPlexSansCondensed-Medium.ttf](../art/assets.md#fonts/IBMPlexSansCondensed-Medium.ttf) | [`fonts/IBMPlexSansCondensed-Medium.ttf`](../assets/game/fonts/IBMPlexSansCondensed-Medium.ttf) | IBM Plex Sans Condensed; IBM Plex Sans Condensed Medium, 686 glyphs | 109 KB | [Licence: IBMPlexSansCondensed-OFL.txt](../art/assets.md#fonts/IBMPlexSansCondensed-OFL.txt) | ### Text 4 assets | Asset | File | Numbers | Size | Links | | --- | --- | --- | --- | --- | | [Alegreya-OFL.txt](../art/assets.md#fonts/Alegreya-OFL.txt) | [`fonts/Alegreya-OFL.txt`](../assets/game/fonts/Alegreya-OFL.txt) | 94 lines | 4 KB | – | | [CastoroTitling-OFL.txt](../art/assets.md#fonts/CastoroTitling-OFL.txt) | [`fonts/CastoroTitling-OFL.txt`](../assets/game/fonts/CastoroTitling-OFL.txt) | 94 lines | 4 KB | – | | [IBMPlexSansCondensed-OFL.txt](../art/assets.md#fonts/IBMPlexSansCondensed-OFL.txt) | [`fonts/IBMPlexSansCondensed-OFL.txt`](../assets/game/fonts/IBMPlexSansCondensed-OFL.txt) | 94 lines | 4 KB | – | | [README.md](../art/assets.md#textures/README.md) | [`textures/README.md`](../assets/game/textures/README.md) | 19 lines | 1 KB | – | --- title: "Style study" summary: "The game's paintings drifted into two styles, soft painted concept art and bold inked comic. Three candidate house styles, each painted on the same four subjects. Alex chose the engraving, now frozen as the reference every new painting is made from." status: decided # Decided in the design notes, not built yet section: "Art Direction" html: style-study.html source: www/content/art/style-study.md --- # Style study *The game's paintings drifted into two styles, soft painted concept art and bold inked comic. Three candidate house styles, each painted on the same four subjects. Alex chose the engraving, now frozen as the reference every new painting is made from.* > One world, one hand. The [concept paintings](../art/concept-paintings.md) were made in two styles that compete. The landscapes and the old key art are soft painted concept art: airbrushed light, no line (the Vale, Harrowwood, the Barrow Moors, Hearthold, the Underhalls). Heaven, the factions, the champions, the characters and the monsters are a bold inked comic: black outlines, flat black shadow shapes. Side by side they read as two games. This study paints the same four subjects in three candidate house styles: the deep (a party holding its light against a horde), the daylit world (the Vale with Hearthold), heaven (the bridge to the gate) and one fallen, head to toe. Each style was painted from one block of style words and the same references, with `design/tools/imagegen.py`; the prompts are in `design/style-study/prompts/`. **Alex chose C, the engraving, on 26 October 2026.** It is frozen in `design/style/style.json`, with one reference per register in `www/art/style/`, and every new painting is made from it (see the [painting guide](../art/painting-guide.md)). Click any painting to see it full size. The subjects test the hard cases: heaven must stay colourless, the deep must stay dark, the Vale must keep its light, and the fallen must read as a silhouette. The study is about style; the details are not fixed (the Hearthold ship is not keel-up in any of them). ## A. Inked comic The champions' style carried everywhere: confident black outlines on every form, flat black shadow shapes after Mignola, flat colour in two or three tones per surface, no soft gradients. ![A, the deep](../art/paintings/style-study/a-inked-comic--deep.jpg) A, the deep ![A, the Vale](../art/paintings/style-study/a-inked-comic--vale.jpg) A, the Vale ![A, heaven](../art/paintings/style-study/a-inked-comic--heaven.jpg) A, heaven ![A, a fallen](../art/paintings/style-study/a-inked-comic--fallen.jpg) A, a fallen - **For:** closest to most of the art already kept (champions, monsters, characters, heaven), so the least to repaint. The crispest read at game scale, and the nearest to what the engine can do with flat shading and an ink pass. - **Against:** the daylit world loses its depth and light; the Vale reads as a comic panel, not a place you want to save. ## B. Ink and wash Ink linework holds every form, with Mignola's flat shadows, laid over loose gouache and watercolour washes that keep the atmosphere, the mist and the light. ![B, the deep](../art/paintings/style-study/b-ink-and-wash--deep.jpg) B, the deep ![B, the Vale](../art/paintings/style-study/b-ink-and-wash--vale.jpg) B, the Vale ![B, heaven](../art/paintings/style-study/b-ink-and-wash--heaven.jpg) B, heaven ![B, a fallen](../art/paintings/style-study/b-ink-and-wash--fallen.jpg) B, a fallen - **For:** the merge of the two styles rather than the win of one. The landscapes keep their sky and golden light, the deep keeps its mood, heaven stays white ink, and the line is everywhere, so [ink as the war's line](../art/painting-guide.md) still reads. Painterly enough for key art, graphic enough for the game. - **Against:** looser; the washes vary more from one painting to the next than flat fills do, so the references matter more. ## C. Engraving Doré's engravings: fine hatching and cross-hatching model every form, deep engraved blacks, white paper for light, a restrained hand-tinted wash over it. ![C, the deep](../art/paintings/style-study/c-engraving--deep.jpg) C, the deep ![C, the Vale](../art/paintings/style-study/c-engraving--vale.jpg) C, the Vale ![C, heaven](../art/paintings/style-study/c-engraving--heaven.jpg) C, heaven ![C, a fallen (first take, in white)](../art/paintings/style-study/c-engraving--fallen.jpg) C, a fallen (first take, in white) Two more were painted after the choice, to give every register a reference: the fallen again in dark gear (the first take wore white, which the canon keeps for heaven's pieces), and heaven's white on the tinted world. ![C, a fallen in dark gear](../art/paintings/style-study/c-engraving--fallen-v2.jpg) C, a fallen in dark gear ![C, a Warden's true form at a town gate](../art/paintings/style-study/c-engraving--faction.jpg) C, a Warden's true form at a town gate - **For:** the most distinctive and the richest; heaven is at its best here, and Doré is already heaven's named reference. - **Against:** the furthest from the art already kept, so the most to repaint. The hatching turns to noise at small sizes (icons, the HUD, a fallen 70 pixels tall), and the engine can't follow it. The paintings are the style; the game's own rendering keeps its rules on [visual identity](../art/visual-identity.md). ## The choice C, the engraving, chosen by Alex on 26 October 2026. The study had recommended B, ink and wash, as the merge of the two old styles; Alex preferred the engraving, the most distinctive of the three and the one heaven was already named after. --- title: "Models" summary: "Every 3D model the game ships, in a viewer you can turn and zoom, with each level of detail's vertex and triangle counts read from the file." status: in-game # Exists in the current build; generated from or checked against its code section: "Art Direction" html: models.html source: www/content/art/models.md --- # Models *Every 3D model the game ships, in a viewer you can turn and zoom, with each level of detail's vertex and triangle counts read from the file.* These are the models as the client embeds them, read from `crates/client/assets/models/` when the site is built, so the counts below are always the shipped files'. Beside each monster is the painting it was made from: the concept and what the game draws today, side by side. Drag a model to turn it, scroll or pinch to zoom; the floor grid is one tile, the game's unit of length. The [asset explorer](../art/assets.md) shows them one at a time, beside every other file the game ships. The monsters and the party are modelled in the web prototype (`proto-web/src/models/`), exported with their surfaces baked into vertex colours, and decimated to their budgets in Blender (`crates/client/art/lods.py`). The props are built in Blender from code (`crates/client/art/models.py`). There are no textures on any of them: colour is per vertex, and the parts that glow (eyes, embers, runes) are a second material, `ember`. How to make or change one: `docs/art.md` in the repository. Here every model is lit plainly so its colours show. In the game the monsters are darker: they are drawn as silhouettes against the party's light, their edges lit in their rarity's colour, so a horde reads at a glance. The client embeds 24 models (2.1 MB), 74 pieces of HUD art (3.9 MB) and 9 texture maps (7.2 MB). ## Monsters Each monster kind ships at 3 levels of detail, each held to a vertex budget (near 4,000, mid 1,500, far 400) and drawn in its own band of camera distance. All of one kind share a mesh per level, so a horde is one instanced draw per level. ### Hollow Ghoul [Wiki page](../wiki/monsters/hollow-ghoul.md) · [Concept painting](../art/paintings/monsters/hollow-ghoul.jpg) · [Open in the asset explorer](../art/assets.md#models/ghoul) | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`ghoul_near.glb`](../assets/game/models/ghoul_near.glb) 136 KB | 2,929 (24 ember) | 5,246 | 4,000 vertices | under 30 tiles | 1.84 × 1.27 × 0.70 | | Mid | [`ghoul_mid.glb`](../assets/game/models/ghoul_mid.glb) 69 KB | 1,492 (10 ember) | 2,536 | 1,500 vertices | 30 to 38 tiles | 1.84 × 1.26 × 0.70 | | Far | [`ghoul_far.glb`](../assets/game/models/ghoul_far.glb) 19 KB | 391 (10 ember) | 507 | 400 vertices | beyond 38 tiles | 1.80 × 1.19 × 0.69 | The sim's Hollow Ghoul is 0.76 tiles across. Size is forward × up × side, in tiles: models face +X and stand on y = 0. ### Bone Archer [Wiki page](../wiki/monsters/bone-archer.md) · [Concept painting](../art/paintings/monsters/bone-archer.jpg) · [Open in the asset explorer](../art/assets.md#models/archer) | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`archer_near.glb`](../assets/game/models/archer_near.glb) 138 KB | 3,014 (24 ember) | 5,220 | 4,000 vertices | under 30 tiles | 1.10 × 2.13 × 0.60 | | Mid | [`archer_mid.glb`](../assets/game/models/archer_mid.glb) 67 KB | 1,486 (10 ember) | 2,198 | 1,500 vertices | 30 to 38 tiles | 1.10 × 2.13 × 0.59 | | Far | [`archer_far.glb`](../assets/game/models/archer_far.glb) 18 KB | 393 (10 ember) | 393 | 400 vertices | beyond 38 tiles | 1.04 × 2.13 × 0.59 | The sim's Bone Archer is 0.68 tiles across. Size is forward × up × side, in tiles: models face +X and stand on y = 0. ### Cavern Brute [Wiki page](../wiki/monsters/cavern-brute.md) · [Concept painting](../art/paintings/monsters/cavern-brute.jpg) · [Open in the asset explorer](../art/assets.md#models/brute) | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`brute_near.glb`](../assets/game/models/brute_near.glb) 175 KB | 3,981 (24 ember) | 5,665 | 4,000 vertices | under 30 tiles | 1.54 × 2.24 × 1.73 | | Mid | [`brute_mid.glb`](../assets/game/models/brute_mid.glb) 48 KB | 997 (10 ember) | 1,970 | 1,500 vertices | 30 to 38 tiles | 1.50 × 2.20 × 1.71 | | Far | [`brute_far.glb`](../assets/game/models/brute_far.glb) 15 KB | 284 (10 ember) | 546 | 400 vertices | beyond 38 tiles | 1.44 × 2.11 × 1.62 | The sim's Cavern Brute is 1.20 tiles across. Size is forward × up × side, in tiles: models face +X and stand on y = 0. ### Cinder Imp [Wiki page](../wiki/monsters/cinder-imp.md) · [Concept painting](../art/paintings/monsters/cinder-imp.jpg) · [Open in the asset explorer](../art/assets.md#models/imp) | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`imp_near.glb`](../assets/game/models/imp_near.glb) 133 KB | 2,920 (171 ember) | 4,918 | 4,000 vertices | under 30 tiles | 0.94 × 1.04 × 0.65 | | Mid | [`imp_mid.glb`](../assets/game/models/imp_mid.glb) 67 KB | 1,495 (143 ember) | 2,211 | 1,500 vertices | 30 to 38 tiles | 0.93 × 1.04 × 0.65 | | Far | [`imp_far.glb`](../assets/game/models/imp_far.glb) 19 KB | 398 (81 ember) | 505 | 400 vertices | beyond 38 tiles | 0.90 × 1.03 × 0.64 | The sim's Cinder Imp is 0.60 tiles across. Size is forward × up × side, in tiles: models face +X and stand on y = 0. ### Gloom Spider [Wiki page](../wiki/monsters/gloom-spider.md) · [Concept painting](../art/paintings/monsters/gloom-spider.jpg) · [Open in the asset explorer](../art/assets.md#models/spider) | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`spider_near.glb`](../assets/game/models/spider_near.glb) 107 KB | 2,283 (132 ember) | 4,196 | 4,000 vertices | under 30 tiles | 1.15 × 0.53 × 1.11 | | Mid | [`spider_mid.glb`](../assets/game/models/spider_mid.glb) 70 KB | 1,472 (92 ember) | 2,770 | 1,500 vertices | 30 to 38 tiles | 1.14 × 0.52 × 1.11 | | Far | [`spider_far.glb`](../assets/game/models/spider_far.glb) 20 KB | 395 (82 ember) | 640 | 400 vertices | beyond 38 tiles | 1.13 × 0.52 × 1.11 | The sim's Gloom Spider is 0.56 tiles across. Size is forward × up × side, in tiles: models face +X and stand on y = 0. ### Rime Wraith [Wiki page](../wiki/monsters/rime-wraith.md) · [Concept painting](../art/paintings/monsters/rime-wraith.jpg) · [Open in the asset explorer](../art/assets.md#models/wraith) | Model | File | Vertices | Triangles | Budget | Drawn at | Size (tiles) | | --- | --- | --- | --- | --- | --- | --- | | Near | [`wraith_near.glb`](../assets/game/models/wraith_near.glb) 135 KB | 2,958 (84 ember) | 5,028 | 4,000 vertices | under 30 tiles | 1.43 × 2.11 × 0.74 | | Mid | [`wraith_mid.glb`](../assets/game/models/wraith_mid.glb) 67 KB | 1,482 (34 ember) | 2,247 | 1,500 vertices | 30 to 38 tiles | 1.43 × 2.10 × 0.74 | | Far | [`wraith_far.glb`](../assets/game/models/wraith_far.glb) 18 KB | 400 (10 ember) | 430 | 400 vertices | beyond 38 tiles | 1.37 × 2.12 × 0.74 | The sim's Rime Wraith is 0.76 tiles across. Size is forward × up × side, in tiles: models face +X and stand on y = 0. ## The party The party isn't decimated: one level each, under 15,000 triangles, since at most four are on screen. ### The Fallen [The Fallen](../fallen/who-you-are.md) · [Concept painting](../art/paintings/kindled.jpg) · [Open in the asset explorer](../art/assets.md#models/kindled_0.glb) | Model | File | Vertices | Triangles | Size (tiles) | | --- | --- | --- | --- | --- | | Party slot 0 | [`kindled_0.glb`](../assets/game/models/kindled_0.glb) 217 KB | 4,888 (150 ember) | 7,379 | 1.34 × 1.85 × 0.99 | | Party slot 1 | [`kindled_1.glb`](../assets/game/models/kindled_1.glb) 203 KB | 4,501 (220 ember) | 7,350 | 0.62 × 2.01 × 0.73 | | Party slot 2 | [`kindled_2.glb`](../assets/game/models/kindled_2.glb) 217 KB | 4,888 (150 ember) | 7,379 | 1.34 × 1.85 × 0.99 | | Party slot 3 | [`kindled_3.glb`](../assets/game/models/kindled_3.glb) 203 KB | 4,501 (220 ember) | 7,350 | 0.62 × 2.01 × 0.73 | Size is forward × up × side, in tiles: models face +X and stand on y = 0. ## Props [Open in the asset explorer](../art/assets.md#models/column_stub.glb) | Model | File | Vertices | Triangles | Size (tiles) | | --- | --- | --- | --- | --- | | column\_stub | [`column_stub.glb`](../assets/game/models/column_stub.glb) 6 KB | 130 | 192 | 0.62 × 1.35 × 0.62 | | coral | [`coral.glb`](../assets/game/models/coral.glb) 10 KB | 200 | 377 | 0.68 × 0.80 × 0.65 | --- title: "The wardrobe" summary: "How a character wears any combination of gear, one piece per slot, each piece its own file fitted to a base body, with a mask of the skin it hides. Working in the asset explorer; how it would carry into the game." status: concept # A proposal: the story, world and art direction, invented for Alex to keep, change or cut section: "Art Direction" html: wardrobe.html source: www/content/art/wardrobe.md --- # The wardrobe *How a character wears any combination of gear, one piece per slot, each piece its own file fitted to a base body, with a mask of the skin it hides. Working in the asset explorer; how it would carry into the game.* A character in the game will wear whatever the player has equipped: a helmet from one drop, body armour from another, gloves from a third. So gear can't be fused onto a character, as image-to-3D gives it. Each piece has to be its own model, fitted onto a bare body, and any pieces in different slots have to combine. The wardrobe is how. It works today in the [asset explorer](../art/assets.md#concept/wardrobe/kindled): pick a body, a piece (or none) for each slot, play any clip, and read how much each piece clips through the body as it moves. Everything here is a proposal for Alex to keep, change or cut. The tools behind it, `crates/client/art/fit_armour.py` and `crates/client/art/clip_check.py`, are in the repository, and how the first pieces were made is in `docs/art.md` ("Characters from image-to-3D"). ## What a wardrobe is made of - **Base bodies.** A rigged, animated body in tight underclothes, with no gear: its skeleton, its clips and one mesh. One per body shape. Today there is one, the fallen's (its files are still named `kindled`). - **Pieces, by slot, many per slot.** Each piece is its own file, made for one slot (body armour, gloves...). It holds the piece's mesh, skinned to a copy of the body's bones, and no clips: it moves with whatever the body plays. - **Fitted ahead of time, per body.** A piece is generated once, on its own, as if worn by an invisible mannequin. Then it is fitted to each body in Blender: turned square, scaled to the torso from the bones, grown slice by slice until it encloses the body, given the body's bone weights, and told which skin it hides. That is seconds of Blender per piece, and none of it is work a viewer or the game should do at load (weight transfer, ray casting the body). The cost is a file per piece per body, which is fine while there are few bodies. The unfitted piece is kept (`design/wardrobe//.glb`), so when a body changes, its pieces are refitted by script. ## How pieces combine: a mask per piece Each fitted piece carries a mask: the list of the body's vertices it covers. A body vertex is covered when a ray along its normal meets the piece just above the skin, and the covered area is pulled back two rings from its edge, so the skin still fills the piece's rims as the shoulders move. **A body triangle is drawn unless all three of its vertices are covered by the pieces worn.** With a cuirass on, the torso under it is gone; add gloves and the forearms go too; take the cuirass off and the torso comes back while the forearms stay hidden. Two pieces never uncover each other's skin, and masks that overlap (a coat over the top of the gloves) simply both hide it. Why a mask per piece, rather than the alternatives: - **Not a body cut per slot.** What a slot hides depends on the piece in it: a long coat hides the thighs, a short cuirass doesn't. - **Not a shader mask.** The mask is used to rebuild the body's triangle list when the gear changes: one pass over the body's triangles, then nothing per frame. A per-vertex bit per slot in a shader would cost every frame and still not know which piece is in the slot. - **Hiding the skin at all**, rather than leaving it under the gear: skin that pokes through plate as the body bends is the worst look, and hidden triangles aren't drawn. The mask names vertices by their index in the base body's file. Blender reads a file's vertices in order (the fit checks it), and each piece records how many vertices its body had, so a piece fitted to an older body is caught by the site's build and by the clip check, instead of hiding the wrong skin. ## The files, by name The site's build reads the wardrobe from its folder names; nothing else lists it. | Path under `www/art/models/` | What it is | | --- | --- | | `wardrobe//base.glb` | The base body: skeleton, clips, one mesh named `body`. Written by `fit_armour.py base`. | | `wardrobe///.glb` | A piece fitted to that body. Its node's extras hold `wardrobe`: slot, piece, body, the body's vertex count, how it was made, the fit's options, and `covers`, the mask as ranges (`0-15,17,20-33`). Written by `fit_armour.py piece` (or `shell`). | | `wardrobe///.clips.json` | Its clip check: per clip, the frames where piece and visible body pass into each other, the worst frame and the body parts. Written by `clip_check.py --json`. | `` is one of the game's item slots (weapon, helmet, body, gloves, boots, amulet, ring), so a piece is already filed where the game would look for it. The build warns about a piece in an unknown slot, one fitted to another body or an older base, or one with no clip check. ## What the explorer shows A wardrobe is one asset in the [asset explorer](../art/assets.md#concept/wardrobe/kindled), under Models › Concept › Wardrobe, with its body and pieces as its files. The bar under the view picks the body, a piece or none for each slot that has any, and the clip; the panel beside it lists what is worn, the triangles drawn now (the body's hidden triangles drop out), and each worn piece's clip check, clip by clip, with the rest pose first: what every pose starts from. Opening a piece's file puts it on; opening the base takes everything off. Today's wardrobe proves the two halves: the cuirass, generated and fitted, and placeholder vambraces in the gloves slot, plated tubes around the forearms made in Blender from the bones (`fit_armour.py shell`), with no generation. They are there to show that two slots combine. Real gloves, boots and helmets need their own fits (the cuirass fit encloses the torso; a helmet encloses the head bone, gloves and boots follow the limb bones as the shell does) and generating, at about 120 Tripo credits each. ## In the game, later The game already has 8 equipment slots and 45 item bases ([Loot and crafting](../game/loot-and-crafting.md)). Of the slots, helmet, body armour, gloves and boots would be fitted pieces with masks, 16 bases between them: a piece per base, per body, is that many pieces to make, and a unique could have its own. Weapons (18 bases) aren't fitted: a weapon is rigid, held by the hand bone, and hides no skin. Amulets and rings aren't drawn. Who owns what, as any new system must say: - **The server owns equipment**, as it does today. Nothing about the wardrobe changes that. - **What replicates.** Today a client knows only its own player's equipment; other players' equipped items aren't replicated at all. To draw them, the server would send each player's look: the base in each drawn slot, a few small numbers, when it changes (with the equipment updates, reliably), never in every snapshot. - **What the client predicts.** Nothing: a piece changes when the server confirms the equip. What the client would do with it: one base body mesh and its textures per body, shared by every player of that body; per player, its own triangle list, rebuilt from the masks when its gear changes; each worn piece drawn skinned on that player's skeleton, shared by every player wearing it. The costs to measure before any of this goes in ([performance](../dev/engine.md)): - **Triangles.** A hero has a triangle budget; image-to-3D bodies and pieces are far denser (the counts are in the [asset explorer](../art/assets.md#concept/wardrobe/kindled)). Bodies and pieces would be decimated before fitting, so the masks are made on what the game draws. - **Draws.** Each worn piece is another skinned draw: four players in four fitted slots is sixteen more, beside the skinned-character cost already measured. - **Clipping between pieces.** The clip check tests a piece against the body. Once two pieces meet (a helmet's rim on a cuirass's collar) it should test them against each other too. ## Open questions for Alex - One body for every fallen, or several builds (a fit per body per piece)? - One look per base, or per base and rarity (a rare cuirass with more plates)? - The unfitted pieces are committed at 2K textures (`design/wardrobe/`), a megabyte or two each. Fine for tens of pieces; for the hundreds the game implies, somewhere outside git. - Placeholders from the bones for the slots not yet generated, or generate a first helmet, gloves and boots now? --- title: "HUD art" summary: "Every piece of the game's interface art, grouped by kind, at the size the client embeds it." status: in-game # Exists in the current build; generated from or checked against its code section: "Art Direction" html: hud-art.html source: www/content/art/hud-art.md --- # HUD art *Every piece of the game's interface art, grouped by kind, at the size the client embeds it.* The interface art as the client embeds it, read from `crates/client/assets/ui/` when the site is built. Most of it is SVG in the prototype's style (`proto-web/src/hud/`), rasterized to PNG by `proto-web/export_hud.mjs`. The pieces marked *painted* are sculpted figures painted by Gemini and cut out of a magenta ground by `design/tools/hud_art.py`, because hand-drawn SVG can't reach the style ([how paintings are made](../art/painting-guide.md)). Pieces carry padding for their shadows and glows, so their pixel size is larger than what you see. Each is drawn on a checkerboard here to show its transparency; click one to open it in the [asset explorer](../art/assets.md), where it zooms to its pixels and shows its alpha, or its name for the file. ## Wardens and orb frames 6 The figures that hold the life and mana orbs in the bottom corners. The orbs themselves are drawn by a shader. - [corner_back.png](../assets/game/ui/corner_back.png): 840 × 800 px · 51 KB - [corner_front_life.png](../assets/game/ui/corner_front_life.png): 840 × 800 px · 268 KB - [corner_front_mana.png](../assets/game/ui/corner_front_mana.png): 840 × 800 px · 269 KB - [header_warden.png](../assets/game/ui/header_warden.png): 204 × 224 px · 62 KB · painted - [warden_life.png](../assets/game/ui/warden_life.png): 420 × 660 px · 336 KB · painted - [warden_mana.png](../assets/game/ui/warden_mana.png): 420 × 660 px · 300 KB · painted ## Flasks 14 - [flask_back_life.png](../assets/game/ui/flask_back_life.png): 160 × 288 px · 34 KB - [flask_back_mana.png](../assets/game/ui/flask_back_mana.png): 160 × 288 px · 35 KB - [flask_back.png](../assets/game/ui/flask_back.png): 160 × 288 px · 12 KB - [flask_glow_life.png](../assets/game/ui/flask_glow_life.png): 76 × 168 px · 12 KB - [flask_glow_mana.png](../assets/game/ui/flask_glow_mana.png): 76 × 168 px · 14 KB - [flask_life_0.png](../assets/game/ui/flask_life_0.png): 76 × 168 px · 5 KB - [flask_life_1.png](../assets/game/ui/flask_life_1.png): 76 × 168 px · 8 KB - [flask_life_2.png](../assets/game/ui/flask_life_2.png): 76 × 168 px · 11 KB - [flask_life_3.png](../assets/game/ui/flask_life_3.png): 76 × 168 px · 12 KB - [flask_mana_0.png](../assets/game/ui/flask_mana_0.png): 76 × 168 px · 5 KB - [flask_mana_1.png](../assets/game/ui/flask_mana_1.png): 76 × 168 px · 8 KB - [flask_mana_2.png](../assets/game/ui/flask_mana_2.png): 76 × 168 px · 11 KB - [flask_mana_3.png](../assets/game/ui/flask_mana_3.png): 76 × 168 px · 12 KB - [flask_over.png](../assets/game/ui/flask_over.png): 96 × 224 px · 2 KB ## Skill icons 6 - [icon_arc.png](../assets/game/ui/icon_arc.png): 128 × 128 px · 26 KB · [Arc](../wiki/skills/arc.md) - [icon_earthshatter.png](../assets/game/ui/icon_earthshatter.png): 128 × 128 px · 25 KB · [Earthshatter](../wiki/skills/earthshatter.md) - [icon_ember_dash.png](../assets/game/ui/icon_ember_dash.png): 128 × 128 px · 21 KB · [Ember Dash](../wiki/skills/ember-dash.md) - [icon_fireball.png](../assets/game/ui/icon_fireball.png): 128 × 128 px · 21 KB · [Fireball](../wiki/skills/fireball.md) - [icon_frost_nova.png](../assets/game/ui/icon_frost_nova.png): 128 × 128 px · 27 KB · [Frost Nova](../wiki/skills/frost-nova.md) - [icon_strike.png](../assets/game/ui/icon_strike.png): 128 × 128 px · 23 KB · [Strike](../wiki/skills/strike.md) ## Skill slots and mouse buttons 6 - [mouse_l.png](../assets/game/ui/mouse_l.png): 20 × 28 px · 1 KB - [mouse_r.png](../assets/game/ui/mouse_r.png): 20 × 28 px · 1 KB - [slot_back_active.png](../assets/game/ui/slot_back_active.png): 236 × 236 px · 26 KB - [slot_back.png](../assets/game/ui/slot_back.png): 236 × 236 px · 4 KB - [slot_over_active.png](../assets/game/ui/slot_over_active.png): 124 × 124 px · 8 KB - [slot_over.png](../assets/game/ui/slot_over.png): 124 × 124 px · 4 KB ## Buffs 6 - [buff_back_bad.png](../assets/game/ui/buff_back_bad.png): 136 × 136 px · 8 KB - [buff_back_good.png](../assets/game/ui/buff_back_good.png): 136 × 136 px · 3 KB - [buff_flask_life.png](../assets/game/ui/buff_flask_life.png): 68 × 68 px · 7 KB - [buff_flask_mana.png](../assets/game/ui/buff_flask_mana.png): 68 × 68 px · 7 KB - [buff_over_bad.png](../assets/game/ui/buff_over_bad.png): 68 × 68 px · 3 KB - [buff_over_good.png](../assets/game/ui/buff_over_good.png): 68 × 68 px · 4 KB ## Portraits 3 - [portrait_ember.png](../assets/game/ui/portrait_ember.png): 124 × 124 px · 18 KB - [portrait_frost.png](../assets/game/ui/portrait_frost.png): 124 × 124 px · 20 KB - [portrait_ring.png](../assets/game/ui/portrait_ring.png): 176 × 176 px · 22 KB ## Currency 8 - [cur_ash.png](../assets/game/ui/cur_ash.png): 96 × 96 px · 17 KB · [Shifting Ash](../wiki/items/currency/ash.md) - [cur_crowning.png](../assets/game/ui/cur_crowning.png): 96 × 96 px · 16 KB · [Crowning Flame](../wiki/items/currency/crowning.md) - [cur_gilded.png](../assets/game/ui/cur_gilded.png): 96 × 96 px · 16 KB · [Gilded Ember](../wiki/items/currency/gilded.md) - [cur_growth.png](../assets/game/ui/cur_growth.png): 96 × 96 px · 16 KB · [Ember of Growth](../wiki/items/currency/growth.md) - [cur_kindling.png](../assets/game/ui/cur_kindling.png): 96 × 96 px · 17 KB · [Shard of Kindling](../wiki/items/currency/kindling.md) - [cur_quench.png](../assets/game/ui/cur_quench.png): 96 × 96 px · 15 KB · [Quenching Water](../wiki/items/currency/quench.md) - [cur_sovereign.png](../assets/game/ui/cur_sovereign.png): 96 × 96 px · 16 KB · [Sovereign Spark](../wiki/items/currency/sovereign.md) - [cur_wildfire.png](../assets/game/ui/cur_wildfire.png): 96 × 96 px · 16 KB · [Wildfire Orb](../wiki/items/currency/wildfire.md) ## Item icons 11 - [item_amulet.png](../assets/game/ui/item_amulet.png): 128 × 128 px · 9 KB · [4 bases](../wiki/items/bases/index.md) - [item_axe.png](../assets/game/ui/item_axe.png): 128 × 128 px · 11 KB · [4 bases](../wiki/items/bases/index.md) - [item_body.png](../assets/game/ui/item_body.png): 128 × 128 px · 10 KB · [4 bases](../wiki/items/bases/index.md) - [item_boots.png](../assets/game/ui/item_boots.png): 128 × 128 px · 5 KB · [4 bases](../wiki/items/bases/index.md) - [item_dagger.png](../assets/game/ui/item_dagger.png): 128 × 128 px · 7 KB · [3 bases](../wiki/items/bases/index.md) - [item_gloves.png](../assets/game/ui/item_gloves.png): 128 × 128 px · 8 KB · [4 bases](../wiki/items/bases/index.md) - [item_helmet.png](../assets/game/ui/item_helmet.png): 128 × 128 px · 8 KB · [4 bases](../wiki/items/bases/index.md) - [item_ring.png](../assets/game/ui/item_ring.png): 128 × 128 px · 11 KB · [7 bases](../wiki/items/bases/index.md) - [item_staff.png](../assets/game/ui/item_staff.png): 128 × 128 px · 11 KB · [3 bases](../wiki/items/bases/index.md) - [item_sword.png](../assets/game/ui/item_sword.png): 128 × 128 px · 8 KB · [4 bases](../wiki/items/bases/index.md) - [item_wand.png](../assets/game/ui/item_wand.png): 128 × 128 px · 10 KB · [4 bases](../wiki/items/bases/index.md) ## Frames and ornaments 14 - [area_rule.png](../assets/game/ui/area_rule.png): 308 × 24 px · 1 KB - [badge_diamond.png](../assets/game/ui/badge_diamond.png): 84 × 84 px · 5 KB - [close_button.png](../assets/game/ui/close_button.png): 76 × 76 px · 6 KB - [doll_back.png](../assets/game/ui/doll_back.png): 1120 × 680 px · 1,248 KB · painted - [finial_left.png](../assets/game/ui/finial_left.png): 240 × 136 px · 13 KB - [finial_right.png](../assets/game/ui/finial_right.png): 240 × 136 px · 13 KB - [level_badge.png](../assets/game/ui/level_badge.png): 112 × 112 px · 6 KB - [map_ring.png](../assets/game/ui/map_ring.png): 536 × 536 px · 94 KB - [menu_bag.png](../assets/game/ui/menu_bag.png): 48 × 48 px · 1 KB - [menu_gear.png](../assets/game/ui/menu_gear.png): 48 × 48 px · 3 KB - [panel_back.png](../assets/game/ui/panel_back.png): 600 × 770 px · 156 KB - [panel_header.png](../assets/game/ui/panel_header.png): 1200 × 220 px · 120 KB - [plinth_left.png](../assets/game/ui/plinth_left.png): 540 × 300 px · 163 KB - [plinth_right.png](../assets/game/ui/plinth_right.png): 640 × 300 px · 190 KB --- title: "Textures" summary: "The photoscanned ground and rock texture sets the caves are made of, each with its colour, normal and surface maps." status: in-game # Exists in the current build; generated from or checked against its code section: "Art Direction" html: textures.html source: www/content/art/textures.md --- # Textures *The photoscanned ground and rock texture sets the caves are made of, each with its colour, normal and surface maps.* The only textures in the game are the stone of the caves, read from `crates/client/assets/textures/` when the site is built. Each set has three maps: albedo (the colour), a normal map (the bumps, green pointing up) and ARM (ambient occlusion, roughness and metalness in the red, green and blue channels). The client loads them as three array textures, one layer per set, and blends them on the floor and walls (`cave::stone_textures`). Monsters, the party and props carry no textures: see [Models](../art/models.md). The [asset explorer](../art/assets.md) shows each map's channels alone and each set lit on a sphere or a plane. ## Cliff side [See the set lit, and each map's channels, in the explorer](../art/assets.md#textures/cliff_side) - [cliff_side_diff_1k.jpg](../assets/game/textures/cliff_side_diff_1k.jpg): 1024 × 1024 px · 840 KB · Albedo (sRGB) - [cliff_side_nor_gl_1k.jpg](../assets/game/textures/cliff_side_nor_gl_1k.jpg): 1024 × 1024 px · 984 KB · Normal (OpenGL: green up) - [cliff_side_arm_1k.jpg](../assets/game/textures/cliff_side_arm_1k.jpg): 1024 × 1024 px · 538 KB · AO, roughness, metalness (linear) ## Rock boulder cracked [See the set lit, and each map's channels, in the explorer](../art/assets.md#textures/rock_boulder_cracked) - [rock_boulder_cracked_diff_1k.jpg](../assets/game/textures/rock_boulder_cracked_diff_1k.jpg): 1024 × 1024 px · 975 KB · Albedo (sRGB) - [rock_boulder_cracked_nor_gl_1k.jpg](../assets/game/textures/rock_boulder_cracked_nor_gl_1k.jpg): 1024 × 1024 px · 1,054 KB · Normal (OpenGL: green up) - [rock_boulder_cracked_arm_1k.jpg](../assets/game/textures/rock_boulder_cracked_arm_1k.jpg): 1024 × 1024 px · 485 KB · AO, roughness, metalness (linear) ## Rock ground [See the set lit, and each map's channels, in the explorer](../art/assets.md#textures/rock_ground) - [rock_ground_diff_1k.jpg](../assets/game/textures/rock_ground_diff_1k.jpg): 1024 × 1024 px · 799 KB · Albedo (sRGB) - [rock_ground_nor_gl_1k.jpg](../assets/game/textures/rock_ground_nor_gl_1k.jpg): 1024 × 1024 px · 1,397 KB · Normal (OpenGL: green up) - [rock_ground_arm_1k.jpg](../assets/game/textures/rock_ground_arm_1k.jpg): 1024 × 1024 px · 341 KB · AO, roughness, metalness (linear) From `crates/client/assets/textures/README.md`, Textures Photoscanned texture sets from [Poly Haven](https://polyhaven.com), all under [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/) (public domain: no attribution required; credited here anyway). Downloaded at 1K as JPG, unmodified, and embedded in the binary. `cave::stone_textures` loads them into three array textures (albedo, normal, ARM), one layer per set, with mipmaps built at startup. Each set has three maps: `_diff` (albedo, sRGB), `_nor_gl` (normal map, OpenGL convention: green points to the top of the image) and `_arm` (linear: R ambient occlusion, G roughness, B metalness). | Layer | Files | Poly Haven asset | Size on the ground | Authors | Used for | | --- | --- | --- | --- | --- | --- | | 0 ground | `rock_boulder_cracked_{diff,nor_gl,arm}_1k.jpg` | [Rock Boulder Cracked](https://polyhaven.com/a/rock_boulder_cracked) | 1.39 m | Dimitrios Savva, Dario Barresi | the Cinder floor's cracked rock | | 1 dust | `rock_ground_{diff,nor_gl,arm}_1k.jpg` | [Rock Ground](https://polyhaven.com/a/rock_ground) | 1.5 m | Rob Tuytel | dust and gravel blended over it | | 2 rock | `cliff_side_{diff,nor_gl,arm}_1k.jpg` | [Cliff Side](https://polyhaven.com/a/cliff_side) | 1.83 m | James Ray Cock, Dario Barresi, Jenelle van Heerden | the walls and rock props (triplanar) | Licence: CC0 1.0 Universal, [https://polyhaven.com/license](https://polyhaven.com/license). --- title: "Development" summary: "Where the game stands, what comes next, and how it is built for hordes. Performance is a feature, so the numbers here are measured, not promised." status: decided # Decided in the design notes, not built yet section: "Development" html: index.html source: www/lib/sections.ts (SECTIONS) and the pages of www/content/dev/ --- # Development *Where the game stands, what comes next, and how it is built for hordes. Performance is a feature, so the numbers here are measured, not promised.* Where the game stands, what comes next, and how it is built for hordes. Performance is a feature, so the numbers here are measured, not promised. - [Roadmap](../dev/roadmap.md): The plan and the decisions behind it, where each step stands, and what the build can and can't do today, with real renders. [decided] - [Built for hordes](../dev/engine.md): How Emberdeep keeps two thousand monsters on screen without a hitch, the budgets it is held to, and the numbers measured so far. [in-game] --- title: "Roadmap" summary: "The plan and the decisions behind it, where each step stands, and what the build can and can't do today, with real renders." status: decided # Decided in the design notes, not built yet section: "Development" html: roadmap.html source: www/content/dev/roadmap.md --- # Roadmap *The plan and the decisions behind it, where each step stands, and what the build can and can't do today, with real renders.* The plan and the decisions behind it are recorded in the repository's `CLAUDE.md`, the page every working session starts from, and shown here as they are written there. From `CLAUDE.md`, Roadmap (decided 2026-10-23) 1. ~Co-op multiplayer foundation~ (done 2026-10-24). 2. Loot and crafting: sim, wire and inventory UI done 2026-10-24 (`docs/loot.md`). 3. Passive tree and character progression; persistence of characters. Decided 2026-10-26: PoE-style attributes (Str/Dex/Int, with requirements), skill gems in skill slots with their own support slots (PoE2-style), a first Rose of ~120 nodes with one start per archetype; the rules land in the sim and the website's build planner first, the game's screens after. Later that day: attributes from 5 points a level (none on the Rose), a passive point every two levels; the Rose's new shape is a proposal (`docs/progression.md`). 4. Art, VFX and audio (real models and animation, GPU particles). Any new system must answer up front: who owns this state (server), what replicates, what the client predicts. From `CLAUDE.md`, Vision - PoE-style depth: loot with random affixes, crafting currency, builds, hordes of monsters. - Solo or co-op: every part works alone; with friends, 2-4 players over the internet, server-authoritative (solo is a local server with one client). - Players are fallen angels who lost their memory (the Fallen; their passive tree is the Rose, 2026-10-26): they wake at the bottom of the world, climb back to their seat in heaven and find heaven corrupted (2026-10-25). The climb reveals the wider background of the fall, never its exact cause. - A campaign of 3 acts of ~30 minutes climbing from the deep to heaven, where you choose a faction for good; then you fall **once more**, keeping your memories, and climb the same acts again a hundred years later, harder (this replaces Nightmare; ~3 hours in all). Each act boss gives back a memory (a lasting strength and a piece of the story). Then an endgame of maps opened from your hideout, which friends join. Campaign decided 2026-10-24, the second climb 2026-10-25 (a repeating rebirth was decided and cut that day); not yet on the roadmap. - **Performance is a feature**: dense hordes and heavy effects without hitches. Every system is designed, measured and kept within a budget. The campaign sits outside the four steps: three acts climbing from the deep to a corrupted heaven, a faction chosen at the top, then one more fall and a [second climb](../game/second-climb.md) a hundred years later (decided by Alex on 24 and 25 October 2026). How these play out is on [How it plays](../game/index.md): the [campaign](../game/campaign.md), [maps and the hideout](../game/maps-and-hideout.md), and [playing together](../game/together.md). ## Where it stands today These are real renders from the current build, captured by `www/shots.sh`. The models are stand-ins, so the game can be built and measured before the art exists. [Target shot 1](../art/target-shots.md) is how far the renderer has been pushed toward the key art. ![One player fighting a pack of brutes and archers in a cave, with damage numbers over the monsters.](../shots/solo.jpg) Solo, depth 1: Frost Nova, Arc and Fireball against a pack. The numbers are damage dealt. ![A dense crowd of placeholder monsters filling a cave around one player, with a red slam telegraph on the ground.](../shots/horde.jpg) A 2,000-monster horde. The red circle is a telegraphed slam about to land. ![Three players in a cave surrounded by monsters, with a party list on the left.](../shots/coop.jpg) Co-op: a listen server, a second client joining it, and a bot that called in the horde. ### What works - Combat with two attacks, three spells and a dash, four damage types, armour, resistances, crits and three ailments. - Six monster families with magic and rare packs, six modifiers, and a guardian at each portal. - Endless generated depths, levelling to 100, life and mana flasks. - Loot: 45 item bases, 34 affixes, 7 uniques and 8 currencies, with drops per player, an inventory, equipment and crafting. - Co-op for two to four players: host from the game, run a dedicated server, or join by address. ### What is placeholder or missing - Most art: models are simple stand-ins, effects are basic, and there is no animation or audio. - No passive tree, and characters are not saved between sessions. - No campaign, hideout or maps yet: today the game is one endless run of generated cave depths, with a portal on to the next at the end of each. That is the deep where the climb begins, without the acts above it. - Joining over the internet needs the host to forward a UDP port; there is no matchmaking or relay. --- title: "Built for hordes" summary: "How Emberdeep keeps two thousand monsters on screen without a hitch, the budgets it is held to, and the numbers measured so far." status: in-game # Exists in the current build; generated from or checked against its code section: "Development" html: engine.html source: www/content/dev/engine.md --- # Built for hordes *How Emberdeep keeps two thousand monsters on screen without a hitch, the budgets it is held to, and the numbers measured so far.* > One coal dies. A heap of them burns till morning. Emberdeep is built to fight crowds: hundreds of monsters on screen, thousands in a level, and effects everywhere. Performance is treated as a feature. Every system has a budget, and every change that touches a hot path is measured before and after. ## The simulation The game world is a simulation written in plain Rust, separate from the graphics. It is the source of truth: what it says happened, happened. - **It runs in fixed steps, 30 a second.** Wall-clock time never leaks in. - **It is deterministic.** The same seed gives the same world, the same monsters and the same drops. A test checks this. - **It doesn't know about graphics.** The same code runs inside the game, on a dedicated server with no window, and in benchmarks. - **Distances are in tiles.** A level is 128 by 128 tiles; how fast a fallen walks is on [Characters](../wiki/characters.md). ## How it stays fast | Problem | What the game does | | --- | --- | | Finding who is near whom | A spatial grid, rebuilt every tick. Nothing loops over every monster to find its neighbours. | | Thousands of monsters walking to you | One shared flow field per tick, spreading out from every living fallen. Each monster reads its next step from it; none runs its own pathfinding. | | Crowds piling up | No more than 8 monsters fit in a 2x2-tile area. This keeps crowds plausible and caps the cost of pushing them apart. | | Monsters far away | Awake monsters more than 45 tiles from every fallen freeze until someone comes back. | | Memory churn | No memory is allocated per tick in hot paths. Buffers are reused. | | Drawing 2,000 monsters | Monsters of one kind share one mesh, and materials are shared per rarity, so the GPU draws each kind in one batch. Shadows, not vertices, are what grow with detail, so distant monsters will use simpler models. | | Effects | Particles and floating damage numbers are capped. Past the cap, new effects are dropped rather than queued. | | Using more cores | Only where it measured faster: below a few thousand monsters, threads cost more than they save. | Pushing overlapping monsters apart was once 85-98% of the simulation's time. The crowd cap and keeping monster data in grid order fixed it. ## Measured The budgets and every measured number live in the engineering notes, `docs/performance.md`, and are shown here as they are written there, so the site never disagrees with them. All on an Apple M2 Pro laptop, release builds. From `docs/performance.md`, Measuring **Measure before and after any change that touches a hot path:** ```bash cargo run --release -p sim --example bench --features profile -- 2000 600 passive cargo run --release -p sim --example bench --features profile -- 10000 900 cargo run --release -p emberdeep -- --bench 1500 --bench-secs 20 cargo run --release -p net --example bandwidth -- 2000 600 passive [players=4] [loss=0.05 snap-delay=3 ack-delay=3] cargo run --release -p bots -- --bots 4 --secs 20 --horde 2000 --god --passive [--lag-ms 50 --loss 0.05] ``` The first two print per-tick cost with a per-phase breakdown. The client bench disables vsync, keeps the window on top (macOS throttles occluded windows), forces continuous updates and logs FPS, frame time and net stats. `bandwidth` measures snapshot bytes and encode/apply cost on a simulated lossy network and checks the mirror against the sim every tick. `emberdeep-bots` runs a real server with N bot clients and reports server tick cost (sim / encode / net), bandwidth, RTT and consistency. `EMBERDEEP_MONSTER_GLB=path.glb` gives every monster kind that mesh in the client, for vertex-budget runs (`design/perf/vertex-budget/run.sh`). Budgets: sim tick < 2 ms at 2,000 awake monsters; server tick (sim + encode for 4 clients) < 4 ms; per client < 64 KB/s typical, < 150 KB/s worst case. **The tight-loop sim bench understates real server cost by ~3.5x.** The same tick costs 0.45 ms back-to-back but 1.6 ms when paced at 30 Hz with sleeps in between (the M2 drops clocks while idle; a QoS hint didn't help). On a busy machine, e.g. with clients rendering, it is back near the tight numbers. Judge server budgets with `emberdeep-bots`, judge sim changes with `bench`. From `docs/performance.md`, Baselines (M2 Pro, 2026-10-23; sim rows re-measured after the N-player refactor, which changed the seed-42 map) | What | Result | | --- | --- | | Sim, 2,000 awake monsters crowding the player | 0.46 ms/tick avg, p99 0.66 (1.4% of budget) | | Sim, same with 4 players | 0.45 ms/tick avg, p99 0.59 | | Sim, 10,000 awake monsters at realistic density | 0.35 ms/tick avg, p99 0.50 | | Same after the loot port (~1,000 kills, drops rolled) | within noise (interleaved A/B: 0.396 -> 0.406 ms median) | | Client, Retina 3200x1800, FXAA, 2,000 monsters + combat | 82 FPS | | Client, same, 5,000 monsters + combat | 85 FPS (display-pacing ceiling, GPU has headroom) | | 4x MSAA instead of FXAA | about -20% FPS at Retina | | Monster shadows on | 82 -> 67 FPS at 2,000 monsters | | Target-shot-1 assets (Blender models, rim material, light wells, new HUD), `--bench 2000 --offscreen`, 1600x900, load avg ~10 (2026-10-24) | 290-306 -> 273-284 FPS (3.3 -> 3.55 ms/frame, about -7%), interleaved A/B | | Target shot 1 v2 (Kindled per slot, new ghoul/archer, sprite VFX, water shader, darker lighting and rim), same bench, interleaved A/B against v1, load 7-25 (2026-10-24) | 235 -> 216 FPS mean of six runs each (4.26 -> 4.63 ms/frame, about -8%) | | Every monster at 386 / 1.8k / 3.9k / 21k vertices, same bench, load 4-13 (2026-10-24) | shadows off: 3.87 / 3.71 / 3.68 / 8.36 ms; `--monster-shadows`: 3.82 / 3.96 / 6.67 / 22.6 ms (`design/perf/vertex-budget.md`) | #### Skinned, animated characters (spike, 2026-10-25) The client draws no skeletal animation yet. `--skinned N` (`crates/client/src/skinned.rs`) spawns N copies of a rigged concept model through Bevy's own glTF loader, out of step with each other, without shadows, to price it: `--bench 0 --bench-secs 20 --offscreen --skinned 1000 [--skinned-still] [--skinned-model PATH]`. Sereth (Tripo, 65-bone Mixamo skeleton, 2K PBR textures; a 4.9k-vertex variant decimated in Blender), 1,000 copies, 1600x900, load 8-9, baseline 4.7-5.0 ms (201-214 FPS): | 1,000 copies of | ms/frame | over baseline | | --- | --- | --- | | 25k vertices, skinned, walking | 50 | +45 | | 25k vertices, no skeleton | 26 | +21 | | 4.9k vertices, skinned, walking | 13.2 | +8.4 | | 4.9k vertices, skinned, standing still | 13.9 | +9.1 | | 4.9k vertices, no skeleton | 8.9 | +4.1 | - **Playing clips is nearly free; skinning is not.** Walking and standing still cost the same, so sampling the animation isn't the cost. A skin costs about twice the same mesh without one, and vertex count dominates (25k vertices skinned is ~5x the 4.9k one). - **Heroes and NPCs can be skinned as they are**: a handful of copies is well under 1 ms even at 25k vertices. - **Hordes can't, as built**: ~8 µs per skinned 4.9k-vertex copy is ~17 ms at 2,000 monsters, the whole frame budget. Hordes need something cheaper: vertex animation baked into textures (instancing-friendly, read in the vertex shader), fewer bones, or skinning only near the camera. - Even unskinned, a textured copy here costs far more than a vertex-coloured monster (2,000 monsters at 21k vertices: 8.4 ms in the table above). Not split yet between the textures, the per-copy entity hierarchy and batching. macOS reports no GPU pass timings, so CPU and GPU shares are unknown too (Xcode's Metal frame capture would tell). #### GPU frame (M2 Pro, 2026-10-25): the 120 Hz target Alex's display is 120 Hz (ProMotion) and the window is 3200x1800 pixels. Under vsync a frame over 8.3 ms shows at 60, so the GPU frame needs to stay under ~7.5 ms. The game is fill-bound at Retina: cost scales with pixels, not with monsters. **Measuring it.** Compare builds with `--offscreen-size 3200x1800` and interleaved rounds: ```bash python3 design/perf/gpu_ab.py target/release/emberdeep 3 8 'a||--start cinder-galleries --offscreen-size 3200x1800' 'b|BIN=/path/to/other|--start cinder-galleries --offscreen-size 3200x1800' ``` Each config is `label|ENV=v BIN=path|args`; the script prints median fps and ms. Every run opens an always-on-top window and saturates the GPU, so keep batches small: Alex works on this machine at the same time. Pitfalls: - A windowed bench on a **locked screen** reports ~250-370 fps for anything (macOS skips the frames). Offscreen images still render. - **AutoNoVsync** (the bench's mode) caps a windowed, near-empty frame at ~80-90 fps on macOS; vsync reaches 115-120. Don't read a windowed bench's fps as the game's. - Background load shifts results by 10-20%. Interleave A and B in the same run; never compare against a number from another day. What a 3200x1800 frame of the Cinder start costs (frame 19.4 ms after the two fixes below; savings when each piece is turned off): stone floor and walls 9-11 ms, post-processing and the HUD together 6.9 ms (SSAO 3.0, bloom 2.0, HUD 1.2, SMAA 0.7, tonemapping 0.6, grade 0.4), shadows 1.7, environment map 1.3. In the stone shader, the textures, voronoi cracks and anisotropy explain only ~3 ms; the rest is the lit material over the whole screen. | What (Cinder start unless said, offscreen, median of 3) | ms/frame | | --- | --- | | Before: procedural stone, binding arrays on | 37.0 | | Stone reads a tiling noise texture (`cave::noise_texture`) instead of hashing ~13 fbm per pixel | 22.4 | | Plus binding arrays off (`main.rs` `render_plugin`; on Metal they slow every fragment shader) | 19.4 | | 2400x1350 (render scale 0.75) / 2000x1125 (0.625) | 12.4 / 10.8 | | 2400x1350 without SSAO / without bloom / without both | 10.3 / 10.8 / 8.7 | | 2000x1125 without SSAO | 7.6 | | Flood: 3200x1800 / 2400x1350 / 3200x1800 without SSAO | 10.4 / 6.4 / 7.9 | Load average was 6-9 during these runs. #### Netcode baselines (M2 Pro, 2026-10-24, release; load average 3-9 from other work, so p99s are noisy) | What | Result | | --- | --- | | Snapshot, 2,000 monsters crowding 1 player (1,679 in view) | 2.5 KB, **74 KB/s** per client (naive full dump was 64 KB, 1.9 MB/s) | | Same, 5% loss + 3-tick ack lag (`bandwidth` example) | 3.6 KB, 109 KB/s; 15% of snapshots lost (3-4 fragments each) | | 10,000 monsters spread, combat | 1.6 KB, 49 KB/s | | Encode, tight loop, 4 clients x 2,000 in view | 0.35 ms/tick total | | Server, 4 bots x 2,000-monster horde, idle machine (paced) | 2.4-3.2 ms/tick avg, p99 4.5 (sim 1.1-1.5, encode 1.1-1.5, net 0.3); 60-65 KB/s down, 0.8 KB/s up per client | | Same through proxy, 50 ms each way + 5% loss | ~92 KB/s per client, 85% of snapshots arrive, mirrors 1.3 ticks behind on average | | Server, 2 real clients + 1 bot, 1,500-monster horde, clients rendering | 0.8 ms/tick avg, p99 1.2; 49-75 KB/s per client | | Prediction error walking at 100 ms RTT (client agent, real client) | mean 0.0012 tiles, 1 correction (initial sync) in 24 s | | Client bench `--bench 1500`, screen locked (not display-paced) | ~370 FPS before and after networking | Lessons learned: separation was 85-98% of sim time until the cell cap and cell-ordered data; per-model vertex count matters mostly through shadows (the main pass takes ~4k vertices per monster at 2,000 for free; see the vertex-budget row); point-light shadows render six passes, so the player's shadow caster is a spotlight. Metal doesn't report per-pass GPU timings through `RenderDiagnosticsPlugin`, and under heavy load its counter buffers fail to allocate and the GPU device is lost, so the bench doesn't add it on macOS: use Xcode's Metal frame capture for GPU attribution. How to host and join is on [Co-op](../wiki/coop.md).