# Road to Redemption > A co-op action RPG about fallen angels climbing back to heaven. An action RPG in the spirit of Path of Exile, solo or co-op for 2-4 players, built to be played with friends and improved continuously. Road to Redemption is a working title. 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. Every HTML page has a Markdown copy at the same path with `.md`; the links below point at those. `llms-full.txt` is every page in one file. The source of the site is `www/` in the game repository: hand-written pages are `www/content/**/*.md`, the wiki is generated by `www/wiki/*.ts` from the simulation's data. ## Home - [Road to Redemption](index.md): 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. [Decided] ## 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. - [The World](world/index.md): 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. [Concept] - [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] ## 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. - [The Journey](journey/index.md): 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. [Concept] - [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] ## 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. - [The Fallen](fallen/index.md): 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. [Decided] - [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] ## How it plays The campaign, combat, builds, loot, crafting, maps and the hideout, alone or with friends. - [How it plays](game/index.md): The campaign, combat, builds, loot, crafting, maps and the hideout, alone or with friends. [Decided] - [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] ## Wiki A page for every monster, skill, item base, affix, unique and currency in the game, generated from its code, so it is always what the build does. - [Wiki](wiki/index.md): Exact numbers for what is in Emberdeep today, generated from the game code. [In game] - [Damage and ailments](wiki/combat.md): Damage types, armour, resistances, critical strikes and ailments in Emberdeep. [In game] - [Characters](wiki/characters.md): Life, mana, levelling, experience sharing, flasks and death in Emberdeep. [In game] - [Stats](wiki/stats.md): Every character stat in Emberdeep, what it does and which items grant it. [In game] - [The Rose](wiki/rose.md): The passive tree: 510 places in six petals and 6 Seats, its notables and keystones. [In game] - [Co-op](wiki/coop.md): How to host and join an Emberdeep game, and what the party shares. [In game] - [Skills](wiki/skills/index.md): Every skill in Emberdeep: attacks, spells and Ember Dash. [In game] - [Support gems](wiki/skills/support-gems.md): The 12 support gems and what they do to a skill, and gem levels. [In game] - [Strike](wiki/skills/strike.md): Strike: Swing your weapon in a wide arc, hitting every enemy in front of you. [In game] - [Earthshatter](wiki/skills/earthshatter.md): Earthshatter: Slam the ground ahead, hitting all enemies in an area. Slower than Strike, but harder. [In game] - [Fireball](wiki/skills/fireball.md): Fireball: Hurl a ball of fire that explodes on impact. Can ignite. [In game] - [Arc](wiki/skills/arc.md): Arc: Lightning that leaps between enemies. Can shock, making them take more damage. [In game] - [Frost Nova](wiki/skills/frost-nova.md): Frost Nova: A ring of frost bursts from you, damaging and chilling nearby enemies. [In game] - [Ember Dash](wiki/skills/ember-dash.md): Ember Dash: Dash a short distance toward the cursor. [In game] - [Monster families](wiki/monsters/index.md): Every monster family in Emberdeep, with stats, attacks and scaling by depth. [In game] - [Rarity and modifiers](wiki/monsters/rarity.md): Magic, rare and guardian monsters in Emberdeep, and the six monster modifiers. [In game] - [Depths](wiki/depths.md): How depths work in Emberdeep, and what each depth unlocks: monsters, item bases, uniques and affix tiers. [In game] - [Hollow Ghoul](wiki/monsters/hollow-ghoul.md): The drowned of Velmarch, their embers washed out by the Tide, walking toward the warmth of yours. [In game] - [Bone Archer](wiki/monsters/bone-archer.md): The Tidewall garrison of drowned Saltreach, still at their posts after the water rose. [In game] - [Cavern Brute](wiki/monsters/cavern-brute.md): Velmarch's deep miners, fused by their embers to the stone they cut. [In game] - [Cinder Imp](wiki/monsters/cinder-imp.md): Sparks from the Ember with a will of their own, calling in the voices of the people they burned. [In game] - [Gloom Spider](wiki/monsters/gloom-spider.md): Light-eaters from the Gloamroot, the dark between fire and tide. [In game] - [Rime Wraith](wiki/monsters/rime-wraith.md): The frost left behind when the Tide puts out a fallen's ember for good. [In game] - [How items work](wiki/items/index.md): Item rarities, item level, affixes and tiers, local modifiers and equipment in Emberdeep. [In game] - [Drops](wiki/items/drops.md): How monsters drop items and currency in Emberdeep: chances by monster rarity, item rarity and currency odds. [In game] - [Crafting](wiki/items/crafting.md): How crafting with currency works in Emberdeep, with measured outcomes for every currency. [In game] - [Item bases](wiki/items/bases/index.md): All 45 item bases in Emberdeep: weapons, armour and jewellery. [In game] - [Rusted Sword](wiki/items/bases/rusted_sword.md): Rusted Sword: weapon base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Hand Axe](wiki/items/bases/hand_axe.md): Hand Axe: weapon base, level 2. Properties, implicit, uniques and every affix it can roll. [In game] - [Glass Shank](wiki/items/bases/glass_shank.md): Glass Shank: weapon base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Driftwood Wand](wiki/items/bases/driftwood_wand.md): Driftwood Wand: weapon base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Gnarled Staff](wiki/items/bases/gnarled_staff.md): Gnarled Staff: weapon base, level 3. Properties, implicit, uniques and every affix it can roll. [In game] - [Broadsword](wiki/items/bases/broadsword.md): Broadsword: weapon base, level 12. Properties, implicit, uniques and every affix it can roll. [In game] - [Bearded Axe](wiki/items/bases/bearded_axe.md): Bearded Axe: weapon base, level 14. Properties, implicit, uniques and every affix it can roll. [In game] - [Stiletto](wiki/items/bases/stiletto.md): Stiletto: weapon base, level 13. Properties, implicit, uniques and every affix it can roll. [In game] - [Bone Wand](wiki/items/bases/bone_wand.md): Bone Wand: weapon base, level 12. Properties, implicit, uniques and every affix it can roll. [In game] - [Ironwood Staff](wiki/items/bases/ironwood_staff.md): Ironwood Staff: weapon base, level 15. Properties, implicit, uniques and every affix it can roll. [In game] - [Knight Blade](wiki/items/bases/knight_blade.md): Knight Blade: weapon base, level 28. Properties, implicit, uniques and every affix it can roll. [In game] - [Executioner Cleaver](wiki/items/bases/cleaver.md): Executioner Cleaver: weapon base, level 30. Properties, implicit, uniques and every affix it can roll. [In game] - [Obsidian Kris](wiki/items/bases/obsidian_kris.md): Obsidian Kris: weapon base, level 29. Properties, implicit, uniques and every affix it can roll. [In game] - [Crystal Wand](wiki/items/bases/crystal_wand.md): Crystal Wand: weapon base, level 28. Properties, implicit, uniques and every affix it can roll. [In game] - [Runic Staff](wiki/items/bases/runic_staff.md): Runic Staff: weapon base, level 30. Properties, implicit, uniques and every affix it can roll. [In game] - [Voidsteel Sword](wiki/items/bases/voidsteel_sword.md): Voidsteel Sword: weapon base, level 45. Properties, implicit, uniques and every affix it can roll. [In game] - [Worldsplitter Axe](wiki/items/bases/worldsplitter.md): Worldsplitter Axe: weapon base, level 46. Properties, implicit, uniques and every affix it can roll. [In game] - [Ether Wand](wiki/items/bases/ether_wand.md): Ether Wand: weapon base, level 44. Properties, implicit, uniques and every affix it can roll. [In game] - [Leather Cap](wiki/items/bases/leather_cap.md): Leather Cap: helmet base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Iron Helm](wiki/items/bases/iron_helm.md): Iron Helm: helmet base, level 11. Properties, implicit, uniques and every affix it can roll. [In game] - [Great Helm](wiki/items/bases/great_helm.md): Great Helm: helmet base, level 26. Properties, implicit, uniques and every affix it can roll. [In game] - [Warlord Crown](wiki/items/bases/warlord_crown.md): Warlord Crown: helmet base, level 42. Properties, implicit, uniques and every affix it can roll. [In game] - [Padded Vest](wiki/items/bases/padded_vest.md): Padded Vest: body armour base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Chainmail](wiki/items/bases/chainmail.md): Chainmail: body armour base, level 11. Properties, implicit, uniques and every affix it can roll. [In game] - [Plate Cuirass](wiki/items/bases/plate_cuirass.md): Plate Cuirass: body armour base, level 26. Properties, implicit, uniques and every affix it can roll. [In game] - [Dragonscale Coat](wiki/items/bases/dragonscale.md): Dragonscale Coat: body armour base, level 42. Properties, implicit, uniques and every affix it can roll. [In game] - [Cloth Wraps](wiki/items/bases/cloth_wraps.md): Cloth Wraps: gloves base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Iron Gauntlets](wiki/items/bases/iron_gauntlets.md): Iron Gauntlets: gloves base, level 12. Properties, implicit, uniques and every affix it can roll. [In game] - [Steel Gauntlets](wiki/items/bases/steel_gauntlets.md): Steel Gauntlets: gloves base, level 28. Properties, implicit, uniques and every affix it can roll. [In game] - [Titan Grips](wiki/items/bases/titan_grips.md): Titan Grips: gloves base, level 44. Properties, implicit, uniques and every affix it can roll. [In game] - [Worn Sandals](wiki/items/bases/worn_sandals.md): Worn Sandals: boots base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Iron Greaves](wiki/items/bases/iron_greaves.md): Iron Greaves: boots base, level 12. Properties, implicit, uniques and every affix it can roll. [In game] - [Steel Greaves](wiki/items/bases/steel_greaves.md): Steel Greaves: boots base, level 28. Properties, implicit, uniques and every affix it can roll. [In game] - [Titan Greaves](wiki/items/bases/titan_greaves.md): Titan Greaves: boots base, level 44. Properties, implicit, uniques and every affix it can roll. [In game] - [Coral Amulet](wiki/items/bases/coral_amulet.md): Coral Amulet: amulet base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Amber Amulet](wiki/items/bases/amber_amulet.md): Amber Amulet: amulet base, level 6. Properties, implicit, uniques and every affix it can roll. [In game] - [Lapis Amulet](wiki/items/bases/lapis_amulet.md): Lapis Amulet: amulet base, level 8. Properties, implicit, uniques and every affix it can roll. [In game] - [Onyx Amulet](wiki/items/bases/onyx_amulet.md): Onyx Amulet: amulet base, level 20. Properties, implicit, uniques and every affix it can roll. [In game] - [Iron Ring](wiki/items/bases/iron_ring.md): Iron Ring: ring base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Coral Ring](wiki/items/bases/coral_ring.md): Coral Ring: ring base, level 1. Properties, implicit, uniques and every affix it can roll. [In game] - [Ruby Ring](wiki/items/bases/ruby_ring.md): Ruby Ring: ring base, level 3. Properties, implicit, uniques and every affix it can roll. [In game] - [Sapphire Ring](wiki/items/bases/sapphire_ring.md): Sapphire Ring: ring base, level 3. Properties, implicit, uniques and every affix it can roll. [In game] - [Topaz Ring](wiki/items/bases/topaz_ring.md): Topaz Ring: ring base, level 3. Properties, implicit, uniques and every affix it can roll. [In game] - [Gold Ring](wiki/items/bases/gold_ring.md): Gold Ring: ring base, level 15. Properties, implicit, uniques and every affix it can roll. [In game] - [Prismatic Ring](wiki/items/bases/prismatic_ring.md): Prismatic Ring: ring base, level 20. Properties, implicit, uniques and every affix it can roll. [In game] - [Affixes](wiki/items/affixes/index.md): All 34 item affixes in Emberdeep, with tiers and where they roll. [In game] - [+(5–79) to maximum Life](wiki/items/affixes/life.md): Prefix: +(5–79) to maximum Life. 5 tiers, item levels 1 to 45. [In game] - [+(5–69) to maximum Mana](wiki/items/affixes/mana.md): Prefix: +(5–69) to maximum Mana. 4 tiers, item levels 1 to 36. [In game] - [+(5–130) to Armour](wiki/items/affixes/armour_flat.md): Prefix: +(5–130) to Armour. 4 tiers, item levels 1 to 38. [In game] - [(8–56)% increased Armour](wiki/items/affixes/armour_inc.md): Prefix: (8–56)% increased Armour. 4 tiers, item levels 1 to 40. [In game] - [Adds (1–20) to (3–38) Physical Damage to Attacks](wiki/items/affixes/added_phys.md): Prefix: Adds (1–20) to (3–38) Physical Damage to Attacks. 5 tiers, item levels 1 to 44. [In game] - [Adds (1–24) to (3–48) Fire Damage to Attacks](wiki/items/affixes/added_fire.md): Prefix: Adds (1–24) to (3–48) Fire Damage to Attacks. 5 tiers, item levels 1 to 45. [In game] - [Adds (1–21) to (3–42) Cold Damage to Attacks](wiki/items/affixes/added_cold.md): Prefix: Adds (1–21) to (3–42) Cold Damage to Attacks. 5 tiers, item levels 1 to 45. [In game] - [Adds (1–6) to (4–66) Lightning Damage to Attacks](wiki/items/affixes/added_light.md): Prefix: Adds (1–6) to (4–66) Lightning Damage to Attacks. 5 tiers, item levels 1 to 45. [In game] - [(15–100)% increased Physical Damage](wiki/items/affixes/inc_phys.md): Prefix: (15–100)% increased Physical Damage. 5 tiers, item levels 1 to 46. [In game] - [(10–89)% increased Spell Damage](wiki/items/affixes/inc_spell.md): Prefix: (10–89)% increased Spell Damage. 5 tiers, item levels 1 to 46. [In game] - [(8–44)% increased Fire Damage](wiki/items/affixes/inc_fire.md): Prefix: (8–44)% increased Fire Damage. 4 tiers, item levels 1 to 40. [In game] - [(8–44)% increased Cold Damage](wiki/items/affixes/inc_cold.md): Prefix: (8–44)% increased Cold Damage. 4 tiers, item levels 1 to 40. [In game] - [(8–44)% increased Lightning Damage](wiki/items/affixes/inc_light.md): Prefix: (8–44)% increased Lightning Damage. 4 tiers, item levels 1 to 40. [In game] - [+(1–2) to Level of all Spell Skills](wiki/items/affixes/spell_level.md): Prefix: +(1–2) to Level of all Spell Skills. 2 tiers, item levels 10 to 35. [In game] - [(10–30)% increased Movement Speed](wiki/items/affixes/move_speed.md): Prefix: (10–30)% increased Movement Speed. 4 tiers, item levels 1 to 40. [In game] - [(4–10)% increased maximum Life](wiki/items/affixes/inc_life.md): Prefix: (4–10)% increased maximum Life. 2 tiers, item levels 10 to 28. [In game] - [+(6–35)% to Fire Resistance](wiki/items/affixes/fire_res.md): Suffix: +(6–35)% to Fire Resistance. 5 tiers, item levels 1 to 45. [In game] - [+(6–35)% to Cold Resistance](wiki/items/affixes/cold_res.md): Suffix: +(6–35)% to Cold Resistance. 5 tiers, item levels 1 to 45. [In game] - [+(6–35)% to Lightning Resistance](wiki/items/affixes/light_res.md): Suffix: +(6–35)% to Lightning Resistance. 5 tiers, item levels 1 to 45. [In game] - [+(8–32) to Strength](wiki/items/affixes/strength.md): Suffix: +(8–32) to Strength. 5 tiers, item levels 1 to 44. [In game] - [+(8–32) to Dexterity](wiki/items/affixes/dexterity.md): Suffix: +(8–32) to Dexterity. 5 tiers, item levels 1 to 44. [In game] - [+(8–32) to Intelligence](wiki/items/affixes/intelligence.md): Suffix: +(8–32) to Intelligence. 5 tiers, item levels 1 to 44. [In game] - [(5–20)% increased Attack Speed](wiki/items/affixes/attack_speed.md): Suffix: (5–20)% increased Attack Speed. 5 tiers, item levels 1 to 46. [In game] - [(5–25)% increased Cast Speed](wiki/items/affixes/cast_speed.md): Suffix: (5–25)% increased Cast Speed. 5 tiers, item levels 1 to 46. [In game] - [(10–60)% increased Critical Strike Chance](wiki/items/affixes/crit_chance.md): Suffix: (10–60)% increased Critical Strike Chance. 5 tiers, item levels 1 to 45. [In game] - [+(8–34)% to Critical Strike Multiplier](wiki/items/affixes/crit_multi.md): Suffix: +(8–34)% to Critical Strike Multiplier. 4 tiers, item levels 5 to 42. [In game] - [Regenerate (1–15) Life per second](wiki/items/affixes/life_regen.md): Suffix: Regenerate (1–15) Life per second. 4 tiers, item levels 1 to 40. [In game] - [Regenerate (1–7) Mana per second](wiki/items/affixes/mana_regen.md): Suffix: Regenerate (1–7) Mana per second. 3 tiers, item levels 1 to 30. [In game] - [Gain (1–7) Life per Enemy Hit](wiki/items/affixes/life_on_hit.md): Suffix: Gain (1–7) Life per Enemy Hit. 3 tiers, item levels 1 to 32. [In game] - [Gain (3–20) Life per Enemy Killed](wiki/items/affixes/life_on_kill.md): Suffix: Gain (3–20) Life per Enemy Killed. 3 tiers, item levels 1 to 30. [In game] - [Gain (1–6) Mana per Enemy Killed](wiki/items/affixes/mana_on_kill.md): Suffix: Gain (1–6) Mana per Enemy Killed. 3 tiers, item levels 1 to 30. [In game] - [(5–20)% increased Area of Effect](wiki/items/affixes/inc_aoe.md): Suffix: (5–20)% increased Area of Effect. 3 tiers, item levels 5 to 34. [In game] - [(6–32)% increased Rarity of Items found](wiki/items/affixes/inc_rarity.md): Suffix: (6–32)% increased Rarity of Items found. 4 tiers, item levels 1 to 42. [In game] - [(10–34)% increased Projectile Speed](wiki/items/affixes/proj_speed.md): Suffix: (10–34)% increased Projectile Speed. 3 tiers, item levels 1 to 30. [In game] - [Uniques](wiki/items/uniques/index.md): All 7 unique items in Emberdeep. [In game] - [Cinderstep](wiki/items/uniques/cinderstep.md): Cinderstep, unique Worn Sandals. The ground remembers every fire. [In game] - [The Hungering Shank](wiki/items/uniques/hungering_shank.md): The Hungering Shank, unique Glass Shank. It was never full. It never will be. [In game] - [Crown of the Drowned King](wiki/items/uniques/drowned_crown.md): Crown of the Drowned King, unique Iron Helm. He ruled the tide until the tide ruled him. [In game] - [Stormglass Loop](wiki/items/uniques/stormglass.md): Stormglass Loop, unique Topaz Ring. Hold it to your ear and hear the sky break. [In game] - [Twinflame](wiki/items/uniques/twinflame.md): Twinflame, unique Driftwood Wand. One flame for the living, one for the dead. [In game] - [Ashen Heart](wiki/items/uniques/ashen_heart.md): Ashen Heart, unique Coral Amulet. Still warm, long after the fire went out. [In game] - [Grave Mantle](wiki/items/uniques/grave_mantle.md): Grave Mantle, unique Chainmail. Woven from the shrouds of those who came before. [In game] - [Currency](wiki/items/currency/index.md): The 8 crafting currencies in Emberdeep. [In game] - [Shard of Kindling](wiki/items/currency/kindling.md): Shard of Kindling: Upgrades a normal item to a magic item. [In game] - [Ember of Growth](wiki/items/currency/growth.md): Ember of Growth: Adds a modifier to a magic item with room for one. [In game] - [Shifting Ash](wiki/items/currency/ash.md): Shifting Ash: Rerolls the modifiers of a magic item. [In game] - [Gilded Ember](wiki/items/currency/gilded.md): Gilded Ember: Upgrades a normal item to a rare item. [In game] - [Crowning Flame](wiki/items/currency/crowning.md): Crowning Flame: Upgrades a magic item to a rare item, adding a modifier. [In game] - [Wildfire Orb](wiki/items/currency/wildfire.md): Wildfire Orb: Rerolls a rare item with new random modifiers. [In game] - [Sovereign Spark](wiki/items/currency/sovereign.md): Sovereign Spark: Adds a random modifier to a rare item. [In game] - [Quenching Water](wiki/items/currency/quench.md): Quenching Water: Removes all modifiers, making an item normal. [In game] ## 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. - [Art Direction](art/index.md): 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. [Decided] - [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] ## 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. - [Development](dev/index.md): 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. [Decided] - [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] ## Data - [Game data](data/game.json): the simulation's own export (monsters, skills, items, affixes, uniques, currencies, measured scaling and crafting outcomes), the data the wiki is generated from. - [Game assets](data/assets.json): every file the game client embeds (models, HUD art, textures, fonts and their licences), with the numbers read from each file (vertices, triangles, budgets, pixel sizes, glyphs) and its links on the site. The same list as tables: [Asset explorer](art/assets.md).