Dark Memory · Act I · Codex

Codex 0.2

The game's rules with the numbers it really uses, taken from the build's balance. This edition includes the catalogue and rules verified in Unity on 9 October 2026; older ones stay on file. 1.0 ships with the release.

build 0.1.0 · record 32e6295d · 2026-10-09

Regions and levels

Each region has an area level. Common monsters spawn at it, elites and guardians one level above, and the boss at the level in the last column. When you leave, the region is kept for 15 minutes the way you left it. The Bell Crypt, the Vharan Sewer and the Tower Undercroft are dungeons the story opens, off the painted map.

RegionArea levelElites and guardiansBoss
Forest of Awakening 2 3 4
Whispering Woods 4 5 6
The Hollow Depths 8 9 10
The Ashen Marsh 11 12 13
The Bell Crypt 12 13 14
The Tithe Road 15 16 17
The Vharan Sewer 17 18 19
The Tower Undercroft 19 20 21
Garden of the Forgotten 20 21 22
Vale of the Broken Moon 25 26 27
Sanctuary of the Last Memory 30 31 32

Experience

The maximum level is 100. Monsters far above or below your level give less experience: there is a safe gap that grows with your level, and outside it experience drops fast.

Experience to the next level, from 1 to 30
LevelXP to nextLevelXP to nextLevelXP to next
1 567 11 6,607 21 23,066
2 846 12 7,701 22 25,479
3 1,183 13 8,904 23 28,052
4 1,585 14 10,222 24 30,789
5 2,055 15 11,658 25 33,696
6 2,600 16 13,219 26 36,778
7 3,223 17 14,910 27 40,040
8 3,930 18 16,735 28 43,486
9 4,727 19 18,699 29 47,122
10 5,618 20 20,808 30 50,954
How much experience you get from a monster above your level
Your levelSafe gap (±)Monster +5Monster +8Monster +12
10 3 62% 10% 2%
20 4 94% 29% 4%
30 4 96% 38% 7%

Classes

Life and mana grow every level, and attributes add on top: Strength and Will give life, Intelligence gives mana. The table shows the class curve only, without attributes or items. The level 15 evolutions (Knight, Shaman and Necromancer) are not available yet.

ClassLife · level 1/10/20/30Per levelMana · level 1/10/20/30Per levelStarting attributes
Warrior 88 / 196 / 316 / 436 +12 44 / 80 / 120 / 160 +4 STR 20 · DEX 14 · INT 10 · WIL 16
Druid 75 / 174 / 284 / 394 +11 60 / 110 / 165 / 220 +5.5 STR 12 · DEX 12 · INT 20 · WIL 16

Attributes

Each point is worth what the table shows, with the same wording as the character sheet. The tree has Remembered Attribute nodes: 5 points in the attribute of your choice. Weapons ask for their family's attribute (the “Required by” column) at the value in the grades table; two-attribute ones ask for 60% in each. Armour: plate asks for Strength, leather for Dexterity and ritual for Will. Jewellery, quivers and bolts ask for nothing. Without the requirement, the piece goes inactive.

AttributePer pointRequired by
Strength +1.5 life · +0.2% physical damage Sword, Axe, Hammer, Shield, Spear, plate armour
Dexterity +0.2% speed · +2 evasion · +0.03% critical Spear, Dagger, Bow, Crossbow, leather
Intelligence +2 mana · +0.25% non-physical damage · +0.02 mana/s Dagger, Staff
Will +1 life · +0.1% resistances · −0.2% stun · +0.03 mana/s Hammer, Shield, ritual garb

Item grades

Grade is internal: the game shows the item level. Weapons ask for more attribute than armour of the same grade. Normal weapons and armour start without sockets; the others follow their grade. Belts have no rune sockets: their relic hooks are separate. The smith opens sockets on compatible bases and extracts runes.

GradeItem levelRequirement · weaponRequirement · armourSockets
I 1 — — 1
II 6 15 9 1
III 12 20 17 1
IV 18 27 25 2
V 24 34 33 2
VI 30 41 41 2
VII 37 50 50 3
VIII 44 60 60 3
IX 52 70 70 3
X 60 80 80 3

Weapons and speed

Each weapon has a base attack time and five speed thresholds. Crossing each one raises the attack's stage. Speed comes from affixes, talents and Dexterity, with diminishing returns (constant 120). The average damage is that of a Normal weapon at grades I, V and X.

WeaponTypeBase timeAttacks/sCriticalAverage damage · grade I/V/XSpeed mastery
Dagger 1 hand · melee 0.55 s 1.82 7% 8.8 / 37.0 / 81.1 Double Thrust
Sword 1 hand · melee 0.85 s 1.18 5.5% 13.5 / 57.1 / 125.4 Riposte
Spear 2 hands · melee 0.75 s 1.33 5.5% 14.3 / 60.5 / 132.8 Long Reach
Bow 2 hands · ranged 0.80 s 1.25 6% 13.8 / 58.1 / 127.5 Steady Fire
Hammer 2 hands · melee 1.25 s 0.80 5% 23.9 / 100.8 / 221.3 Tremor
Staff 2 hands · ranged 0.85 s 1.18 6% 14.6 / 61.7 / 135.4 Overload
Axe 2 hands · melee 1.15 s 0.87 5% 22.0 / 92.8 / 203.6 Wide Cleave
Crossbow 2 hands · ranged 1.10 s 0.91 6.5% 18.9 / 79.9 / 175.3 Quick Reload
Unarmed 1 hand · melee 0.60 s 1.67 5% 9.6 / 40.3 / 88.5 Flurry
Speed stages
StageNameEffect
E1 Recovery recovery 12% shorter
E2 Flow recovery 25% shorter; the next click is buffered
E3 Swift Strike recovery 25% shorter; wind-up 12% shorter; the next click is buffered
E4 Cadence recovery 25% shorter; wind-up 12% shorter; the next click is buffered; every 3rd strike in a row on the same target adds an extra strike of 50%
E5 Mastery recovery 25% shorter; wind-up 12% shorter; the next click is buffered; every 3rd strike in a row on the same target adds an extra strike of 50%; unlocks the weapon's speed mastery
Attack speed needed for each stage (%)
WeaponE1E2E3E4E5
Dagger 6 14 24 40 62
Sword 8 16 28 45 70
Spear 11 22 35 54 82
Bow 10 20 33 52 80
Hammer 15 30 46 68 100
Staff 11 22 35 54 82
Axe 14 28 44 64 96
Crossbow 14 28 44 64 96
Unarmed 6 14 24 40 62

Flasks

Flasks do not refill over time. Each sip uses 10 charges and restores part of your maximum life or mana over a few seconds. Torches (once per expedition) and Vharan's well fill everything; swapping flasks does not refill them.

FlaskLifeManaChargesDuration
Lesser Flask 30% 45% 30 4 s
Flask 40% 55% 40 4 s
Greater Flask 50% 65% 50 4 s
Ancestral Flask 55% 70% 60 3 s
Charges returned per kill
KillCharges
Common monster 1
Elite 3
Guardian 6
Boss 10

Rarities

  • Normal: no affixes.
  • Magic: one or two affixes (45% chance of two), at most 1 prefix and 1 suffix.
  • Rare: 3 to 6 affixes depending on item level, up to 3 prefixes and 3 suffixes. Scarce early, common near level 40.
  • Unique: a power of its own and three affixes rolled on drop; coins cannot add, remove or reforge affixes. The bosses of the Woods, the Depths, the Marsh and the Road each have a signature Unique: certain on each hero's first victory, 10% after that.
  • Set: pieces that add bonuses at 2, 4 and 6 pieces.

Rare, Unique and Set only drop from level 20 (the item's or the hero's); below that they turn Magic, at the merchant and in the Tithe Chest too. There is no Legendary rarity. Magic find is capped at 300%.

Memory Coins

Coins rework items and are named after memories, never after people. Right-click the coin, then the item. Uniques and sets accept Memory Ash, Primordial Memory, Scar of the Void and runes when compatible; they reject coins that add, remove or reforge affixes. Ancient Seal locks a random affix for good, including through corruption; one seal per item. The Scar of the Void has four outcomes of 25% each. Coins cannot be sold.

CoinEffectTierStack
Glimmer of Memory Awakens a Normal item: it becomes Magic with 1 or 2 affixes. 1 30
Bound Echo Adds 1 affix to a Magic item that still has a free side. 1 30
Unstable Fragment Rerolls the unlocked affixes of a Magic item. 1 30
Forgotten Crown Raises a Magic item to Rare and adds 1 affix. 2 30
Profane Fragment Rerolls the unlocked affixes of a Rare item (3 to 6 affixes in all). Each new affix has a small chance to roll one tier better. 2 30
Whole Remembrance Turns a Normal item into a Rare with 4 affixes. 2 30
Broken Echo Erases 1 random unlocked affix from a Magic or Rare item. 2 30
Uncertain Remembrance Turns a Normal item into Magic, Rare or, rarely, the Unique of its kind. 2 30
Ancient Seal Permanently locks 1 random affix: its type, tier and value no longer change with other coins, nor with corruption. One seal per item. 3 30
Oath Adds 1 affix to a Rare item (up to 3 prefixes and 3 suffixes). 3 30
Scar of the Void Corrupts the item forever. It may gain an implicit, move tiers up or down, or nothing. After that, no coin can change it. Only drops in areas of level 20 or higher. 3 30
Memory Ash Rerolls the values of the unlocked affixes, without changing tiers. 4 30
Primordial Memory Awakens a rare property on a Rare or Unique item. One per item. Only drops in areas of level 20 or higher. 4 30
Reforging Stone Pick one affix to reroll its tier and value. It may get better or worse. 2 30
Obols Adds the obol's affix to a compatible item; item level sets the best tier. On a Normal item, it becomes Magic. There are 28 obols. 2 30
Runes Takes 1 free socket. On a weapon, +3 damage of its element; on armour or a shield, +8% resistance to it. 2 30
All 28 obols
ObolAdded affix
Obol of Blood Life on hit
Obol of Bulwark Armour
Obol of Eclipse Increased damage
Obol of Ember Fire resistance
Obol of Frost Cold resistance
Obol of Fury Attack speed
Obol of Fortune Item discovery
Obol of Mind Maximum mana
Obol of Agility Agility
Obol of Affliction Ailment effect
Obol of Chain Chain damage
Obol of Return Skill cooldown recovery
Obol of Precision Critical strike chance
Obol of Rupture Critical strike damage
Obol of Edge Physical damage
Obol of Dexterity Dexterity
Obol of Elements Elemental damage
Obol of Evasion Evasion rating
Obol of Knowledge Intelligence
Obol of Vitality Maximum life
Obol of Absorption Mana on hit
Obol of Renewal Mana regeneration
Obol of Expansion Skill area
Obol of Technique Skill damage
Obol of Strength Strength
Obol of Will Willpower
Obol of Storm Lightning resistance
Obol of Veiled Step Movement speed

Merchant

Prices start from a base value that grows with level. Buying by rarity: Normal ×1 · Magic ×4 · Rare ×20. Selling: Normal ×0.05 · Magic ×0.15 · Rare ×0.5 · Unique ×1.5. At Brenn's gamble, rarity is decided on the spot: Magic 75% · Rare 22% · Unique 2% · Set 1%. Swapping a Remembered Attribute during the same visit to the tree is free; after that, it costs 100% of the price to forget a node. In the table, level is the item's for buying and opening sockets, and yours for gambling, forgetting and restocking.

LevelBase priceGambleForget nodeOpen socketRestock
5 80 400 58 240 125
15 240 1,200 208 720 275
30 630 3,150 620 1,890 500

Combat

  • Stun: only a direct hit taking 20% of a monster's life (35% on an elite) stuns, for 0.25 s to 0.60 s, followed by 1.5 s of immunity. Bosses never.
  • Block: shields only, 15% to 25% by grade, up to 50%. A blocked hit loses 50%.
  • Evasion: only against monsters' physical hits, up to 45%.
  • Talents: each boss defeated for the first time gives +1 point, once per hero.

Sets

Six pieces count: helm, pauldrons, chest, gloves, belt and boots. Only the green piece belongs to the set; other versions of the same item are common bases.

Set2 pieces4 pieces6 pieces
Bastion Set +15% armour +50 life While Warded, techniques deal +25% damage; Living Bulwark lasts +2 s
Ashes Set +15% fire resistance +20% elemental damage Combustion deals +50% damage and ignites enemies in the blast
Whispers Set +20% chain damage +8% cooldown recovery Each chain link adds +10% damage; marks last +2 s
Hollow Fang Set +8 Strength +15% technique damage Technique critical hits deal +30% critical damage
Mist Set +15% cold resistance +20% elemental damage Shatter deals +50% damage and freezes nearby enemies
Raven Set +3% critical chance +20% critical damage Haemorrhage deals +50% damage and heals 3% of maximum life
Dusk Set +5% movement speed +10% attack speed After a roll or teleport, the next technique within 3 s deals +40% damage
Oracle Set +30 mana +20% mana regeneration Reactions restore 5% of maximum mana
Eclipse Set +8 Intelligence +20% affliction effect Corrosion deals +40% damage and spreads poison to nearby enemies
Dawn Set +8 Will +40 life Reactions heal 2% of maximum life

Relics

Pendants hung on the belt that fire on their own when the trigger happens and spend charges. The belt sets the hooks: Normal 1, Magic or Rare 2, Unique 3. Kills recharge them: +1 common, +3 elite, +10 boss.

RelicTriggers whenEffectCost / chargesWard
Ember Ruby you start burning Removes burning and grants temporary immunity 20 / 40 5 s
Winter Sapphire you suffer freezing or cold Removes the cold effect and grants temporary immunity 20 / 40 5 s
Storm Topaz you are shocked Removes shock and grants temporary immunity 20 / 40 5 s
Pearl of Resolve a hit removes at least 15% of your life Ward: 30% less damage taken 15 / 45 4 s
Watch Iron you are stunned by impact Ends impact stun and grants protection 18 / 36 2.5 s
Thaw Heart you suffer freezing or cold Removes the cold effect and grants temporary immunity 20 / 40 5 s
Widow Stitch you start bleeding Stops bleeding and grants temporary immunity 18 / 36 4 s
Bitter Root you are poisoned Removes poison and grants temporary immunity 16 / 32 4 s
Ash Bell you start burning Removes burning and grants temporary immunity 20 / 40 5 s
Storm Knot you are shocked Removes shock and grants temporary immunity 20 / 40 5 s
Oath Seal a hit removes at least 15% of your life Ward: 30% less damage taken 15 / 45 5 s

Runes

Each rune takes one free socket. The effect depends on where it sits.

RuneOn a weaponOn armour or shield
Rune of Lightning +3 lightning damage on attacks +8% lightning resistance
Rune of Chaos +3 chaos damage on attacks +8% chaos resistance
Rune of Venom +3 poison damage on attacks +8% poison resistance
Rune of Iron +3 weapon damage +12 armour
Rune of Fire +3 fire damage on attacks +8% fire resistance
Rune of Frost +3 cold damage on attacks +8% cold resistance

Current catalogue and modifiers

The catalogue was exported from Unity on 9 October 2026; it now includes the Tithe Key, which spins the Tithe Chest again. Affix selection follows weapon families and set themes, with distinct weights. Staves do not roll attack speed; Ashes and Mist sets favour their own element. Every newly rolled set piece starts with a thematic modifier. Grimoires and scythes are outside the current release; older records remain available in the DB.

ContentCount
Items in the current release 417
Uniques with powers 17
Set pieces 60
Relics 11
Skill stones 3
Memory Coins 13
Obols 28
Equipment affixes 31
Affix ranges 157

Movement on boots

Movement speed is a boots-only prefix with seven fixed-value tiers, from 5% to 35%. Each tier has its own minimum level and weight. Rarity limits affix count, not tier. Existing rolls are preserved in the game.

TierMovementMinimum levelWeight
T1 35% 44 3
T2 30% 37 4
T3 25% 30 4
T4 20% 25 8
T5 15% 18 8
T6 10% 8 28
T7 5% 1 45

Flask modifiers

New flasks can roll recovery, charges gained on kill, charge reserve or recovery speed. These effects belong to the flask: they do not become passive hero stats and cannot be changed with equipment coins. Normal has 0 modifiers, Magic 1, Rare 2 and Unique 3, without duplicates. T3 unlocks at level 1, T2 at 12 and T1 at 28.

ModifierT1T2T3
Recovery 31–40% 21–30% 10–20%
Charges on kill 36–50% 21–35% 10–20%
Charge reserve 9–12 6–8 3–5
Recovery speed 23–30% 16–22% 10–15%

Skill stones

Three orbit stones are in the current catalogue, tied to their weapon family. They grant a technique through a dedicated tree socket; they are not equipment runes. Weapon family and technique level must be compatible.

StoneWeaponMinimum level
Orbit Stone · Axe Axe 1
Orbit Stone · Spear Spear 1
Orbit Stone · Sword Sword 1

Release notes · 0.2

  • NewTwo new dungeons in the areas: the Vharan Sewer (17, boss 19) and the Tower Undercroft (19, boss 21). The Garden of the Forgotten and the Vale of the Broken Moon were rebuilt and leave the prototype.
  • ChangedAttribute requirements v2: weapons ask from 15 (grade II) to 80 (grade X), more than armour of the same grade. Sword asks Strength only, Crossbow Dexterity only, Staff Intelligence only, and the Shield now asks Strength and Will.
  • NewRare, Unique and Set only drop from level 20; before that they turn Magic. The Tithe Chest appears once per expedition on every combat map.
  • ChangedCatalogue synced with the game on 9 October 2026: the four boss Uniques, the Oath Seal, three orbit stones and the Tithe Key.
  • ChangedSwapping a Remembered Attribute after closing the tree costs the same as forgetting a node (it was 25%).
  • ChangedAncient Seal: permanent protection of one random affix; tier and value survive even corruption.
  • ChangedMovement speed on boots is now a prefix with seven tiers from 5% to 35%.
  • NewAffixes follow weapon and set identity. Flasks have four possible local modifiers.
  • FixedAttribute requirements, equipment-specific rune bonuses and belt socket restrictions reflect the game.
  • RemovedGrimoires and scythes have left the current release. Older data remains available for lookup and import in the DB.

Numbers from build 0.1.0. The game is in development: they change, and every change gets a new edition.