Dark Memory · Act I · Codex
Codex 0.1
The game's rules with the numbers it really uses, taken from the build's balance. Every version of the game gets its own edition of the Codex; older ones stay on file. 1.0 ships with the release.
This is an older edition of the Codex. The current one is 0.2.
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.
| Region | Area level | Elites and guardians | Boss |
|---|---|---|---|
| Forest of Awakening | 2 | 3 | 4 |
| Whispering Woods | 4 | 5 | 6 |
| The Hollow Depths | 8 | 9 | 10 |
| The Ashen Marsh | 11 | 12 | 13 |
| The Tithe Road | 15 | 16 | 17 |
| 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.
| Level | XP to next | Level | XP to next | Level | XP to next |
|---|---|---|---|---|---|
| 1 | 378 | 11 | 4,405 | 21 | 15,378 |
| 2 | 564 | 12 | 5,134 | 22 | 16,986 |
| 3 | 789 | 13 | 5,936 | 23 | 18,701 |
| 4 | 1,057 | 14 | 6,814 | 24 | 20,526 |
| 5 | 1,370 | 15 | 7,772 | 25 | 22,464 |
| 6 | 1,733 | 16 | 8,813 | 26 | 24,519 |
| 7 | 2,149 | 17 | 9,940 | 27 | 26,693 |
| 8 | 2,620 | 18 | 11,157 | 28 | 28,991 |
| 9 | 3,151 | 19 | 12,466 | 29 | 31,415 |
| 10 | 3,745 | 20 | 13,872 | 30 | 33,969 |
| Your level | Safe gap (±) | Monster +5 | Monster +8 | Monster +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.
| Class | Life · level 1/10/20/30 | Per level | Mana · level 1/10/20/30 | Per level | Starting 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. Two-attribute weapons ask for 60% of the requirement in each; jewellery asks for nothing.
| Attribute | Per point | Required by |
|---|---|---|
| Strength | +1.5 life · +0.2% physical damage | Sword, Axe, Hammer, Scythe, Spear, Crossbow, plate armour |
| Dexterity | +0.2% speed · +2 evasion · +0.03% critical | Sword, Dagger, Spear, Bow, Crossbow, leather |
| Intelligence | +2 mana · +0.25% non-physical damage · +0.02 mana/s | Dagger, Scythe, Staff, Grimoire |
| Will | +1 life · +0.1% resistances · −0.2% stun · +0.03 mana/s | Hammer, Staff, ritual garb |
Item grades
Grade is internal: the game shows the item level. Normal items have no sockets; the rest open rune sockets by grade, and Ivo the smith opens the missing ones.
| Grade | Item level | Attribute requirement | Sockets |
|---|---|---|---|
| I | 1 | — | 1 |
| II | 6 | 9 | 1 |
| III | 12 | 17 | 1 |
| IV | 18 | 25 | 2 |
| V | 24 | 33 | 2 |
| VI | 30 | 41 | 2 |
| VII | 37 | 50 | 3 |
| VIII | 44 | 60 | 3 |
| IX | 52 | 70 | 3 |
| X | 60 | 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.
| Weapon | Type | Base time | Attacks/s | Critical | Average damage · grade I/V/X | Speed mastery |
|---|---|---|---|---|---|---|
| Dagger | 1 hand · melee | 0.55 s | 1.82 | 7% | 10.0 / 41.1 / 89.9 | Double Thrust |
| Sword | 1 hand · melee | 0.65 s | 1.54 | 5.5% | 11.8 / 48.6 / 106.2 | Riposte |
| Grimoire | 1 hand · ranged | 0.75 s | 1.33 | 6.5% | 12.3 / 50.5 / 110.3 | Gloss |
| Spear | 2 hands · melee | 0.75 s | 1.33 | 5.5% | 16.3 / 67.3 / 147.0 | Long Reach |
| Bow | 2 hands · ranged | 0.80 s | 1.25 | 6% | 15.7 / 64.6 / 141.2 | Steady Fire |
| Hammer | 1 hand · melee | 0.80 s | 1.25 | 5% | 14.5 / 59.8 / 130.7 | Tremor |
| Staff | 2 hands · ranged | 0.85 s | 1.18 | 6% | 16.7 / 68.6 / 150.0 | Overload |
| Axe | 2 hands · melee | 0.90 s | 1.11 | 5% | 19.6 / 80.8 / 176.5 | Wide Cleave |
| Scythe | 2 hands · melee | 0.95 s | 1.05 | 6% | 20.7 / 85.2 / 186.3 | Reaping |
| Crossbow | 2 hands · ranged | 1.10 s | 0.91 | 6.5% | 21.6 / 88.8 / 194.1 | Quick Reload |
| Unarmed | 1 hand · melee | 0.60 s | 1.67 | 5% | 10.9 / 44.9 / 98.0 | Flurry |
| Stage | Name | Effect |
|---|---|---|
| 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 |
| Weapon | E1 | E2 | E3 | E4 | E5 |
|---|---|---|---|---|---|
| Dagger | 6 | 14 | 24 | 40 | 62 |
| Sword | 8 | 16 | 28 | 45 | 70 |
| Grimoire | 8 | 18 | 30 | 48 | 74 |
| Spear | 11 | 22 | 35 | 54 | 82 |
| Bow | 10 | 20 | 33 | 52 | 80 |
| Hammer | 10 | 20 | 32 | 50 | 76 |
| Staff | 11 | 22 | 35 | 54 | 82 |
| Axe | 12 | 24 | 38 | 58 | 88 |
| Scythe | 13 | 26 | 40 | 60 | 92 |
| 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.
| Flask | Life | Mana | Charges | Duration |
|---|---|---|---|---|
| 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 |
| Kill | Charges |
|---|---|
| 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: fixed affixes and a power of its own. Every boss has a signature Unique.
- Set: pieces that add bonuses at 2, 4 and 6 pieces.
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 set pieces do not take coins. The Scar of the Void has four outcomes of 25% each. Coins cannot be sold.
| Coin | Effect | Tier | Stack |
|---|---|---|---|
| Awakens a Normal item: it becomes Magic with 1 or 2 affixes. | 1 | 30 | |
| Adds 1 affix to a Magic item that still has a free side. | 1 | 30 | |
| Rerolls every affix of a Magic item. | 1 | 30 | |
| Raises a Magic item to Rare and adds 1 affix. | 2 | 30 | |
| Rerolls a whole Rare item (3 to 6 affixes). Each new affix has a small chance to roll one tier better. | 2 | 30 | |
| Turns a Normal item into a Rare with 4 affixes. | 2 | 30 | |
| Erases 1 random affix from a Magic or Rare item. | 2 | 30 | |
| Turns a Normal item into Magic, Rare or, rarely, the Unique of its kind. | 2 | 30 | |
| Locks 1 affix of your choice. It survives the next Unstable Fragment, Profane Fragment, Broken Echo or Memory Ash; then the seal breaks. | 3 | 30 | |
| Adds 1 affix to a Rare item (up to 3 prefixes and 3 suffixes). | 3 | 30 | |
| 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 | |
| Rerolls the values of every affix without changing tiers. | 4 | 30 | |
| Awakens a rare property on a Rare or Unique item. One per item. Only drops in areas of level 20 or higher. | 4 | 30 | |
| Pick one affix to reroll its tier and value. It may get better or worse. | 2 | 30 | |
| Adds the obol's affix to a compatible item; item level sets the best tier. On a Normal item, it becomes Magic. There are 27 obols. | 2 | 30 | |
| Takes 1 free socket. On a weapon, +3 damage of its element; on armour or a shield, +8% resistance to it. | 2 | 30 |
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 costs 25% 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.
| Level | Base price | Gamble | Forget node | Open socket | Restock |
|---|---|---|---|---|---|
| 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.
| Set | 2 pieces | 4 pieces | 6 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.
| Relic | Triggers when | Effect | Cost / charges | Ward |
|---|---|---|---|---|
| Ember Ruby | you start burning | Puts out the burn and grants immunity | 20 / 40 | 5 s |
| Winter Sapphire | you are frozen | Thaws you at once and grants immunity | 20 / 40 | 5 s |
| Storm Topaz | you are shocked | Removes the shock and grants immunity | 20 / 40 | 5 s |
| Pearl of Resolve | a hit takes 15% or more of your life | Ward: 30% less damage | 15 / 45 | 4 s |
| Watch Iron | you are stunned by an impact | Ends the stun and wards you | 18 / 36 | 2.5 s |
| Thaw Heart | you are chilled | Removes freeze and slow | 20 / 40 | 5 s |
| Widow's Stitch | you start bleeding | Stops the bleeding | 18 / 36 | 4 s |
| Bitter Root Cocoon | you are poisoned | Removes the poison | 16 / 32 | 4 s |
| Ash Bell | you start burning | Puts out the burn | 20 / 40 | 5 s |
| Thunder Knot | you are shocked | Removes the shock | 20 / 40 | 5 s |
Runes
Each rune takes one free socket. The effect depends on where it sits.
| Rune | On a weapon | On armour or shield |
|---|---|---|
| +3 lightning damage on attacks | +8% lightning resistance | |
| +3 chaos damage on attacks | +8% chaos resistance | |
| +3 poison damage on attacks | +8% poison resistance | |
| +3 weapon damage | +12 armour | |
| +3 fire damage on attacks | +8% fire resistance | |
| +3 cold damage on attacks | +8% cold resistance |
Release notes · 0.1
- NewAct I with six revised regions — Forest of Awakening, Vharan, Whispering Woods, the Hollow Depths, the Ashen Marsh and the Tithe Road — and three still in prototype.
- NewFlasks that only refill by killing, one torch per expedition and Vharan's well with no limit.
- NewSixteen Memory Coins, rarities from Normal to Unique, six-piece sets and Relics on the belt.
- NewTalent tree with eleven weapons, five-rank techniques, instincts and masteries at level 20.
- NewBosses with a scene and voice: Giant of the Dark Forest, Shaman of the Depths and the Ash Custodian.
- NewOn the Tithe Road, Stray Echoes return names to the Book of Names.
- Not yetMonster numbers, drop weights and affixes stay out of this Codex. They come in once they are stable.
Numbers from build 0.1.0. The game is in development: they change, and every change gets a new edition.