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.

build 0.1.0 · record 848d5fa0 · 2026-10-01

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.

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 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.

Experience to the next level, from 1 to 30
LevelXP to nextLevelXP to nextLevelXP 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
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. Two-attribute weapons ask for 60% of the requirement in each; jewellery asks for nothing.

AttributePer pointRequired 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.

GradeItem levelAttribute requirementSockets
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.

WeaponTypeBase timeAttacks/sCriticalAverage damage · grade I/V/XSpeed 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
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
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.

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: 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.

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 every affix of a Magic item. 1 30
Forgotten Crown Raises a Magic item to Rare and adds 1 affix. 2 30
Profane Fragment Rerolls a whole Rare item (3 to 6 affixes). 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 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 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
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 every affix 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 27 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

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.

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 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.

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

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.