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.
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
Level
XP to next
Level
XP to next
Level
XP 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 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. 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.
Attribute
Per point
Required 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
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.
Grade
Item level
Requirement · weapon
Requirement · armour
Sockets
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.
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%
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
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
Attack speed needed for each stage (%)
Weapon
E1
E2
E3
E4
E5
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.
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
Charges returned per kill
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: 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.
Coin
Effect
Tier
Stack
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
Obol
Added 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.
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
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.
Rune
On a weapon
On 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.
Content
Count
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.
Tier
Movement
Minimum level
Weight
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.
Modifier
T1
T2
T3
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.
Stone
Weapon
Minimum 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.