Items & Relics
Every weapon and armour family in the game item by item, the 9 ring ladders, signature sets, relics, the 6 carried tools worst to best, the graded Frostbrand, permanent-stat Potions and pattern weapons, with the stats on each.
Weapon families, worst to best
5 families, each 14 substances deep. Every row is one item: its damage, what its shot does and the proficiency it asks for. The damage here is the weapon as forged. In your pack it reads higher, because your practice with that kind of weapon is counted in, and your Attack multiplies whatever it says. Where each one drops is on the drop table.
SwordKnights and heavy melee.
Slowest swing, hardest hit, the reference. 14 of them, worst to best, from Copper up to Frostsilver.
| Sword | Tier | Damage | Needs |
|---|---|---|---|
| Copper Sword | CommonCopper | 16 | Melee proficiency 1 |
| Iron Sword | CommonIron | 27 | Melee proficiency 2 |
| Steel Sword | CommonSteel | 49 | Melee proficiency 3 |
| Watchsteel Sword | UncommonWatchsteel | 61 | Melee proficiency 4 |
| Reachsilver Sword | UncommonReachsilver | 83 | Melee proficiency 5 |
| Hexiron Sword | UncommonHexiron | 94 | Melee proficiency 6 |
| Legionbronze Sword | RareLegionbronze | 116 | Melee proficiency 7 |
| Dragonscale Sword | RareDragonscale | 127 | Melee proficiency 8 |
| Emberbrass Sword | RareEmberbrass | 161 | Melee proficiency 9 |
| Cinderiron Sword | EpicCinderiron | 172 | Melee proficiency 10 |
| Drownsteel Sword | EpicDrownsteel | 194 | Melee proficiency 11 |
| Abyssal Sword | EpicAbyssal | 205 | Melee proficiency 12 |
| Ancient Warsword | LegendaryRunebronze | 239 | Melee proficiency 13 |
| Godforged Greatsword | LegendaryFrostsilver | 250 | Melee proficiency 14 |
DaggerAssassins
Thrown five and a half tiles; weaker per hit than a sword, twice the cadence. 14 of them, worst to best, from Copper up to Frostsilver.
| Dagger | Tier | Damage | Shot | Needs |
|---|---|---|---|---|
| Copper Dagger | CommonCopper | 10 | Thrown 5.5 tiles. | Melee proficiency 1 |
| Iron Dagger | CommonIron | 17 | Thrown 5.5 tiles. | Melee proficiency 2 |
| Steel Dagger | CommonSteel | 31 | Thrown 5.5 tiles. | Melee proficiency 3 |
| Watchsteel Dagger | UncommonWatchsteel | 39 | Thrown 5.5 tiles. | Melee proficiency 4 |
| Reachsilver Dagger | UncommonReachsilver | 53 | Thrown 5.5 tiles. | Melee proficiency 5 |
| Hexiron Dagger | UncommonHexiron | 60 | Thrown 5.5 tiles. | Melee proficiency 6 |
| Legionbronze Dagger | RareLegionbronze | 74 | Thrown 5.5 tiles. | Melee proficiency 7 |
| Dragonscale Dagger | RareDragonscale | 81 | Thrown 5.5 tiles. | Melee proficiency 8 |
| Emberbrass Dagger | RareEmberbrass | 103 | Thrown 5.5 tiles. | Melee proficiency 9 |
| Cinderiron Dagger | EpicCinderiron | 110 | Thrown 5.5 tiles. | Melee proficiency 10 |
| Drownsteel Dagger | EpicDrownsteel | 124 | Thrown 5.5 tiles. | Melee proficiency 11 |
| Abyssal Dagger | EpicAbyssal | 131 | Thrown 5.5 tiles. | Melee proficiency 12 |
| Heirloom Blade | LegendaryRunebronze | 153 | Thrown 5.5 tiles. | Melee proficiency 13 |
| Dreadforged Cleaver | LegendaryFrostsilver | 160 | Thrown 5.5 tiles. | Melee proficiency 14 |
BowArchers
Ranged, middling cadence; its best three loose two arrows at once, and shots from more than 8 tiles away strike true (crit) far more often, which archers call Deadeye. 14 of them, worst to best, from Copper up to Frostsilver.
| Bow | Tier | Damage | Shot | Needs |
|---|---|---|---|---|
| Copper Bow | CommonCopper | 12 | Ranged proficiency 1 | |
| Iron Bow | CommonIron | 17 | Ranged proficiency 2 | |
| Steel Bow | CommonSteel | 27 | Ranged proficiency 3 | |
| Watchsteel Bow | UncommonWatchsteel | 33 | Ranged proficiency 4 | |
| Reachsilver Bow | UncommonReachsilver | 43 | Ranged proficiency 5 | |
| Hexiron Bow | UncommonHexiron | 48 | Ranged proficiency 6 | |
| Legionbronze Bow | RareLegionbronze | 58 | Ranged proficiency 7 | |
| Dragonscale Bow | RareDragonscale | 63 | Ranged proficiency 8 | |
| Emberbrass Bow | RareEmberbrass | 79 | Ranged proficiency 9 | |
| Cinderiron Bow | EpicCinderiron | 84 | Ranged proficiency 10 | |
| Drownsteel Bow | EpicDrownsteel | 94 | Ranged proficiency 11 | |
| Abyssal Bow | EpicAbyssal | 99 | 2 projectiles. | Ranged proficiency 12 |
| Frontier Reaverbow | LegendaryRunebronze | 115 | 2 projectiles. | Ranged proficiency 13 |
| Abyssal Longbow | LegendaryFrostsilver | 120 | 2 projectiles. | Ranged proficiency 14 |
RodPriests
Big quick bullets that punch through, but a priest is not a damage class. 14 of them, worst to best, from Olivewood up to Leviathanfang.
| Rod | Tier | Damage | Shot | Needs |
|---|---|---|---|---|
| Olivewood Rod | CommonOlivewood | 22 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 1 |
| Willow Rod | CommonWillow | 28 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 2 |
| Cedar Rod | CommonCedar | 40 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 3 |
| Rowan Rod | UncommonRowan | 46 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 4 |
| Boxwood Rod | UncommonBoxwood | 59 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 5 |
| Hexeye Rod | UncommonHexeye | 65 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 6 |
| Barrowskull Rod | RareBarrowskull | 77 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 7 |
| Wyrmfang Rod | RareWyrmfang | 83 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 8 |
| Emberhorn Rod | RareEmberhorn | 101 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 9 |
| Cinderskull Rod | EpicCinderskull | 107 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 10 |
| Broodfang Rod | EpicBroodfang | 120 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 11 |
| Drownskull Rod | EpicDrownskull | 126 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 12 |
| Vowkeeper's Rod | LegendaryRocperch | 144 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 13 |
| Saint's Rod | LegendaryLeviathanfang | 150 | Carries through 2 more foes, reaches 15 tiles. | Magic proficiency 14 |
StaffMages and Necromancers
Quicker than a rod, and it outranges everything. 14 of them, worst to best, from Ash up to Archiveglass.
| Staff | Tier | Damage | Shot | Needs |
|---|---|---|---|---|
| Ash Staff | CommonAsh | 8 | Reaches 12 tiles. | Magic proficiency 1 |
| Hazel Staff | CommonHazel | 15 | Reaches 12 tiles. | Magic proficiency 2 |
| Ironwood Staff | CommonIronwood | 28 | Reaches 12 tiles. | Magic proficiency 3 |
| Blackthorn Staff | UncommonBlackthorn | 35 | Reaches 12 tiles. | Magic proficiency 4 |
| Bone Staff | UncommonBone | 49 | Reaches 12 tiles. | Magic proficiency 5 |
| Hexwood Staff | UncommonHexwood | 55 | Reaches 12 tiles. | Magic proficiency 6 |
| Bannerwood Staff | RareBannerwood | 69 | Reaches 12 tiles. | Magic proficiency 7 |
| Wyrmbone Staff | RareWyrmbone | 76 | Reaches 12 tiles. | Magic proficiency 8 |
| Emberwood Staff | RareEmberwood | 96 | Reaches 12 tiles. | Magic proficiency 9 |
| Cinderbone Staff | EpicCinderbone | 103 | Reaches 12 tiles. | Magic proficiency 10 |
| Drownwood Staff | EpicDrownwood | 116 | Reaches 12 tiles. | Magic proficiency 11 |
| Voidglass Staff | EpicVoidglass | 123 | Reaches 12 tiles. | Magic proficiency 12 |
| Ashgrove's Staff | LegendaryTitanbone | 143 | Reaches 12 tiles. | Magic proficiency 13 |
| Archivist's Staff | LegendaryArchiveglass | 150 | Reaches 12 tiles. | Magic proficiency 14 |
Armor families, worst to best
3 ladders, each 14 substances deep. Defense comes off every blow that lands on you, and weight is the percent of your movement speed the piece costs to wear. Robes also give Wisdom, which is the mana you get back over time, and a robe gives as much of it as its tier number. Light armour also gives Dexterity, which is how fast you attack, and Speed, which is how fast you move.
Heavy ArmorKnights and heavy melee.
Plate, the reference. 14 of them, worst to best, from Copper up to Frostsilver.
| Heavy Armor | Tier | Defense | Weight | Needs |
|---|---|---|---|---|
| Copper Heavy Armor | CommonCopper | 3 | 8 | Lv 1 |
| Iron Heavy Armor | CommonIron | 4 | 8 | Lv 2 |
| Steel Heavy Armor | CommonSteel | 7 | 8 | Lv 4 |
| Watchsteel Heavy Armor | UncommonWatchsteel | 8 | 8 | Lv 5 |
| Reachsilver Heavy Armor | UncommonReachsilver | 11 | 8 | Lv 6 |
| Hexiron Heavy Armor | UncommonHexiron | 12 | 8 | Lv 7 |
| Legionbronze Heavy Armor | RareLegionbronze | 15 | 8 | Lv 9 |
| Dragonscale Heavy Armor | RareDragonscale | 16 | 8 | Lv 10 |
| Emberbrass Heavy Armor | RareEmberbrass | 20 | 8 | Lv 13 |
| Cinderiron Heavy Armor | EpicCinderiron | 21 | 8 | Lv 14 |
| Drownsteel Heavy Armor | EpicDrownsteel | 24 | 8 | Lv 15 |
| Abyssal Heavy Armor | EpicAbyssal | 25 | 8 | Lv 16 |
| Runeforged Warplate | LegendaryRunebronze | 29 | 8 | Lv 19 |
| Deepwrought Titanplate | LegendaryFrostsilver | 30 | 8 | Lv 20 |
Light ArmorAssassins and lighter melee
Hide, traded for the movement it allows. 14 of them, worst to best, from Leather up to Leviathanhide.
| Light Armor | Tier | Defense | Dexterity | Speed | Weight | Needs |
|---|---|---|---|---|---|---|
| Leather Light Armor | CommonLeather | 3 | 1 | 0 | 3 | Lv 1 |
| Boarhide Light Armor | CommonBoarhide | 5 | 1 | 1 | 3 | Lv 2 |
| Houndhide Light Armor | CommonHoundhide | 8 | 2 | 1 | 3 | Lv 4 |
| Studded Light Armor | UncommonStudded | 10 | 3 | 2 | 3 | Lv 5 |
| Batwing Light Armor | UncommonBatwing | 14 | 3 | 3 | 3 | Lv 6 |
| Snakeskin Light Armor | UncommonSnakeskin | 15 | 4 | 3 | 3 | Lv 7 |
| Warhide Light Armor | RareWarhide | 19 | 4 | 4 | 3 | Lv 9 |
| Wyrmhide Light Armor | RareWyrmhide | 20 | 5 | 4 | 3 | Lv 10 |
| Emberhide Light Armor | RareEmberhide | 22 | 5 | 5 | 3 | Lv 13 |
| Ashhide Light Armor | EpicAshhide | 22 | 6 | 5 | 3 | Lv 14 |
| Serpentscale Light Armor | EpicSerpentscale | 22 | 7 | 6 | 3 | Lv 15 |
| Voidweave Light Armor | EpicVoidweave | 22 | 7 | 7 | 3 | Lv 16 |
| Heirloom Wardplate | LegendaryTitanhide | 22 | 8 | 7 | 3 | Lv 19 |
| Warden's Aegis | LegendaryLeviathanhide | 22 | 8 | 8 | 3 | Lv 20 |
RobeAll magic classes
Cloth, a mage is not meant to be hit. 14 of them, worst to best, from Homespun up to Stormsilk.
| Robe | Tier | Defense | Wisdom | Weight | Needs |
|---|---|---|---|---|---|
| Homespun Robe | CommonHomespun | 2 | 1 | 1 | Lv 1 |
| Linen Robe | CommonLinen | 4 | 2 | 1 | Lv 2 |
| Damask Robe | CommonDamask | 6 | 3 | 1 | Lv 4 |
| Sailcloth Robe | UncommonSailcloth | 7 | 4 | 1 | Lv 5 |
| Votivewool Robe | UncommonVotivewool | 9 | 5 | 1 | Lv 6 |
| Brocade Robe | UncommonBrocade | 10 | 6 | 1 | Lv 7 |
| Bannercloth Robe | RareBannercloth | 13 | 7 | 1 | Lv 9 |
| Wyrmsilk Robe | RareWyrmsilk | 14 | 8 | 1 | Lv 10 |
| Emberweave Robe | RareEmberweave | 15 | 9 | 1 | Lv 13 |
| Ashlinen Robe | EpicAshlinen | 15 | 10 | 1 | Lv 14 |
| Broodsilk Robe | EpicBroodsilk | 15 | 11 | 1 | Lv 15 |
| Empyrean Robe | EpicEmpyrean | 15 | 12 | 1 | Lv 16 |
| Sacred Aegis | LegendaryArchiveweave | 15 | 13 | 1 | Lv 19 |
| Eternal Aegis | LegendaryStormsilk | 15 | 14 | 1 | Lv 20 |
Rings
9 families, one for each stat, and 5 grades of each. Any class can wear one, and the stat it gives is the whole of it.
Ring of AttackAttack / any class, one slot
Makes every weapon you hold hit harder.
| Ring of Attack | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Attack | Common | 2 Attack | Lv 1 |
| Greater Ring of Attack | Uncommon | 4 Attack | Lv 3 |
| Superior Ring of Attack | Rare | 8 Attack | Lv 6 |
| Perfect Ring of Attack | Epic | 14 Attack | Lv 11 |
| Godly Ring of Attack | Legendary | 24 Attack | Lv 18 |
Ring of DefenseDefense / any class, one slot
Defense, on top of your armour.
| Ring of Defense | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Defense | Common | 2 Defense | Lv 1 |
| Greater Ring of Defense | Uncommon | 4 Defense | Lv 3 |
| Superior Ring of Defense | Rare | 8 Defense | Lv 6 |
| Perfect Ring of Defense | Epic | 14 Defense | Lv 11 |
| Godly Ring of Defense | Legendary | 24 Defense | Lv 18 |
Ring of HealthHealth / any class, one slot
A deeper pool to spend.
| Ring of Health | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Health | Common | 20 Health | Lv 1 |
| Greater Ring of Health | Uncommon | 40 Health | Lv 3 |
| Superior Ring of Health | Rare | 80 Health | Lv 6 |
| Perfect Ring of Health | Epic | 140 Health | Lv 11 |
| Godly Ring of Health | Legendary | 240 Health | Lv 18 |
Ring of ManaMana / any class, one slot
More mana to hold at once.
| Ring of Mana | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Mana | Common | 20 Mana | Lv 1 |
| Greater Ring of Mana | Uncommon | 40 Mana | Lv 3 |
| Superior Ring of Mana | Rare | 80 Mana | Lv 6 |
| Perfect Ring of Mana | Epic | 140 Mana | Lv 11 |
| Godly Ring of Mana | Legendary | 240 Mana | Lv 18 |
Ring of CritCrit / any class, one slot
The chance a blow lands double.
| Ring of Crit | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Crit | Common | 1% Crit | Lv 1 |
| Greater Ring of Crit | Uncommon | 3% Crit | Lv 3 |
| Superior Ring of Crit | Rare | 5% Crit | Lv 6 |
| Perfect Ring of Crit | Epic | 9% Crit | Lv 11 |
| Godly Ring of Crit | Legendary | 15% Crit | Lv 18 |
Ring of EvasionEvasion / any class, one slot
The chance a blow simply misses.
| Ring of Evasion | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Evasion | Common | 2% Evasion | Lv 1 |
| Greater Ring of Evasion | Uncommon | 3% Evasion | Lv 3 |
| Superior Ring of Evasion | Rare | 6% Evasion | Lv 6 |
| Perfect Ring of Evasion | Epic | 11% Evasion | Lv 11 |
| Godly Ring of Evasion | Legendary | 18% Evasion | Lv 18 |
Ring of VitalityVitality / any class, one slot
Health you get back every second.
| Ring of Vitality | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Vitality | Common | 2 Vitality | Lv 1 |
| Greater Ring of Vitality | Uncommon | 4 Vitality | Lv 3 |
| Superior Ring of Vitality | Rare | 8 Vitality | Lv 6 |
| Perfect Ring of Vitality | Epic | 14 Vitality | Lv 11 |
| Godly Ring of Vitality | Legendary | 24 Vitality | Lv 18 |
Ring of WisdomWisdom / any class, one slot
Mana you recover every second.
| Ring of Wisdom | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Wisdom | Common | 2 Wisdom | Lv 1 |
| Greater Ring of Wisdom | Uncommon | 4 Wisdom | Lv 3 |
| Superior Ring of Wisdom | Rare | 8 Wisdom | Lv 6 |
| Perfect Ring of Wisdom | Epic | 14 Wisdom | Lv 11 |
| Godly Ring of Wisdom | Legendary | 24 Wisdom | Lv 18 |
Ring of SpeedSpeed / any class, one slot
How fast you move.
| Ring of Speed | Tier | Gives | Needs |
|---|---|---|---|
| Lesser Ring of Speed | Common | 1 Speed | Lv 1 |
| Greater Ring of Speed | Uncommon | 2 Speed | Lv 3 |
| Superior Ring of Speed | Rare | 3 Speed | Lv 6 |
| Perfect Ring of Speed | Epic | 6 Speed | Lv 11 |
| Godly Ring of Speed | Legendary | 10 Speed | Lv 18 |
Carried tools, worst to best
The 6 tools a signature grows on, and what carrying each one actually changes. Where they drop is on the drop table.
Every hero carries one of these, and it is the third equipment slot. It is the only thing your [Z] signature grows on: no rank to buy, no skill point to spend, just a better tool. Someone else’s tool equips and does nothing at all, and it still sells. A weapon is not like that: any path may swing any weapon it has the proficiency for.
Each family is a ladder of 7, worst to best, and the last two do not merely enlarge the move: they change what it does. A Freeblade can carry any of the 6 and draws 60% of what the specialist draws from the same item, which reaches the first of those two rule changes and never the second. Every figure below is what the item is worth to the class it belongs to.
ShieldKnight / [Z] Shield Wall
Slams everything around you, shoving it back and hurting it, and for a few seconds you take far less from whatever lands on you. An ordinary shield bashes; the pull is a unique shield’s alone, and a shield that pulls drags every foe off whoever they were hitting and plants them at arm’s length of you. Foes chase whoever is closest, so that is then you, which is the only way in the game to protect another player.
The same whichever one you carry: the slam reaches 5 tiles around you; you can never take more than 70% less, however good the shield; it costs 45 mana and comes back in 3.8s.
| Shield | Tier | Needs | Slam | You take | Holds | Covers party | What makes it special |
|---|---|---|---|---|---|---|---|
| Cracked Shieldissued to every new hero of this path | Common | Lv 1 | 1.4x damage | 35% less | 2.5s | no | |
| Ironbound Shield | Common | Lv 1 | 1.7x damage | 38% less | 2.7s | no | |
| Warden Kiteshield | Uncommon | Lv 3 | 2x damage | 41% less | 3s | no | |
| Runed Shield | Rare | Lv 6 | 2.4x damage | 48% less | 3.4s | no | |
| Warlord's Tower Shield | Epic | Lv 9 | 2.8x damage | 59% less | 4.2s | no | |
| Titanforged Shield | Epic | Lv 12 | 3.2x damage | 70% less | 5.1s | yes | |
| The Unbroken ShieldUnique | Legendary | Lv 18 | 70% less | 7.1s | yes | It drags foes onto you from 5 tiles away. What it hauls in is stunned for 0.8s. Your own armour is doubled for 3s. | |
| The Thousand-Eyed ShieldUniqueoff the ladder, from the Broodmother's Lair | Legendary | Lv 18 | 70% less | 7.1s | No pull at all, and no damage of its own. Everything within 5 tiles of you loses 50% of its guard and reels about at 40% of its own speed for 3s. |
VenomAssassin / [Z] Shadowstep
You vanish, and the next blow you land cannot miss and cannot fail to crit, with venom carried into it. Striking gives you away, so the dark holds until your armed strikes are spent.
The same whichever one you carry: 125% of that armed strike is fed back in again as venom damage; it costs 45 mana and comes back in 3.8s.
| Venom | Tier | Needs | Invisible | Strike | Strikes armed | What makes it special |
|---|---|---|---|---|---|---|
| Weak Venomissued to every new hero of this path | Common | Lv 1 | 2s | 1.6x | 1 | |
| Adderroot Venom | Common | Lv 1 | 2.2s | 1.7x | 1 | |
| Nightshade Venom | Uncommon | Lv 3 | 2.4s | 1.9x | 1 | |
| Serpent's Venom | Rare | Lv 6 | 2.7s | 2.2x | 1 | You move 35% faster the whole time you are invisible. |
| Warlord's Venom | Epic | Lv 9 | 3.4s | 2.5x | 1 | |
| Dread Venom | Epic | Lv 12 | 4s | 2.5x | 2 | |
| Abyssal Kiss Venom | Legendary | Lv 18 | 5.7s | 2.5x | 3 |
QuiverArcher / [Z] Heavy Shaft
One heavy arrow, straight along the way you are facing, for a big multiple of what you normally hit for. Marking is not the button: an Archer marks whatever their ordinary ranged shots land on, so marks build up while you fight, and a marked foe cannot be missed.
The same whichever one you carry: the shot flies about 16.9 tiles; it costs 45 mana and comes back in 3.8s.
| Quiver | Tier | Needs | Arrow | Runs through | Marks at once | Mark lasts | Arrows chase | What makes it special |
|---|---|---|---|---|---|---|---|---|
| Frayed Quiverissued to every new hero of this path | Common | Lv 1 | 2x damage | 1 foe | 1 | 5s | no | |
| Hunter's Quiver | Common | Lv 1 | 2x damage | 1 foe | 1 | 5.4s | no | |
| Ashwood Quiver | Uncommon | Lv 3 | 2x damage | 1 foe | 1 | 5.9s | no | |
| Warden's Quiver | Rare | Lv 6 | 2.1x damage | 1 foe | 1 | 6.8s | no | |
| Windcaller QuiverUnique | Epic | Lv 9 | 2.2x damage | 2 foes | 2 | 8.4s | no | You move 35% faster for 5s. |
| Titanfeather Quiver | Epic | Lv 12 | 2.3x damage | 3 foes | 2 | 10.1s | yes | |
| Endless Dusk Quiver | Legendary | Lv 18 | 2.5x damage | 5 foes | 4 | 14.2s | yes |
OrbMage / [Z] Detonate
A full circle of bolts tears outward from wherever you point, each one your own weapon’s shot. Land the burst on a foe and it eats most of the circle; anything standing near catches the bolts that fly its way. A better orb makes every bolt hit harder.
The same whichever one you carry: the burst is 20 bolts, a full circle of them; you can place the burst up to 10 tiles away; it costs 45 mana and comes back in 3.8s.
| Orb | Tier | Needs | Each bolt |
|---|---|---|---|
| Dull Orbissued to every new hero of this path | Common | Lv 1 | 0.5x damage |
| Clouded Orb | Common | Lv 1 | 0.54x damage |
| Focusing Orb | Uncommon | Lv 3 | 0.59x damage |
| Runed Orb | Rare | Lv 6 | 0.68x damage |
| Stormheart Orb | Epic | Lv 9 | 0.84x damage |
| Mythic Orb | Epic | Lv 12 | 1.01x damage |
| First Flame Orb | Legendary | Lv 18 | 1.42x damage |
Grave IdolNecromancer / [Z] Soul Drain
The ground opens for a while, and anything you kill while it stands open gets back up and fights for you.
The same whichever one you carry: you can open it up to 10 tiles away; it costs 45 mana and comes back in 3.8s.
| Grave Idol | Tier | Needs | Risen last | Risen health | Risen damage | Drain | Healed back | Area | Risen at once | What makes it special |
|---|---|---|---|---|---|---|---|---|---|---|
| Chipped Idolissued to every new hero of this path | Common | Lv 1 | 15s | 25% | 25% | 1.2x damage | 6% | 3 tiles | 2 | |
| Bone Idol | Common | Lv 1 | 21s | 40% | 37% | 1.5x damage | 7% | 3.3 tiles | 2 | |
| Gravewrought Idol | Uncommon | Lv 3 | 27s | 55% | 49% | 1.8x damage | 8% | 3.6 tiles | 2 | |
| Barrow Idol | Rare | Lv 6 | 34s | 70% | 62% | 2.2x damage | 9% | 4 tiles | 2 | |
| Charnel Idol | Epic | Lv 9 | 41s | 88% | 75% | 2.6x damage | 10% | 4.3 tiles | 3 | |
| The Clarion IdolUnique | Epic | Lv 12 | 50s | 105% | 87% | 3x damage | 12% | 4.6 tiles | 4 | The moment you press it, up to 8 foes within 5 tiles fall and rise for you at once, each with 30% of its health and 50% of its swing, for 10s. The nearest answer first, so it pays best when you are surrounded. |
| The Faithful IdolUnique | Legendary | Lv 18 | 125% | 100% | 3.4x damage | 14% | 5 tiles | Exactly one risen stands, and it never lies down again, so the one you raise is yours until something kills it. |
TomePriest / [Z] Group Heal
A pulse off your own body that heals every hero, risen, thrall and companion caught in it, and you with them.
The same whichever one you carry: it costs 45 mana and comes back in 3.8s.
| Tome | Tier | Needs | Heals each | Reach | Pulses |
|---|---|---|---|---|---|
| Worn Tomeissued to every new hero of this path | Common | Lv 1 | 40 | 1.5 tiles | 1 |
| Vigil Tome | Common | Lv 1 | 48 | 1.6 tiles | 1 |
| Gilded Tome | Uncommon | Lv 3 | 58 | 1.8 tiles | 1 |
| Warden's Tome | Rare | Lv 6 | 75 | 2 tiles | 1 |
| Sacred Tome | Epic | Lv 9 | 106 | 2.5 tiles | 1 |
| Mythic Tome | Epic | Lv 12 | 140 | 3 tiles | 2 |
| The Dawn's Tome | Legendary | Lv 18 | 220 | 4.3 tiles | 3 |
Risen counts are the base: the Shepherd’s Bell and each rank of the Legion skill add one more on top.
Wearing and wielding
Two numbers every piece carries, what each one costs, and who they apply to.
A bungle is a cast that fails. The spell does not come out, the mana is spent anyway, and you are told it happened. It is the price of casting in gear that was not made for casting.
It only ever touches a caster. If your path is a magic one, or you are holding a magic weapon whatever your path, the chance applies. Anyone else can wear and swing whatever they like and never roll for it at all.
Your chance is simply your armour’s plus your weapon’s, so Heavy Armor and a Sword together come to 50%. Freeblade takes 10 straight off that, so the same kit costs 40%. That is what "no door closed" means in numbers: wear anything, pay a little less for it.
| Family | Weight | Bungle |
|---|---|---|
| Sword | — | 25% |
| Dagger | — | 15% |
| Heavy Armor | 8% | 25% |
| Light Armor | 3% | 15% |
| Robe | 1% | 0% |
Weight is the percent of your movement speed the armour costs, and every family on a ladder weighs the same whatever rung it is: a Worn plate and a Godforged one slow you by exactly as much. Anything not listed here is free to wear or hold.
Signature items
One named piece per named foe, dropped by that foe and by nothing else. Chances are on the drop table.
Signature sets
Some signatures are grouped into themed sets. Wear the pieces together and the set pays, and the deeper sets pay again for a third piece.
Trial spoils
The named prize at the bottom of each boss trial. Every one of them is a chance; only the gate to the Sunless Trench is certain.
Relics
4 pinnacle relics, and 6 black-glass Citadel relics off the Drowned Archivist. Each changes how a build plays rather than adding to a stat line.
Pattern weapons
| Pattern weapon | Rarity | Damage | Style | Needs |
|---|---|---|---|---|
| Twinfang Rod | Unique | 86 | Magic / Shock | Magic proficiency 12 |
| Prismscatter Staff | Unique | 89 | Magic / Fire | Magic proficiency 12 |
| Voidpiercer Rod | Unique | 97 | Magic / Frost | Magic proficiency 14 |
Each fires a distinct bolt pattern. Only a Pinnacle Boss drops one, and each weapon has its own roll at 1 in 250.
The Frostbrand
| Grade | Blade | Rarity | Chance |
|---|---|---|---|
| 1 | Frostbrand Sword | Epic | 1 in 1.7 |
| 2 | Rimebitten Frostbrand Sword | Epic | 1 in 3.7 |
| 3 | Glacial Frostbrand Sword | Epic | 1 in 9.1 |
| 4 | Everwinter Frostbrand Sword | Legendary | 1 in 33 |
| 5 | Winterheart Frostbrand Sword | Legendary | 1 in 100 |
Claimed from the Frozen Cache in the far north. The claim is certain; which of the 5 grades you get is not.
Potions
| Potion | Gives |
|---|---|
| Potion of Attack | 1 Attack, forever |
| Potion of Defense | 1 Defense, forever |
| Potion of Health | 5 Health, forever |
| Potion of Mana | 5 Mana, forever |
| Potion of Vitality | 1 Vitality, forever |
| Potion of Wisdom | 1 Wisdom, forever |
| Potion of Speed | 1 Speed, forever |
The only permanent stat gain that is not a skill point. Dropped by The Trenchmaw at the bottom of the Sunless Trench. Every hero who fought the boss rolls separately, so a party can walk out with several between them.
One lands as a chest rather than drinking itself, and goes straight into your bag, so the moment you spend it is yours to pick. Each path also has a ceiling on how far any one stat can be pushed this way: reach it and the drink is politely refused and the bottle is still in your bag, so a Potion is never wasted and always worth picking up.