Realms of EldermyrField Guide
Field GuideItems & Relics
The named things

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.

Every weapon

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.

SwordTierDamageNeeds
Copper SwordCommonCopper16Melee proficiency 1
Iron SwordCommonIron27Melee proficiency 2
Steel SwordCommonSteel49Melee proficiency 3
Watchsteel SwordUncommonWatchsteel61Melee proficiency 4
Reachsilver SwordUncommonReachsilver83Melee proficiency 5
Hexiron SwordUncommonHexiron94Melee proficiency 6
Legionbronze SwordRareLegionbronze116Melee proficiency 7
Dragonscale SwordRareDragonscale127Melee proficiency 8
Emberbrass SwordRareEmberbrass161Melee proficiency 9
Cinderiron SwordEpicCinderiron172Melee proficiency 10
Drownsteel SwordEpicDrownsteel194Melee proficiency 11
Abyssal SwordEpicAbyssal205Melee proficiency 12
Ancient WarswordLegendaryRunebronze239Melee proficiency 13
Godforged GreatswordLegendaryFrostsilver250Melee 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.

DaggerTierDamageShotNeeds
Copper DaggerCommonCopper10Thrown 5.5 tiles.Melee proficiency 1
Iron DaggerCommonIron17Thrown 5.5 tiles.Melee proficiency 2
Steel DaggerCommonSteel31Thrown 5.5 tiles.Melee proficiency 3
Watchsteel DaggerUncommonWatchsteel39Thrown 5.5 tiles.Melee proficiency 4
Reachsilver DaggerUncommonReachsilver53Thrown 5.5 tiles.Melee proficiency 5
Hexiron DaggerUncommonHexiron60Thrown 5.5 tiles.Melee proficiency 6
Legionbronze DaggerRareLegionbronze74Thrown 5.5 tiles.Melee proficiency 7
Dragonscale DaggerRareDragonscale81Thrown 5.5 tiles.Melee proficiency 8
Emberbrass DaggerRareEmberbrass103Thrown 5.5 tiles.Melee proficiency 9
Cinderiron DaggerEpicCinderiron110Thrown 5.5 tiles.Melee proficiency 10
Drownsteel DaggerEpicDrownsteel124Thrown 5.5 tiles.Melee proficiency 11
Abyssal DaggerEpicAbyssal131Thrown 5.5 tiles.Melee proficiency 12
Heirloom BladeLegendaryRunebronze153Thrown 5.5 tiles.Melee proficiency 13
Dreadforged CleaverLegendaryFrostsilver160Thrown 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.

BowTierDamageShotNeeds
Copper BowCommonCopper12Ranged proficiency 1
Iron BowCommonIron17Ranged proficiency 2
Steel BowCommonSteel27Ranged proficiency 3
Watchsteel BowUncommonWatchsteel33Ranged proficiency 4
Reachsilver BowUncommonReachsilver43Ranged proficiency 5
Hexiron BowUncommonHexiron48Ranged proficiency 6
Legionbronze BowRareLegionbronze58Ranged proficiency 7
Dragonscale BowRareDragonscale63Ranged proficiency 8
Emberbrass BowRareEmberbrass79Ranged proficiency 9
Cinderiron BowEpicCinderiron84Ranged proficiency 10
Drownsteel BowEpicDrownsteel94Ranged proficiency 11
Abyssal BowEpicAbyssal992 projectiles.Ranged proficiency 12
Frontier ReaverbowLegendaryRunebronze1152 projectiles.Ranged proficiency 13
Abyssal LongbowLegendaryFrostsilver1202 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.

RodTierDamageShotNeeds
Olivewood RodCommonOlivewood22Carries through 2 more foes, reaches 15 tiles.Magic proficiency 1
Willow RodCommonWillow28Carries through 2 more foes, reaches 15 tiles.Magic proficiency 2
Cedar RodCommonCedar40Carries through 2 more foes, reaches 15 tiles.Magic proficiency 3
Rowan RodUncommonRowan46Carries through 2 more foes, reaches 15 tiles.Magic proficiency 4
Boxwood RodUncommonBoxwood59Carries through 2 more foes, reaches 15 tiles.Magic proficiency 5
Hexeye RodUncommonHexeye65Carries through 2 more foes, reaches 15 tiles.Magic proficiency 6
Barrowskull RodRareBarrowskull77Carries through 2 more foes, reaches 15 tiles.Magic proficiency 7
Wyrmfang RodRareWyrmfang83Carries through 2 more foes, reaches 15 tiles.Magic proficiency 8
Emberhorn RodRareEmberhorn101Carries through 2 more foes, reaches 15 tiles.Magic proficiency 9
Cinderskull RodEpicCinderskull107Carries through 2 more foes, reaches 15 tiles.Magic proficiency 10
Broodfang RodEpicBroodfang120Carries through 2 more foes, reaches 15 tiles.Magic proficiency 11
Drownskull RodEpicDrownskull126Carries through 2 more foes, reaches 15 tiles.Magic proficiency 12
Vowkeeper's RodLegendaryRocperch144Carries through 2 more foes, reaches 15 tiles.Magic proficiency 13
Saint's RodLegendaryLeviathanfang150Carries 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.

StaffTierDamageShotNeeds
Ash StaffCommonAsh8Reaches 12 tiles.Magic proficiency 1
Hazel StaffCommonHazel15Reaches 12 tiles.Magic proficiency 2
Ironwood StaffCommonIronwood28Reaches 12 tiles.Magic proficiency 3
Blackthorn StaffUncommonBlackthorn35Reaches 12 tiles.Magic proficiency 4
Bone StaffUncommonBone49Reaches 12 tiles.Magic proficiency 5
Hexwood StaffUncommonHexwood55Reaches 12 tiles.Magic proficiency 6
Bannerwood StaffRareBannerwood69Reaches 12 tiles.Magic proficiency 7
Wyrmbone StaffRareWyrmbone76Reaches 12 tiles.Magic proficiency 8
Emberwood StaffRareEmberwood96Reaches 12 tiles.Magic proficiency 9
Cinderbone StaffEpicCinderbone103Reaches 12 tiles.Magic proficiency 10
Drownwood StaffEpicDrownwood116Reaches 12 tiles.Magic proficiency 11
Voidglass StaffEpicVoidglass123Reaches 12 tiles.Magic proficiency 12
Ashgrove's StaffLegendaryTitanbone143Reaches 12 tiles.Magic proficiency 13
Archivist's StaffLegendaryArchiveglass150Reaches 12 tiles.Magic proficiency 14
Every armour

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 ArmorTierDefenseWeightNeeds
Copper Heavy ArmorCommonCopper38Lv 1
Iron Heavy ArmorCommonIron48Lv 2
Steel Heavy ArmorCommonSteel78Lv 4
Watchsteel Heavy ArmorUncommonWatchsteel88Lv 5
Reachsilver Heavy ArmorUncommonReachsilver118Lv 6
Hexiron Heavy ArmorUncommonHexiron128Lv 7
Legionbronze Heavy ArmorRareLegionbronze158Lv 9
Dragonscale Heavy ArmorRareDragonscale168Lv 10
Emberbrass Heavy ArmorRareEmberbrass208Lv 13
Cinderiron Heavy ArmorEpicCinderiron218Lv 14
Drownsteel Heavy ArmorEpicDrownsteel248Lv 15
Abyssal Heavy ArmorEpicAbyssal258Lv 16
Runeforged WarplateLegendaryRunebronze298Lv 19
Deepwrought TitanplateLegendaryFrostsilver308Lv 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 ArmorTierDefenseDexteritySpeedWeightNeeds
Leather Light ArmorCommonLeather3103Lv 1
Boarhide Light ArmorCommonBoarhide5113Lv 2
Houndhide Light ArmorCommonHoundhide8213Lv 4
Studded Light ArmorUncommonStudded10323Lv 5
Batwing Light ArmorUncommonBatwing14333Lv 6
Snakeskin Light ArmorUncommonSnakeskin15433Lv 7
Warhide Light ArmorRareWarhide19443Lv 9
Wyrmhide Light ArmorRareWyrmhide20543Lv 10
Emberhide Light ArmorRareEmberhide22553Lv 13
Ashhide Light ArmorEpicAshhide22653Lv 14
Serpentscale Light ArmorEpicSerpentscale22763Lv 15
Voidweave Light ArmorEpicVoidweave22773Lv 16
Heirloom WardplateLegendaryTitanhide22873Lv 19
Warden's AegisLegendaryLeviathanhide22883Lv 20

RobeAll magic classes

Cloth, a mage is not meant to be hit. 14 of them, worst to best, from Homespun up to Stormsilk.

RobeTierDefenseWisdomWeightNeeds
Homespun RobeCommonHomespun211Lv 1
Linen RobeCommonLinen421Lv 2
Damask RobeCommonDamask631Lv 4
Sailcloth RobeUncommonSailcloth741Lv 5
Votivewool RobeUncommonVotivewool951Lv 6
Brocade RobeUncommonBrocade1061Lv 7
Bannercloth RobeRareBannercloth1371Lv 9
Wyrmsilk RobeRareWyrmsilk1481Lv 10
Emberweave RobeRareEmberweave1591Lv 13
Ashlinen RobeEpicAshlinen15101Lv 14
Broodsilk RobeEpicBroodsilk15111Lv 15
Empyrean RobeEpicEmpyrean15121Lv 16
Sacred AegisLegendaryArchiveweave15131Lv 19
Eternal AegisLegendaryStormsilk15141Lv 20
The fourth slot

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 AttackTierGivesNeeds
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 DefenseTierGivesNeeds
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 HealthTierGivesNeeds
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 ManaTierGivesNeeds
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 CritTierGivesNeeds
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 EvasionTierGivesNeeds
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 VitalityTierGivesNeeds
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 WisdomTierGivesNeeds
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 SpeedTierGivesNeeds
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
The third slot

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.

ShieldTierNeedsSlamYou takeHoldsCovers partyWhat makes it special
Cracked Shieldissued to every new hero of this path Common Lv 1 1.4x damage35% less2.5sno
Ironbound Shield Common Lv 1 1.7x damage38% less2.7sno
Warden Kiteshield Uncommon Lv 3 2x damage41% less3sno
Runed Shield Rare Lv 6 2.4x damage48% less3.4sno
Warlord's Tower Shield Epic Lv 9 2.8x damage59% less4.2sno
Titanforged Shield Epic Lv 12 3.2x damage70% less5.1syes
The Unbroken ShieldUnique Legendary Lv 18 70% less7.1syesIt 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% less7.1sNo 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.

VenomTierNeedsInvisibleStrikeStrikes armedWhat makes it special
Weak Venomissued to every new hero of this path Common Lv 1 2s1.6x1
Adderroot Venom Common Lv 1 2.2s1.7x1
Nightshade Venom Uncommon Lv 3 2.4s1.9x1
Serpent's Venom Rare Lv 6 2.7s2.2x1You move 35% faster the whole time you are invisible.
Warlord's Venom Epic Lv 9 3.4s2.5x1
Dread Venom Epic Lv 12 4s2.5x2
Abyssal Kiss Venom Legendary Lv 18 5.7s2.5x3

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.

QuiverTierNeedsArrowRuns throughMarks at onceMark lastsArrows chaseWhat makes it special
Frayed Quiverissued to every new hero of this path Common Lv 1 2x damage1 foe15sno
Hunter's Quiver Common Lv 1 2x damage1 foe15.4sno
Ashwood Quiver Uncommon Lv 3 2x damage1 foe15.9sno
Warden's Quiver Rare Lv 6 2.1x damage1 foe16.8sno
Windcaller QuiverUnique Epic Lv 9 2.2x damage2 foes28.4snoYou move 35% faster for 5s.
Titanfeather Quiver Epic Lv 12 2.3x damage3 foes210.1syes
Endless Dusk Quiver Legendary Lv 18 2.5x damage5 foes414.2syes

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.

OrbTierNeedsEach 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 IdolTierNeedsRisen lastRisen healthRisen damageDrainHealed backAreaRisen at onceWhat makes it special
Chipped Idolissued to every new hero of this path Common Lv 1 15s25%25%1.2x damage6%3 tiles2
Bone Idol Common Lv 1 21s40%37%1.5x damage7%3.3 tiles2
Gravewrought Idol Uncommon Lv 3 27s55%49%1.8x damage8%3.6 tiles2
Barrow Idol Rare Lv 6 34s70%62%2.2x damage9%4 tiles2
Charnel Idol Epic Lv 9 41s88%75%2.6x damage10%4.3 tiles3
The Clarion IdolUnique Epic Lv 12 50s105%87%3x damage12%4.6 tiles4The 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 damage14%5 tilesExactly 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.

TomeTierNeedsHeals eachReachPulses
Worn Tomeissued to every new hero of this path Common Lv 1 401.5 tiles1
Vigil Tome Common Lv 1 481.6 tiles1
Gilded Tome Uncommon Lv 3 581.8 tiles1
Warden's Tome Rare Lv 6 752 tiles1
Sacred Tome Epic Lv 9 1062.5 tiles1
Mythic Tome Epic Lv 12 1403 tiles2
The Dawn's Tome Legendary Lv 18 2204.3 tiles3

Risen counts are the base: the Shepherd’s Bell and each rank of the Legion skill add one more on top.

What gear costs you

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.

FamilyWeightBungle
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.

Named gear

Signature items

One named piece per named foe, dropped by that foe and by nothing else. Chances are on the drop table.

Hierophant’s Sunrod
Legendary/20 damage / magic / fire
10% Crit2% Lifesteal
Broodsilk Recurve
Legendary/22 damage / ranged / poison
15% Crit1% Lifesteal
Kegheart Cinderplate
Legendary/20 Defense / armor
9% Evade1% Lifesteal
Hexbinder’s Icon Rod
Legendary/28 damage / magic / frost
3% Lifesteal10% Crit
Warcamp Cleaver
Legendary/30 damage / melee
Berserker10% Crit
Coilscale Hauberk
Legendary/21 Defense / armor
9% Evade
Titan’s Frostblade
Legendary/30 damage / melee / frost
15% CritBerserker
Stormcaller Bow
Legendary/26 damage / ranged / shock
15% Crit2% Lifesteal
Scaled Cinderplate
Legendary/24 Defense / armor
9% Evade2% Lifesteal
Leviathan’s Trident Rod
Legendary/32 damage / magic / frost
10% Crit3% Lifesteal
Collect the set

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.

Warcamp Vanguard
the ruined war-camps of the frontier, a crusher and the plate to wade in behind it
2 pieces+3 attack and +3 defense
Frostbound Regalia
the cold that outlives its wielders, the titan's blade and the drowned king's ward
2 pieces+4 defense and +3% evasion
Spoils of the Wild Hunt
the trophies of the great beasts and the brood beneath them, a storm-strung bow, cinder-scaled plate, and a shield of a hundred eyes
2 pieces+2.5% critical chance
3 pieces+5% critical chance, +4 attack and +3% evasion
Regalia of the Drowned
what the deep gives up, the Trenchmaw's sabre, and the wool they wrap the drowned in
2 pieces+4 attack and +3% lifesteal
Trial rewards

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.

Gorgonscale Mail
Legendary/30 Defense / armor
6% Evade
a chance from the Stonegarden
The Thousand-Eyed Shield
Legendary/Unique / shield
Colossus-Heart Plate
Legendary/40 Defense / armor
6% Evade
a chance from the Hollow Colossus
Gullet-Fang Warbow
Legendary/38 damage / ranged / frost
15% Crit3% Lifesteal
a chance from the Drowned Gullet
Bellwether's Silent Rod
Legendary/44 damage / magic / frost
15% Crit3% Lifesteal
a chance from the Quiet Fold
Trenchmaw's Toothed Sabre
Legendary/58 damage / melee / poison
Berserker15% Crit
a chance from the Sunless Trench, the one dungeon that always opens
Build-changing

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.

Pinnacle Boss relics
Leviathan Spinebow
Legendary/weapon/ranged/frost
Every 3rd hit on a Marked target looses a free frost lance.
from a Pinnacle Boss
Tidecaller's Aegis
Legendary/armor
A perfect dodge releases a frost nova.
from a Pinnacle Boss
Shepherd's Bellstaff
Legendary/weapon/magic/frost
+1 thrall cap; your thralls detonate when they expire.
from a Pinnacle Boss
Gravewool Armor
Legendary/armor
Stand still ~1.1s to cloak until you act.
from a Pinnacle Boss
Citadel relics
Sunderking's Sword
Legendary/weapon/melee
At 5 Momentum your riposte never closes, every hit a guaranteed crit. Bleed a pip and it shuts.
from the Drowned Archivist
The Hundredfold Bow
Legendary/weapon/ranged
A Marked target's death hurls ALL its Marks to the nearest foe and refunds your shot.
from the Drowned Archivist
Chainbreaker Coilstaff
Legendary/weapon/magic/fire
Your Heat never falls below the aura threshold, and aura strikes chain to 2 more foes.
from the Drowned Archivist
The Nameless Armor
Legendary/armor
A blow that would kill you leaves you at 1 Health instead. Once per Citadel floor.
from the Drowned Archivist
Emberheart Armor
Legendary/armor
Each kill grants +25% damage for ~2s, stacking to 3 (+75%).
from the Drowned Archivist
Grudgeglass Armor
Legendary/armor
Holds 3 answers: a blow that lands on you returns in full to whatever swung it. A dodge roll re-arms all 3.
from the Drowned Archivist
Distinct bolts

Pattern weapons

Pattern weaponRarityDamageStyleNeeds
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.

One blade, 5 faces

The Frostbrand

GradeBladeRarityChance
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.

Permanent stats

Potions

PotionGives
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.