Guide
Loot, uniques and bounties
Gold and item drops
- Gold: a roll between the creature's minimum and maximum gold. Champions give ×3. Then × the pace loot multiplier. In a party every hero who helped gets their own gold, at 85% of a lone hero's.
- Item drops: each entry in the creature's loot table drops at its chance × the pace multiplier, capped at 100%. In a party every hero who helped rolls the table for themself, at 85% of the chance. Champions roll the table twice.
- Full pack: loot goes straight into your pack. If it is full, the item falls at your feet and lasts 240s.
Magic quality on dropped gear
- Chance to be magic: 100% from bosses and legends; otherwise min(60%, 22% + 0.5% × creature level). Worn Magic find multiplies it.
- Tier: roll a random number from 0 to 1 and add level × 0.001. Bosses and legends add +0.10 to the random number first.
| Roll | Tier | Stat multiplier | Properties |
|---|---|---|---|
| 0.985 or more | Legendary | ×1.8, plus +10 to one skill | 4–5 |
| 0.88 or more | Masterwork | ×1.5, plus +5 to one skill | 3–4 |
| 0.6 or more | Rare | ×1.3 | 2–3 |
| lower | Magic | ×1.15 | 1–2 |
- Bonuses: attack and armor bonuses are multiplied (always at least +1). Durability grows 15% per tier step.
- Skill bonus pool:
- Weapons: their own skill or Tactics.
- Shields: Parrying.
- Axes: Lumberjacking. Pickaxes: Mining.
- Other gear: Tactics, Magery, Healing, Parrying or Meditation.
Item properties
Magic weapons, armor and jewelry roll properties, and everything you wear adds up. Tools, bags and cloth roll none.
- Elemental damage (fire, frost, poison, arcane): that share of each blow again, past armor. Fire can set the target burning, poison can poison it, frost can briefly freeze it. Creatures of the element take none.
- Life leech and mana leech: a share of the damage you deal comes back.
- Hit spells (Lightning, Fireball): a chance per blow to strike again.
- Slayers: more damage to one kind of creature (undead, dragons, beasts, giants, elementals, reptiles, spiders, trolls).
- Offence: damage, hit chance, critical chance, swing speed.
- Defence: dodge, reflect damage, health and mana regeneration, maximum health and mana.
- Magic: spell power, lower mana cost (at most half off), faster casting.
- Magic find: more magic gear and more uniques.
How strong: a level 0 creature can only drop the bottom quarter of each property's range. The whole range opens at level 60.
Names: the item is named for its two strongest rolls, like "Blazing Gold Sword of the Leech".
Unravelling: in your pack, any magic item that is not a unique can be unravelled, anywhere, into arcane dust. The item is lost. Stronger properties give more dust.
Staves and wands: a carpenter makes them from logs and a gem. A staff takes both hands and adds spell power and mana regeneration. A wand takes one hand and adds spell power and faster casting.
Unique items
Every kill rolls for a named unique from the tier that matches the creature's level:
| Tier | Name | Creature levels | Drop chance per kill | Pity (kills) |
|---|---|---|---|---|
| I | Wayfarer | 1–8 | 0.6% | 220 |
| II | Thornwild | 9–16 | 0.55% | 250 |
| III | Deepstone | 17–24 | 0.5% | 280 |
| IV | Fenmire | 25–32 | 0.45% | 320 |
| V | Rimeborn | 33–40 | 0.4% | 360 |
| VI | Duskbound | 41–50 | 0.35% | 400 |
| VII | Cinderheart | 51+ | 0.3% | 440 |
Chance:
- A champion has ×5 the tier's chance.
- A dungeon boss always has 25%, and a legend 50%.
- Worn Magic find multiplies the chance.
Pity:
- Each hero keeps their own pity counter for each tier.
- Each kill adds 1 (champion 3, boss 10, legend 25).
- When the counter reaches the tier's pity number, the next roll is a sure drop ("Your persistence is rewarded").
- Any unique drop resets that tier's counter to 0.
- Your first unique is certain within 60 pity kills, whatever the tier.
World settings: two choices on the new-world screen change the chase. A host can change both later.
- Unique drop rate: Rare (×½), Normal, Generous (×2) or Plentiful (×4). It scales every chance above, bosses and champions too. The pity bar scales the other way: a Generous world's bar is half as long.
- Unique luck: the pity bar (above), or the rising chance. With the rising chance there is no bar and no guarantee. Instead each kill adds 0.5% of the tier's chance to your own chance at that tier (a champion adds three times that, a boss ten), until a unique of the tier drops and it starts again. At tier I your 0.6% becomes 0.9% after 100 kills and 1.2% after 200. Heroes who share a kill split its rise: two heroes get half each. A bounty's hunt bonus counts as that many kills.
Choosing your card:
- A unique drop is three face-down cards from the tier. Uniques you have never found are twice as likely to be dealt.
- A Unique! button appears at the top of the screen. Open it whenever you like; the drop waits, even if you close the game.
- Turn one card over. That unique is yours. The other two turn over to show what you passed by.
- Bounty caches and sunken wrecks give their unique the same way.
Signature powers: every unique has item properties of its own, and some go past what magic gear can roll. Leechfang leeches life. Cinderbrand burns and throws fireballs.
Rolls: each bonus and power on a unique is rolled between its minimum and maximum when you turn the card. The item screen shows how close the rolls are to perfect, as a percentage.
Relics: six Godforged uniques stand above the seven tiers. Only dungeon bosses (4%) and legends (12%) of level 40 or more carry them. There is no pity counter for relics.
Fighting together
- Tougher creatures: each hero after the first to hurt a creature adds 60% to its health and 15% to its attack. It shrinks back when it walks home.
- Your own loot: every hero who helped gets their own gold and their own roll of the loot table, at 85% of a lone hero's. Bosses, champions and legends give everyone the full reward.
- Unique drops follow the world's setting, chosen when the world is made:
- Everyone who fought: one roll decides for the kill. If it hits, every hero who helped gets their own three cards.
- Each rolls alone: every hero rolls separately, at 85% of the chance.
Imbuing
At the Tower of the Arcane, the IMBUE tab binds a property into your gear, or raises one a level.
- Levels: each property climbs its range in ten levels.
- Cost of a level: one gem, some of the property's own ingredient (half the level, rounded up), and arcane dust equal to the level. Level 10 also takes a dragon heart.
| Levels | Gem |
|---|---|
| 1–2 | Amber |
| 3–4 | Ruby |
| 5–6 | Sapphire |
| 7–8 | Emerald |
| 9–10 | Diamond |
- Skill: level L needs (L − 1) × 10 Imbuing. If the binding slips, the materials are lost. The item never is.
- Capacity: each item holds only so much. Iron holds 60, copper 90, silver 120, gold 160 and mithril 200. Exceptional gear holds 25% more and Masterwork 50% more. A unique holds 60 beside its own powers, which cannot be raised.
- Limits: properties a drop rolled count against the capacity, and an item holds five rolled or imbued properties at most.
Reforging
- Where: the Tower of the Arcane (the Wizard in Havenbrook) reforges uniques you wear or carry.
- What it does: every bonus is rolled again, and the item's durability is restored to full.
- Cost by unique tier: I 150, II 300, III 550, IV 900, V 1400, VI 2100, VII 3000 gold.
- Shatter: each reforge has a 6% chance to shatter the item. It is destroyed and the gold is spent.
Bounty contracts
Bought at the Quest Board.
- Limit: you can hold 1 contract at a time.
- Cost: 30 + 8 × your fighting level.
- Target: a creature, never a boss, from the lands' creature lists, between 3 levels below and 2 levels above your level. If none fits, the range widens.
- Kills: 6–10.
- Time limit: 60 minutes of real time. The clock keeps running while the game is closed. An expired contract is removed, and the cost is not refunded.
- Gold reward: cost × 2.2 + creature level × kills × 2.
- Unique hunt: on completion, the pity counter for the creature's unique tier goes up by 40. You also have a 15% chance at a unique from that tier (the "bounty cache"). If the extra 40 fills the counter, the unique is certain.
Treasure chests
- Gold: level × 5 to level × 12 + 10.
- Items: 2–4 picks from reagents, healing potions, ingots, a gem, a spell scroll or a piece of metal gear. The level sets which metal and grade each pick is.
- Gear quality: gear from chests rolls magic quality as if it came from a creature 5 levels higher.
- Where chests come from: random treasure encounters and dungeon hoards.
Random encounters (overworld)
- Chance: each step can start one: 1.2% per step, or 0.5% on roads.
- Limits: at least 75 seconds apart, and never near the safe area around town.
| Encounter | What happens |
|---|---|
| Ambush | 2–3 creatures of the land with aggro range 8 or more; they vanish after 150s |
| Wandering trader | Stays 120s |
| Hidden treasure | A chest that lasts 180s; 50% chance it has a guard |
| Wayside shrine | Blessed (300s) and Regenerating |
Legends and lairs
When a legend appears:
- Each land has a lair with a named legend.
- A rested legend rises out of sight: when a hero is within 40 tiles of the lair but no hero is within 10.
- Its rising is announced in the chronicle.
How a legend fights:
- Its combat rating is 14 higher, and it leashes at 8 tiles.
- Cleave: each swing also hits every other hero next to it for half damage.
- Rally: at 2/3 and 1/3 health it calls up to 2 creatures of its land. They have aggro range 8 or more and leave after 150s.
- Enrage: below 30% health it attacks 40% sooner (interval × 0.6).
- Recovery: after 8 seconds without a blow from any hero, it heals 2% of its max HP each second.
Rewards:
- Personal loot for every helper who did 3% or more of the damage.
- Magic gear is guaranteed.
- The unique chance is 50%, and the kill adds 25 to your pity counter.
Respawn: after a kill, the lair rests for 20–60 minutes, depending on the legend (see each legend's page).
Messages in bottles and sunken wrecks
Finding a bottle:
- From Fishing 30, each cast has a chance of 0.5% + 0.01% × Fishing to bring up a message in a bottle.
- You can have at most 3 wrecks marked, counting bottles you carry.
Marking a wreck:
- Read the note on the overworld. It marks a wreck in water 18–48 tiles away, with a compass bearing.
Hauling it up:
- Fish within 3 tiles of the mark. Each cast has a 35% chance to haul the chest up.
- Chest level = Fishing × 0.55, kept between 6 and 55.
- Gold: level × 8 to level × 20 + 20.
- Items: two rounds of treasure-chest loot (gear rolls 5 levels higher).
- Pearls: 4 glimmer pearls.
- Unique: a 20% chance of a unique from the chest level's tier.
Spawn points
- A spawn point refills 45–90 seconds + the creature's level after its creature is killed.
- It only refills while the nearest hero is between 7 and 30 tiles away. Creatures never appear in front of you or far from everyone.