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Guide

Loot, uniques and bounties

Gold and drops, magic gear and its properties, named uniques and relics, imbuing, parties, reforging, bounties, chests and legends.

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.