Act three

Boss[]

Main article: The Queen

The boss of Act One is called The Queen, a huge maggot in a large room full of traps, switches, and various spawned creatures. She is difficult to take on alone, as she is extremely powerful and very deadly. She has three phases. In the first phase she generates maggots and will periodically emit two circles of poison globes. These can be avoided by stepping on one of the switches on either side of her. These raise pillars that can be hidden behind. In the second phase two rooms on either side will open containing approximately 20 bats each which will swarm the player if they approach. In the final phase, ticks will spawn on the tiles in the room and darts will rain down from the top of the map. In each phase the queen continues to generate maggots and emits her poison attack.

Stats

The player starts off at level 1. Every time the Paladin levels up, stat boosts are gained.
The most notable increases are to Health and Armor, which makes him a tank-based class.

To get stats at a given level, use the equation «X = scaling * (level-1) + level1stat»

Attribute values by level
Attribute Health Mana Health Regen Mana Regen Armor Resistance
Level 1 75 50 0.4 10
Scaling per Level +8 +6 +0.025 +0.05 +0.6 +0.2
Level 2 83 56 0.025 0.45 10.6 0.2
Level 3 91 62 0.050 0.50 11.2 0.4
Level 4 99 68 0.075 0.55 11.8 0.6
Level 5 107 74 0.100 0.60 12.4 0.8
Level 10 147 104 0.225 0.85 15.4 1.8
Level 15 187 134 0.350 1.10 18.4 2.8
Level 20 227 164 0.475 1.35 21.4 3.8
Level 25 267 194 0.600 1.60 24.4 4.8
Level 30 307 224 0.725 1.85 27.4 5.8

Monoliths

These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.
Greater Insight cannot be gotten when you are at the max level you can reach in that run.

Shrine buffs
Icon Name Effect Duration
Protective Powers -50% damage taken 10 minutes
Incredible Strength x2 overall damage 5 minutes
Greater Insight +100% experience 15 minutes
Vigorous Restoration 20 HP a second 8 minutes
Endless Potential Free skills 4 minutes
Gold Fever +100% Gold gain 15 minutes
Rapid Blows +50% Primary attack speed 8 minutes
Sundering Strikes Ignore 50% of enemy Armor and Resistance 8 minutes
Nimble Limbs +50% movement speed (Arena only) 30 seconds
Fortuitous Events +5 Luck 8 minutes

Damage Types

Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack.

Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.

Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.

Console config commands

Console config commands
cs_bgcolor Background color of the console. Set as a vec4: *cs_bgcolor 1 0 0 0.5* for a red transparent console background.
cs_fgcolor Text color of the console. Set as a vec4.
cs_enabled Enable or disable the use of the console entirely. Useful if you need the console toggle button for something else.
cs_height The height of the console window, in a multiplier of the screen height: 0.5 means 50% of the screen height.
cs_show_build Whether to show the game’s build ID in the bottom left of the screen.
cs_show_log Shows recent log additions as an overlay at the top of the screen
cs_show_log_count The amount of recent lines to be displayed for cs_show_log
cs_speed The speed for the console toggle animation. The higher the faster.
condump Dumps the contents of the console to a file, doesn’t include timestamps, format is condump «filename».

Elevators

Using an elevator will allow you to send your money and ore back to town. Money is based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.

If you activate the Miners’ Strike Fountain fortune then all of the elevators will already be sent down, effectively creating an «all or nothing» scenario, as you would need to beat Thundersnow to receive any gold or ore from the run. The only other way to get anything back to town without winning is to have an Imp appear and allow you to send your gold to town tax free. This should not be relied upon, but can be a nice bonus if it happens in the Battlements.

Combo

The orb after beating a Red Room

Combo can be unlocked by picking up the combo sphere in your first which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.

A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the . During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.

Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the Wizard’s or using a primary attack.

Items Enhancing Combo

The item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the . The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.

As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage.

will cause you to enter combo when using a potion.

gives a 10% chance to enter combo when taking damage.

The four piece set will put you in combo whenever an attack is dodged.

The legendary will fire off a large projectile in the directing you’re using your primary while in combo.

The rare drink will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.

The rare drink puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.

The rare drink has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.

Multiplayer/Lobby commands

Multiplayer/Lobby commands
lobby_members Write a list of all lobby members to the console.
lobby_kick Kick a player from the lobby. Only works if you’re the host. Takes 1 parameter, the lobby member ID. Get the ID using *lobby_members*.
lobby_say Send a chat message via the console.
g_multiplayer_limit Set this value to some higher value than 4 before opening the «create lobby» menu to allow hosting lobbies with more than 4 players.
g_multiplayer_ping_limit When clients get disconnected, they have this many seconds for their connection to be restored before they are automatically kicked.
g_pure Must be set in the config file, default value is 1, by setting to 0 allows multiplayer with unpacked mods, you’ll only see players with the same pure settings as your own.

Epic Items

Epic items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in gold and ace chests. They also have a chance to be dropped from bosses.

List of Epic Gear
Image Name Effect Blueprint Set
Crown of Kings +50% base Health and Mana
Dragonscale Mail Take 25% less damage
Phoenix Feather Automatically use a potion charge on a damage instance that would kill you
Mask of Bewilderment Primary Attack applies confusion for 2.5 seconds. +25% damage done to enemies that are confused.
Lantern of Light Immune to Darkness. Shines a light in a forward cone that reduces enemies resistance by 50%.
Queen’s Tiara +50% base Health and Mana (Only available in the DLC campaign)
Ring of Arcane Powers Spells are 25% less Mana. When casting a Skill you have a 10% chance to restore all your Mana, this effect has a 2 second cooldown.
Searing Sabatons Leaves a trail of fire while moving that lasts for 5 seconds and does 20 Magical damage.
Sphere of Champions Increase Attack and Skill power by 60 during combo
Wylmir’s Wand +20% Skill speed. Removes the movement speed penalty for all skills.
Boots of Freedom Immunity to all slow effects.

Stats

The player starts off at level 1. Every time the Ranger levels up, stat boosts are gained.

To get stats at a given level, use the equation «X = scaling * (level-1) + Level_1_stat»

Attribute values by level
Attribute Health Mana Health Regen Mana Regen Armor Resistance
Level 1 50 50 0.5
Scaling per Level +6 +6 +0.025 +0.075 +0.5 +0.2
Level 2 56 56 0.025 0.575 0.5 0.2
Level 3 62 62 0.05 0.65 1 0.4
Level 4 68 68 0.075 0.725 1.5 0.6
Level 5 74 74 0.1 0.8 2 0.8
Level 10 104 104 0.225 1.175 4.5 1.8
Level 15 134 134 0.35 1.55 7 2.8
Level 20 164 164 0.475 1.925 9.5 3.8
Level 25 194 194 0.6 2.3 12 4.8
Level 30 224 224 0.725 2.675 14.5 5.8

Debug commands

Debug commands (* denotes e_cheats is required)
cs_show_menu* Displays a menu at the top of the screen with many debug options and useful information about the current save
ui_flags 0 Displays any currently set flags on screen, «ui_flags 2» can be used to display on the right
list_flags Lists the current flags in the console
listenemies Lists the current enemies in the console
listmodifiers Lists the current modifiers in the console
r_draw_scripts* Displays scripts on screen.
r_draw_scripts_compact* When scripts are being drawn, this will toggle whether they are compact or not.
r_draw_scripts_lines* When scripts are being drawn, this will toggle whether connecting lines are drawn.
r_draw_collision* Draws object collision.
r_draw_physics* Draws object physics.
r_draw_raycasts* Shows raycasts.
r_draw_pathfinds* Shows pathfind information
debug_widgets useful for debugging on screen widgets.
ui_cursor_unit Displays unit name when the mouse is over it.
debug_dungeon_prefabs listed currently loaded dungeon prefabs in the console
dump_unit_list* list current level units in a file in the game repository
dump_level_save* dump the level in a file in the game repository

Enemy Changes

There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.

The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:

  • HP: (Base + (NG*15)) * (1 + (NG*2.75))
  • Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)

Enemies also give more XP to compensate for the increased player level. See the equation for more info.

NG+1

Enemies

  • Spined Maggot now fires an extra shot
  • Massive Ticks now enter blood rage for a few seconds upon getting it
  • Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn’t work anymore
  • All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice
  • Liches now fire an extra magical shot per attack (?)
  • Trappers now throw an additional Bola
  • The Ghostcaller can now summon ghosts when damaged
  • Fallen Thief fires an additional knife
  • Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you
  • Fallen Paladin can now use
  • Fallen Priest can now use
  • The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons
  • Elite Lich now fires an additional homing magic orb, for a total of 3
  • Battle Mage now sends out an additional wave of magic
  • Frost Lich fires an additional spike at you, widening his ark
  • All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)
  • Ice Elemental can now use Whirlwind
  • Stone Gargoyle’s trident throw now throws 3 tridents.

Bosses

  • The Stone Guardian’s spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions
  • The Warden now throws out bombs as he spins
  • The Watcher of the rituals once completed
  • Thundersnow fires 2 extra icicles at the player

NG+2

Enemies

  • All bats now fire projectiles when not in rage for a melee attack
  • Massive Maggot’s shots now leave an area of poison on the ground for a few seconds at the site each shot died
  • Normal and Elite Skeleton archers now fire 2 volleys per attack
  • Skeleton Captain’s main attack is replaced with a spin attack. This is a single 360 degree swipe
  • All Man Eaters now send out 3 waves of spikes
  • The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles
  • All Wisp shots now bounce off walls once
  • The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread
  • All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them
  • Elite Lich fires 2 volleys per attack(NG+1?)
  • All Nova Tower shots bounce 2 times before disappearing

Bosses

  • All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart
  • The Warden now fires 3 arrows when he uses his crossbow
  • The Watcher’s rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player

NG+3

Enemies

  • Lich and Elite Lich shots now bounce twice
  • Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode
  • Gargoyle ice tower shots now bounce.

Bosses

  • The Warden’s arrow turrets now fire 3 volleys per attack
  • The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player
  • Thundersnow’s stomp now stuns the player for 1/2 a second when hit

No further changes to enemies other than ramping

Boss, Nerys

Enemy type: Aberration

The final boss, Nerys, is a powerful djinn that took control of another djinn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.

Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The player is lit on fire if they are hit by any part of this attack. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.

Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying armor and resistance break(magebane and shieldbreaker) to the player. Right after Nerys teleports, he will fire off black orbs in all directions that cause bleeding, darkness effect on NG+, and drain the player’s mana similar to the Arch Lich diamond from the if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.

It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.

When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other djinn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs.

Rewards

Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player’s potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Djinn. Additionally, Nimbus adds 25 HP and Mana per level to your potion.

Additionally the player will receive 10 for each NG level they beat the pyramid on.

While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the Statues page.

Richard Hammer’s Barrel Drinks

Richard the bartender is unlocked with the Tavern by default, and will allow you to purchase drinks that you have found in barrels throughout the Tower. Barrels will contain multiple charges of whatever drink you are given, depending on the rarity and the NG level you are playing on. Uncommon drinks can be found on NG+1 and above and rare drinks on NG+2 and above.

Common Uncommon Rare
Barrel
Max stacks 32 24 16
Cost if empty 500G 2,000G 5,000G

Common Drinks

Common drinks are found in any level as long as you have the tavern unlocked.

Image Drink Effect
The Groovy Ghost +8% Evasion,-15 Attack Power.
Smelly Old Man +2 Mana Regen,-10% Base HP
On the Run +0.4 Movement Speed,-25% Gold Gain.
Miner’s Delight +100% Ore Gain,-75% Gold Gain.
Mind Control Immune to confusion,All other debuffs last 100% longer.
Mellow Mist -10% Damage Taken,-0.4 Movement Speed.
Lazy Stroll +50% Experience Gain,-0.4 Movement Speed.
Lady’s Blessing +2HP Regen,-15 Skill Power.
Enchanted Slammer +10 Physical damage on Primary Attack,Primary attack costs 2.5% of your current mana.
Crazy Eye +10% Primary Critical Hit Chance,-20 Armor.
Ancient Spirit +20 Skill Power,-10 Resistance.
A Strong Arm +25 Attack Power,-15 Armor.
A Fool’s Errand +100% Gold Gain,HP regen set to 0.
Snake Blood Immune to Poison -25% Health gained.

Uncommon Drinks

Uncommon drinks are found in New Game Plus 1 (NG+1).

Image Drink Effect
The Safe Bet +20% Armor and Resistance,-5 Luck.
The Outlook Special Ore pickups trigger a 50% damage reduction for 30 seconds,-50% ore gain.
The Last Sin +100% Skill Critical Damage, -33% Mana Regen.
The Hairy Magus You gain 1% of your current mana when scoring critical hits with skills,+25% skill cost.
The Cranky Clergyman +25 Resistance,-25% Skill speed.
Starlight Stinger +15% Skill Critical Chance,-25% Base Mana.
Slumbering Giant +50 Attack power,-20% attack speed.
Primal Fury +33% attack speed in combo,No mana regen in combo.
Overflowing Physique +50% base Health,Lose 5% of your current Mana while moving.
Last Stand +30% Damage Output Damage Reduction when standing still,+10% damage taken while moving.
Homemade Hazard +100% Primary Critical Damage,+10% Damage Taken.
Elemental Bruiser +75% Skill Damage,+50% Skill Costs.
Double Thriller +75% Damage Dealt,+25% Damage Taken.
The Smirking Shopkeep You can buy an additional item in dungeon shops. Items cost 50% more in dungeon shops.

Rare Drinks

Rare drinks are found in New Game Plus 2 (NG+2).

Image Drink Effect
Wicked Sickness +200% Damage dealt during combo,-50% damage dealt out of combo.
Unbalanced Essence +100 Skill Power,Lose 10% of current mana when casting a skill.
The Mad Proposal +400% Damage dealt,Gain a permanent state of Vertigo.
Stab In The Dark 50% chance to score a Critical Hit on Primary Attack,Darkness effect for 1.5 seconds when using your Primary Attack.
Spilled Blood Primary Attack applies bleeding,-20% base Health.
Perpetual Desire All pickups (coins, ore, mana crystals) activate combo,+100% skill cost out of combo.
Markham’s Moonshine +5% damage per item in your inventory. Spheres count twice,Combo is disabled.
Kinetic Kiss Gain 2.5% of your max Mana while moving,Lose all your Mana when taking damage.
Incendiary Demise +40 magical damage on primary attack,Set on fire when hitting enemies with primary attacks.
Hammer Time +100 Attack Power,Lose 5% of current HP while standing still.
Frenetic Eruption 5% chance of triggering Combo on critical hits,+20% damage taken out of Combo.
Evil Infusion 5% Lifesteal on skills,Lose 10% of current HP when casting a skill.
Crimson Death +5% Lifesteal on primary attacks,Lose 2.5% of current health while moving.
Caustic Touch Damage dealt by skills also applies poison,You become poisoned when casting a skill.

Wiki Navigator
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Armor and Resistance

The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.

Armor reduces the physical damage taken, resistance reduces the magical.
To calculate how much damage your armor and resistance is protecting you from, see the section below.

When the player’s armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.

Skills and Abilities

The tables below list base values and tiers as they’re shown in the Guild Hall.
As an example, the first upgrade for Grasping Roots can be bought at a Tier 2 guild hall.
Every upgrade to a skill costs , which are shown in the upper-right corner of the screen while in town.

Ranger skills
Bow and Arrow Flurry of Arrows Grasping Roots Powershot On the Prowl Marked Prey Twinned Arrows

Bow and Arrow (Primary Attack)

Fire an arrow that deals and pierces enemies.
This arrow travels very far, often off of the screen if shooting up or down.
The range is just far enough to hit the without its orbs hitting you. This is a multiplayer only trick as a tank has to hold the Watcher still.
Ranger primary attack speed is 0.3 seconds.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 10 12 14 16 18 20
Pierce 1 2 3 4 5 6
Speed Penalty 50% 45% 40% 35% 30% 25%
Star Cost N/A 3 4 5 6 8

Flurry of Arrows (Skill 1)

The Ranger spins around multiple times and fires arrows in quick succession. The damage is based off your primary’s damage.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
# of arrows 24 32 40 48 56 64
Mana Cost 10 15 20 25 30 35
Star Cost N/A 3 4 5 6 8

Grasping Roots (Skill 2)

Immobilize all enemies around the Ranger for a few seconds. Enemies caught have their armor reduced by a percentage based on tier.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Duration N/A N/A 2.0s 3.0s 4.0s 5.0s
Reduction N/A N/A 10% 15% 20% 25%
Mana Cost N/A N/A 25 30 35 40
Star Cost N/A N/A 5 6 8 10

Powershot (Skill 3)

Charge up 3 powerful arrows that have infinite pierce. Despite the animation, the explosions when the shots die do not deal damage.
The shots take 1 second to fully charge, letting go early will result in a lower damage attack that doesn’t go as far.
The player is slowed by 90% while charging the shots, unless they are in .
The arrows have 50% resistance pierce.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A N/A 80 160 240
Mana Cost N/A N/A N/A 50 70 90
Star Cost N/A N/A N/A 7 9 12

On the Prowl (Passive 1)

Increases player movement speed by 25% and by some % for a few seconds when casting a skill.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Evasion N/A 5% 10% 15% 20% 25%
Duration N/A 2.5s 3s 3.5s 4s 4.5s
Star Cost N/A 2 3 4 5 6

Marked Prey (Passive 2)

A bonus % chance to crit and the same % chance to mark an enemy on crit with the Bow and Arrow. Marks last for 2.5 seconds.
When marked, all damage the enemy receives has a 5% chance to be a crit. This includes attacks from other players and hits that are already crits.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Chance N/A N/A 5% 7.5% 10% 12.5%
Star Cost N/A N/A 4 5 6 8

Twinned Arrows (Passive 3)

The Ranger’s primary attack has a % chance of splitting and seeking a new target on enemy hit.
Split arrows deal 66% damage and can sometimes hit the enemy they split from.
The split arrow will shoot off to a side at about a 30 degree angle from the main shot but will aim for a target up to 90 degrees away from the main shot.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Chance N/A N/A N/A N/A 25% 40%
Star Cost N/A N/A N/A N/A 10 15

Rare Items

Rare items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in silver and gold chests. They also have a chance to be dropped from bosses.

List of Rare Gear
Image Name Effect Attunable Set
Amulet of Kings +30 Resistance
Amulet of Vengeance 10% to trigger Combo when taking damage.
Armor of Kings +30 Armor
Bloodthirst Ring 2.5% Lifesteal on Primary Attack
Boots of the Giant Stun enemies for 2 seconds when colliding with them. +50 Health.
Cape of the Flamewalker Burns nearby enemies for 10 Magical damage
Chakram Unleash a chakram when using a skill dealing 50 Physical damage. 2 seconds cooldown.
Curio’s Coffer +20 Health & Mana. +12 Attack & Skill Power. +8 Armor & Resistance.
Duelist’s Edge +8% Evasion. When evading an attack you return 50 Physical damage to the attacker and applies Bleeding.
Duke’s Signet Ring Taking damage when below 50% Health will spawn an area that restores 7.5% of your max health. Lasts for 5 seconds with a cooldown of 10 seconds.
Dwarven Pickaxe +100% damage done to Constructs. Constructs have a 20% chance to drop ore when killed.
Earthsplitter 10% chance to release three earth spikes on your Primary Attack, dealing 40 Physical damage.
Flametongue +5 Magical damage on Primary Attack, Primary Attacks also applies burning
Frostbrand +5 magical damage on Primary Attack, Primary Attacks also applies freezing
Golden Lamp Summons Nimbus when picking up mana crystals.
Greater Sphere of Regen During Combo you gain +50% Health Regen and +75% Mana Regen
Guardian Figurine Summons a Spiritual Guardian when you are below 66% Health. 12 second cooldown.
Heartseeker 12.5% chance to score a Critical Hit on Primary Attack
Judgement +12 Physical damage on Primary Attack. Every 7th Primary Attack hit lowers the health of the target by 2.5%
Lucky Hat +4 Luck
Magebane 25% chance to reduce enemies’ Resistance by 75% on Primary Attack for 4 seconds.
Markham’s Amulet +2 Health & Mana per item in your inventory
Markham’s Mace +1 Attack Power per item in your inventory
Markham’s Wand +1 Skill Power per item in your inventory
Queen’s Cuirass +40 Armor (Only available in the DLC campaign)
Queen’s Dagger +50 Attack Power (Only available in the DLC campaign)
Queen’s Jewel +50 Skill Power (Only available in the DLC campaign)
Queen’s Necklace +40 Resistance (Only available in the DLC campaign)
Scepter of Kings +40 Skill Power
Seal of Rage +0.5% Attack speed for each % Health missing
Shieldbreaker 25% chance to reduce enemies’ Armor by 75% on Primary Attack for 4 seconds.
Skullsmasher Every 5th Primary Attack hit trigger an explosion on impact dealing 30 Physical damage
Spreading Corruption Primary Attack applies a debuff for 2.5 seconds that jumps to a new enemy when the original target is killed. Affected enemies take 200% more damage
Staff of Volatile Casting 10% chance to score a Critical Hit with Skills
Stormcaller 10% chance to release a chain lightning on your Primary Attack, dealing 30 Magical damage.
Sword of Kings +40 Attack Power
Talisman of Conflagration Enemies have a 25% chance to explode in fire when killed dealing 40 Magical damage in a small area
Waning Crescent +25 Attack Power.
Waxing Crescent +25 Attack Power.
Wrath of the Thundergod Shoots 5 lightning bolts at nearby enemies when hit dealing 10 Magical damage each.

Skills and Abilities

The tables below list base values and tiers as they’re shown in the guild hall.
As an example, the first upgrade for Branding Ward can be bought at a Tier 2 guild hall.
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.

Witch Hunter skills
Repeater Crossbow Flaming Hounds Branding Ward Witch Pyre Fanatic Zeal A Murder of Crows Searing Torch

Repeater Crossbow (Primary Attack)

Fires 4 bolts in quick succession. Each bolt deals that ignores armor.
Bolts pierce enemies but lose 50% damage with each enemy pierced.
Every upgrade increases the base damage and the amount of armor ignored.
Witch Hunter primary attack speed is 0.9 seconds.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 5 8 11 14 17 20
Armor Ignored 5 10 15 20 25 30
Star Cost N/A 3 4 5 6 8

Flaming Hounds (Skill 1)

The Witch Hunter unleashes a Flaming Hound that bounces five times in a forward direction.
The hound explodes when bouncing dealing , which is increased by 50% with each bounce.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 10 15 20 25 30 35
Mana Cost 20 25 30 35 40 45
Star Cost N/A 3 4 5 6 8

Branding Ward (Skill 2)

Places a ward on the ground that triggers when enemies get close.
Enemies hit by the ward take and are branded.
Branded enemies take 100% more damage.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A 40 60 80 100
Duration N/A N/A 3 4 5 6
Max Wards N/A N/A 4 6 8 10
Mana Cost N/A N/A 40 45 50 55
Star Cost N/A N/A 5 6 8 10

Witch Pyre (Skill 3)

Places a pyre on the ground that last for 7.5 seconds.
Enemies that hit the pyre ignite an explosion dealing .
Enemies close to the pyre also start burning.
The pyres have their own Health, Armor, and Resistance that scales with the level of the skill and character skill power.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Health N/A N/A N/A 300 500 700
Armor N/A N/A N/A 10 20 30
Resistance N/A N/A N/A 10 20 30
Damage N/A N/A N/A 40 80 120
Mana Cost N/A N/A N/A 65 90 115
Star Cost N/A N/A N/A 7 9 12

Fanatic Zeal (Passive 1)

Generates stacks of Fanatic Zeal when casting a skill.
Each stack increases critical hit chance for all attacks and skills by 2.5%.
Fanatic Zeal stack number and duration scale with the level of the skill.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Stacks N/A 4 5 6 7 8
Duration N/A 4 5 6 7 8
Star Cost N/A 2 3 4 5 6

A Murder of Crows (Passive 2)

Unleashes Crows when taking damage that defend the Witch Hunter.
Cooldown reduced per level.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Crows N/A N/A 5 7 9 11
Cooldown N/A N/A 10 9 8 7
Star Cost N/A N/A 4 5 6 8

Searing Torch (Passive 3)

Throws a torch towards a random nearby enemy when casting a skill.
The torch explodes on impact dealing and apply burning.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A N/A N/A 60 120
Star Cost N/A N/A N/A N/A 10 15

Combo[]

Name

Cost

Description
Combo 250 Killing 10 enemies in quick succession triggers a combo which increases move speed and damage for a short while
Combo Timer 1 800 Increases the combo timer from 0.75 seconds to 1 second
Combo Timer 2 1200 Increases the combo timer from 1 seconds to 1.25 seconds
Combo Timer 3 1600 Increases the combo timer from 1.25 seconds to 1.5 seconds
Combo Timer 4 2600 Increases the combo timer from 1.5 seconds to 1.75 seconds
Combo Timer 5 3800 Increases the combo timer from 1.75 seconds to 2 seconds
Combo Nova 1 800 Continuously shoots a 6-part nova that does 12 damage while a combo is active
Combo Nova 2 1200 Increases the nova to 10-parts and 17 damage
Combo Nova 3 1600 Increases the nova to 14-parts and 26 damage
Combo Nova 4 2600 Increases the nova to 18-parts and 34 damage
Combo Nova 5 3800 Increases the nova to 22-parts and 42 damage
Combo Healing 1 800 Heals for 2 per second while a combo is active
Combo Healing 2 1200 Increases healing to 4 per second
Combo Healing 3 1600 Increases healing to 6 per second
Combo Healing 4 2600 Increases healing to 8 per second
Combo Healing 5 3800 Increases healing to 10 per second
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