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The Ember Depths
Compendium
Everything in the game, with the game's own numbers: search it, or browse a section.
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Classes 14
Every class: hit die, proficiencies, level 1–20 progression, every skill and spell with its numbers, mastery and subclasses.
Talents 722
Every class's talent trees: class and subclass talents, keystones, mastery gates, the Temple respec and Recommended paths.
Spellbook 103
Page picks at levels 4, 9, 14 and 18, variants that change a skill, the class mentor and every class's signature mechanic.
Roles 3
Tank, healer and damage: role packages and auras, which class takes which, taunts and threat, heals, shields, interrupts and sellsword roles.
Races 12
Ability bonuses, racial traits, how to unlock each race and what you can change about their looks.
Abilities 6
What STR, DEX, CON, INT, WIS and CHA actually do in this game, and which skills scale with each.
Summons 39
Every caster's summon forms side by side: damage, steady and tank minions with their HP, hit, range and taunt numbers.
Statuses 23
Burning, Frozen, Shocked and every other status effect: how they stack, what resists them, which skills apply them.
Legendaries 174
Legendary powers and class sets, with the range each power rolls in.
Uniques 117
Named one-of-a-kind items: class weapons, archetype armour and jewelry, with their powers.
Pets 26
Every companion creature: role, family, element, skills, evolutions and where to find it.
Mounts 24
Every mount in the Mount Journal: tier and speed, how each is earned, drop odds, traits and the riding rules.
Bosses 55
Act bosses, dungeon bosses and vault guardians: health, armour, attacks and phases.
Monsters 141
Every monster in every act, the creatures they spawn and the allies your skills summon: health, armour and attacks.
Items 94
Every weapon, armour and trinket base: dice, speed, armour class and the material tiers.
Runes 24
The 24 Ember runes and what each gives, where they drop by Heat band, sockets, Combine, and the runewords that empower a Spellbook page.
Fights 14
Locks on elites, the hand rule, graded hits and wind-ups, every class's two verbs and the five act bosses' rounds.
The Open World 15
Act I's outdoor areas: waystones, roads, dungeon doors in the wild, what to find, the hourly Emberfall and the map.
Dungeons 25
Every campaign dungeon: act, level, look, boss, roster and its named elite, plus the Endless Descent's looks.
Objects 31
Kegs, chandeliers, coffins, mirrors, idols: every breakable and interactable, what it does, its numbers and its dungeons.
Vaults 5
Sealed Vaults: the strongrooms behind gold-banded doors, the five tasks that open them and what the hoard pays.
Modes 5
Difficulty modes and everything they change, Hardcore rules, the Daily Descent and Weekly Rite, and Vhoruun's Wager.
Town 8
Hearthold's buildings level by level, the Training Grounds, the three factions' reputation perks and the Hearthfire.
The Deep
The endgame, step by step: every system that opens after the Act V finale, in the order you meet it, with a link to its full page.
Charts 43
Maps as items: dungeon, tier 1–16 and Marks. Every Peril, Boon and Twist, Pristine clears and the Cartographer's Lodge.
Breaches 25
The hourly Ember Breach: Embers, Threat, the Breach Warden, and Ember Chests with their printed odds.
Forge 3
Emberforged gear, Forging Potential, Reforge, Temper and Hone at Smithy level 6, Masterwork with Emberglass, and Survey Shards.
Survey 31
The atlas board: every node, its ranks and costs, and how Pristine clears earn the points.
The Brand 52
Past level 20: the 19-socket hex, sigils and Bonds, ranks, Crest inlays, how sigils drop (odds printed), titles, Flames and suggested Brands.
The Ember Court 12
The Crowned who guard the Pyre Tiers: Crown Shards with printed odds, the Court Sigil, Audiences, every gate and the titles.
Pyre Tiers 13
Pyre I to Pyre XIII: what each tier changes, which of the Crowned guards it and what its Court Sigil costs.
Quests 30
Quest kinds, the bounty board, the four townsfolk stories, how reputation is earned and the expedition math.
Sellswords 17
All the Tavern's sellswords: class, race, personality, cost, their questline and the loyalty perk it earns.
Encounters 2
Pipsnizzle the Thief and his Vault, the Mayor's ledger, and the Nemesis that remembers who killed you.
Achievements 129
Every public achievement, the titles they grant from Common to Mythic, and the staff titles you can't earn.













