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Compendium

Hearthold

The town you build between runs. Buildings cost gold and the materials you salvage; each level unlocks something new. Hardcore heroes build their own town.

Buildings

Smithy

Salvage, upgrade (up to +10), enchant and forge your gear and your sellswords' — and exchange materials up or down the salvage ladder.

LevelCostUnlocks
1100 gold + 5 Iron ScrapSalvage gear into materials; upgrade gear up to +3.
2400 gold + 10 Iron Scrap + 2 Arcane EssenceUpgrade gear up to +5 — Awakening at +5 grants +1 magic bonus.
31,200 gold + 6 Arcane Essence + 2 Void CrystalUpgrade up to +7; Enchant: pay, then pick one of three new affixes for a line (or keep it).
43,000 gold + 5 Void Crystal + 1 Forgotten SoulUpgrade gear up to +9.
57,000 gold + 3 Forgotten Soul + 1 StarshardUpgrade up to +10 — second Awakening; salvage yields a bonus material; break an item's first seal to enchant a second line.
620,000 gold + 6 Forgotten Soul + 3 StarshardThe Forge: Emberforged gear carries Forging Potential. Reforge a line, Temper a second ✦, Hone a ceiling — nothing is ever destroyed. Break every further seal.

Enchant

  • From Smithy level 3: pick an item (yours, or a sellsword's under Whose gear), then tap the affix to replace. Looking is free: tapping a line only shows its price; nothing is paid until you press Enchant this line.
  • You then choose from four cards: the affix you have, or one of three new ones, each with its value, the range it can roll at that item level, and the change in Power. Tapping a card only selects it; Confirm applies your choice. Keeping the current affix is free — you already paid.
  • The three new affixes always come from three different families (below; every resistance is one family, so you never see three resistances), never repeat a stat or an affix already on the item, and only roll what that item can have at its level. Armour, shields and helms have only Defense, Resistance and Resource lines, and they still offer at most one resistance. At least one option fits your class: your main ability, one of your damage types, your role, or one of the two resource triggers your class fires most.
  • At least one option fits the wearer: their class's main ability or one of its damage types (else a stat the class leans on), whenever the item can roll one.
  • Values roll exactly as on a drop at that item level and Pyre Tier.
  • Once you take a new affix, that line (marked ✦) is the item's enchanted line and its other lines are sealed (🔒) — until you break a seal. Keeping the current affix doesn't lock anything: your next enchant may pick any line. Each enchant of the same item (kept or taken) costs more; the count stays with the item (stash, trades).
  • Your three options wait on the item until you choose: close the window or come back later and they're still there (no paying again for a new set).
  • Uniques: only the ◇ random affix can be enchanted.
Affix families
FamilyStats
Offenseto Hit, Damage, Damage per Hit, Crit Chance, Crit Damage, Attack Speed, Skill Damage, Area Damage, Damage vs Elites, Spell Save DC, Fire Damage, Cold Damage, Lightning Damage, Poison Damage, Radiant Damage, Necrotic Damage, Status Effect Chance, Damage over Time
DefenseArmor Class, Hit Points, Max HP, Damage Reduction, Dodge, Dash Haste, Thorns, HP Regen / s
ResistanceAll Resistances, Fire Resistance, Cold Resistance, Lightning Resistance, Poison Resistance, Necrotic Resistance, Burn Resistance, Poisoning Resistance, Bleed Resistance, Chill & Freeze Resistance, Stun, Fear & Root Resistance, Duration of Harmful Effects, Immune to Chill & Freeze
UtilityMove Speed, Cooldown Reduction, Life on Hit, Lifesteal, Gold Find, Magic Find, Experience, Potion Healing
AttributeStrength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, All Abilities
ResourceMax Resource, Max Resource %, Resource Regen, Resource on Hit, Resource on Crit, Resource per Kill, Resource per 10% Health Lost
Enchant price by item level
Enchant of one itemItem level 5Item level 10Item level 20Item level 30
1st enchant135 gold + 1 essence210 gold + 2 essence360 gold + 3 essence510 gold + 4 essence
2nd enchant203 gold + 1 essence315 gold + 2 essence540 gold + 3 essence765 gold + 4 essence
3rd enchant270 gold + 1 essence420 gold + 2 essence720 gold + 3 essence1,020 gold + 4 essence
4th enchant338 gold + 1 essence525 gold + 2 essence900 gold + 3 essence1,275 gold + 4 essence
6th enchant473 gold + 1 essence735 gold + 2 essence1,260 gold + 3 essence1,785 gold + 4 essence

Seals

  • Once an item has its ✦ line, every other line is sealed. At the Smithy, tap a sealed line to see what breaking its seal costs; Break the seal asks once more before anything is paid.
  • A broken seal (marked ☆) lets that line be enchanted just like the ✦ line — the normal enchant price applies on top, and it keeps climbing with every enchant of the item.
  • Smithy level 5 breaks an item's first seal; level 6 every seal after. Each seal on the same item costs more (below). No luck involved and nothing is ever destroyed.
  • A Forge-tempered line already counts as open. Uniques: only their ◇ random lines can be opened.
Seal price on one item (gold = the item's first enchant gold × the multiplier)
SealGold ×MaterialsEmberforged addsGold at item level 10Gold at item level 20Gold at item level 30Gold at item level 40
1st seal×52 forgotten souls+2 Emberglass1,050 gold1,800 gold2,550 gold3,300 gold
2nd seal×154 forgotten souls + 1 starshard+4 Emberglass3,150 gold5,400 gold7,650 gold9,900 gold
3rd seal×403 starshards+8 Emberglass8,400 gold14,400 gold20,400 gold26,400 gold
4th seal and on×1006 starshards+8 Emberglass21,000 gold36,000 gold51,000 gold66,000 gold

Exchange

MaterialTrade upBreak down
Iron Scrap8 → 1 Arcane Essence—
Arcane Essence8 → 1 Void Crystal1 → 4 Iron Scrap
Void Crystal6 → 1 Forgotten Soul1 → 4 Arcane Essence
Forgotten Soul4 → 1 Starshard1 → 3 Void Crystal
Starshard—1 → 2 Forgotten Soul

Trade once or in batches of 10 or 100 (a batch goes through whole or not at all). Both directions take a cut — exchanging is for convenience, never a value loop.

Emberglass is not on this ladder and has no exchange: it is the Forge's Masterwork currency, found only in the deep (where it drops).

Level 6 opens the Forge for Emberforged gear: Reforge, Temper and Hone.

Merchant

Potions, party scrolls, sales, and the Mystery Caches gamble.

LevelCostUnlocks
1100 goldBuy Healing Draughts and Scrolls of Mending; sell unwanted gear.
2350 gold + 8 Iron ScrapMystery Caches and Scrolls of Raising (a fallen ally rises — or you do).
3900 gold + 4 Arcane EssenceGreater Healing potions; carry 3 Mending scrolls.
42,200 gold + 4 Void CrystalSuperior Healing potions; Scrolls of Mass Resurrection; better cache odds.
55,500 gold + 2 Forgotten SoulSupreme Healing potions; carry more of every scroll; best cache odds.

Stash

Shared storage, common to every hero you raise.

LevelCostUnlocks
1100 gold1 stash tab (80 slots).
2500 gold + 10 Iron Scrap2 stash tabs.
31,400 gold + 6 Arcane Essence3 stash tabs.
43,500 gold + 4 Void Crystal4 stash tabs.
58,000 gold + 3 Forgotten Soul5 stash tabs.
616,000 gold + 5 Forgotten Soul6 stash tabs.
730,000 gold + 8 Forgotten Soul + 1 Starshard7 stash tabs.
855,000 gold + 3 Starshard8 stash tabs (640 slots).

Temple

Respec your build and upgrade your potions.

LevelCostUnlocks
1100 goldRespec ability scores, subclass and Legend points for a gold fee.
2400 gold + 6 Iron Scrap+1 potion charge.
31,100 gold + 5 Arcane Essence+1 potion charge.
42,800 gold + 3 Void CrystalRespec fee reduced.
56,500 gold + 2 Forgotten Soul+1 potion charge; respec fee reduced further.

Rites

  • Rite of Renewal: remake your hero in full: ability scores return to the class's standard array, and your subclass, mastery perks, talents and Brand ranks are released to choose anew. The two rites below are lighter.
  • Rite of Kindling: unlearn every talent and get all the points back. Free below level 10; 40 gold × level squared after that.
  • Rite of Recollection: take back every rank you spent on your Brand; your sigils and Crests stay exactly where they are.
  • Rite of the Hireling: unmake what you set for a sellsword (their skill bar and Brand layout).

Tavern

Hire sellswords, take work from the bounty board, and send crews out from the Expedition Table.

LevelCostUnlocks
1freeHire 1 companion; the Expedition Table (1 crew, Act I); tavern takings while you're away.
21,500 gold + 3 Arcane EssenceMore sellswords to choose from; crews reach Act II; better takings.
33,500 gold + 3 Void CrystalParty of 2 companions; 2 expedition crews; crews reach Act III.
47,000 gold + 6 Void CrystalCrews reach Act IV; even better takings.
514,000 gold + 4 Forgotten SoulParty of 3 companions; 3 expedition crews to every act; maximum takings.

Guild Hall

Found or join a guild — a name and a banner shared with other adventurers.

LevelCostUnlocks
12,000 gold + 2 Forgotten SoulGuilds: found a guild here or meet your guildmates.
25,000 gold + 4 Forgotten Soul + 1 StarshardA grander hall — your banner flies further.
310,000 gold + 6 Forgotten Soul + 2 StarshardGuildmates find you faster — a wider notice board.
418,000 gold + 8 Forgotten Soul + 3 StarshardYour hall's name spreads across the realm.
530,000 gold + 12 Forgotten Soul + 5 StarshardA true legend's hall, spoken of in every tavern in the land.

Training Grounds

A fenced drill yard by the wall and the old hall under the barracks: beat on dummies and read your numbers.

LevelCostUnlocks
1150 gold + 4 Iron ScrapThe drill hall: three straw dummies and the live damage meter.
2450 gold + 10 Iron ScrapDummy levers: call a single dummy or a pack of five, and clear the hall.
31,200 gold + 4 Arcane EssenceThe plated elite dummy (pick its affixes) and a resistance selector for every dummy.
42,600 gold + 3 Void CrystalThe Siege Effigy (boss hitbox and boss bar); dummies can hit back — lightly, and nobody falls.
55,000 gold + 2 Forgotten SoulMoving dummies on patrol paths and timed burst parses (10 / 30 / 60 s) with a results card; your best is kept.

Build it after clearing the first dungeon. No loot, no XP, no deaths; dummies reset 5 s after the last hit. Features by level: Dummy levers (level 2), Elite dummy (level 3), Resistances (level 3), Siege Effigy (level 4), Dummies hit back (level 4), Moving dummies (level 5), Burst parses (level 5).

LeverWhat it's for
One dummyA single dummy on the target line — single-target damage.
Pack of fiveFive dummies packed shoulder to shoulder — cleave, chains and area damage.
Elite dummyA plated elite with affixes (Warded, Vengeful, Vampiric) — its ward re-forms after 5 s out of combat.
Siege EffigyA boss-sized effigy with a huge hitbox and a boss bar — big-target and boss damage.
Clear the hallTake every dummy away.

Resistance selector: None, Physical, Fire, Cold, Lightning, Poison, Necrotic, Radiant, Arcane.

Cartographer's Lodge

A map-room by the east wall: read Charts of the deep, ink Marks onto them, and plan where the next run goes.

LevelCostUnlocks
1freeThe map table: read and run Charts; a chart stash.
22,500 gold + 4 Void CrystalInking: spend an Ember Ink to add a random Mark of its kind; erase a Mark for its ink.
36,000 gold + 3 Forgotten SoulScribe's choice: three inks of a kind, pick one of three Marks.
412,000 gold + 6 Forgotten SoulThe Survey board: spend Survey points to shape what drops where.
525,000 gold + 2 StarshardScorch a chart (one gamble, odds printed) and draw blank charts of any dungeon.

Opens on the Adventure map once the Act V finale has fallen. Verbs, prices and the Marks you can ink: Charts & Marks. Its level 4 Survey board: The Survey.

Vhoruun's Effigy

A basalt likeness of the Ember Tyrant by the north gate, cut by the Order of the Last Light as a warning. Touch it and choose how hot the Deep burns. Nothing to build: it stands from day one and glows in the colour of your difficulty.

  • Easy · Smoulder: The embers sleep. Foes at their plainest, and the stairs are kind.
  • Medium · Hearthfire: The fire as the Order left it: the intended challenge.
  • Hard · Blaze: Stoke it. Twice the foes, and they stop going easy on you. It pays better.
  • Epic · Wildfire: The Tyrant stirs. Triple the fire, raging bosses, and no flask on the stairs.
  • Legendary · Inferno: Vhoruun is awake. Four times as deadly. Expect to die, often.

Tap it to see every rule each mode changes (foes, crowds and elites, bosses, summons, potions, XP and loot, falling) and confirm a new one. A change applies from your next floor (or your next run if you're in town). Change it here any time. The Daily Descent and Weekly Rite are always played on Medium, whatever the Effigy says. Hardcore heroes: Hard, Epic, Legendary only. Full tables: Modes → Difficulty.

Factions & reputation

Every quest earns standing with the faction that posted it. See Quests for the work each one posts.

  • The Watch

    Hearthold's guards: a spear, a lantern and a strong opinion about monsters.

    Led by Osric · posts: Hunts, bounties, culls, defending wards, Hard+ contracts

  • The Chapel

    Sister Maren's flock. Heals for free; the candles cost extra.

    Led by Sister Maren · posts: Rescues, the restless dead, secrets and old glyphs, clean clears

  • The Guild

    Mayor Brammle's merchants' guild (payroll: Pipsnizzle, regrettably).

    Led by Mayor Brammle · posts: Relics, chests, surveys, speed and no-potion wagers, Wren's pet errands

Reputation per quest: 20 + 5 per act (featured ×2); story steps +60, a story's last step +150
StandingNeedsThe WatchThe ChapelThe Guild
Friendly150Smithy upgrades cost 10% less gold (the Watch's armoury deal).Potion refills cost 25% less.Mystery caches cost 10% less; board rerolls half price.
Honoured450+1 standing offer on the board; hunts pay +15% gold.+1 standing offer on the board; injured sellswords heal twice as fast.+1 standing offer on the board; a second featured contract every day.
Revered1000Reputation shop: the Watch-Captain's Greatcloak and the Night-Lantern.Reputation shop: Maren's Censer and the Bell-Bronze Band.Reputation shop: the Delver's Lucky Coin and Pipsnizzle's Borrowed Satchel.
Exalted2000Town: the Watch's standards fly over the gate. Hunt trophies get a proper rack.Town: candle-lit shrines and stained-glass light at the Chapel.Town: Guild pennants and paper lanterns over the market stalls.

Reputation shop (Revered)

ItemFactionSlotCost at level 1 → 20
Watch-Captain's GreatcloakThe Watchcloak780 → 4,200 gold + 4 essenceRed wool, gold thread, one arrow hole Osric insists is 'ventilation'.
The Night-LanternThe Watchamulet900 → 4,700 gold + 2 crystalDunstan's spare. It has never once gone out, including underwater.
Maren's CenserThe Chapelamulet840 → 4,450 gold + 4 essenceSmells of cedar and certainty. The dead find it rude.
Bell-Bronze BandThe Chapelring780 → 4,200 gold + 2 crystalCast from a crack in the chapel bell. Hums a note when trouble's near.
Delver's Lucky CoinThe Guildring840 → 4,450 gold + 4 essenceHeads you win, tails you win. The Guild has asked you to stop using it at cards.
Pipsnizzle's Borrowed SatchelThe Guildbelt780 → 4,200 gold + 2 crystal"Borrowed." From whom, he won't say. It has a lot of pockets and one of them bites.

Exalted: The Watch: The Watch's Standards · The Chapel: Chapel Candlelight · The Guild: Guild Lanterns.

The Hearthfire

Grows each day you play. A missed day only dims it one step: it never goes out. Time away banks rested XP (double XP until spent): 35% of a level per missed day, up to 1.5 levels.

A play day ends at 04:00 local time; a new hearth starts at Kindling
StageXPMagic findPet treat chance
1. Embers———A few coals, keeping warm for you.
2. Kindling+2%——Twigs catching. The square smells of woodsmoke.
3. Flicker+2%+4%—A real fire now. The cat approves.
4. Hearthglow+3%+4%10%Lanterns strung across the square.
5. Bonfire+4%+6%10%Townsfolk gather round it of an evening.
6. Blaze+5%+8%15%You can see it from the Deep. So can the Deep.
7. Inferno+6%+10%20%Festival! Bunting, music, a very proud Mayor.

Guilds

The Guild Hall keeps the rolls: found a guild with a name and a tag (50,000 gold + 5 Void Crystal + 2 Forgotten Soul for the charter), design its banner, invite by handle, and talk in a channel only guildmates see.

Open guilds post to the notice board — apply with a line for the officers; every member's kills, floors, bosses and Descent depth feed the guild's level (up to 25).

Renown and the Guild Coffer

Every floor (2), dungeon (6), elite (1), boss (10), arena win (4) and new Descent depth (4) earns renown for the guild's week; up to 600 of each member's count. On Monday (00:00 UTC) the Coffer opens at the tier reached and every member who earned renown claims a chest per tier — gold scaled to hero level, materials and items, plus a bonus roll for a full share (150+). Targets scale with active members (at least 3):

ChestRenown per active member
Copper Coffer40
Silver Coffer100
Gilded Coffer180
Ember Coffer280
Crown Coffer400

Writs and Banner Blessings

Townsfolk post writs on the guild's notice board; hold up to 3, and taking one takes it off the board for everyone: Cull the Champions (Slay 12 elite foes), Map the Deep (Clear 8 floors), Clear the Warrens (Clear 3 dungeons, start to finish), Fell the Tyrants (Defeat 2 bosses), Thin the Rabble (Slay 150 foes of any kind), Bouts for the Banner (Win 3 arena bouts), Bring Back a Relic (Find 1 legendary item). Officers spend seals (from coffer tiers and guild levels) to raise blessings over the whole guild until Monday: The Guild Purse (+10/20% gold found), Delver's Lantern (+10/20% magic find), Scholar's Lamp (+5/10% hero XP), Road-Worn Boots (+4/8% move speed), Hearth Draught (+10/20% potion healing). Blessings never apply in the arena.

Guild levelOpens
1The Guild Coffer, the writ board (4) and one Banner Blessing
3Banner fields: Saltire and Paly
5Writ board: 5 writs
8A second Banner Blessing
10Banner charges: Key, Anvil, Sun and Wolf
12Tier II blessings (double strength)
15Writ board: 6 writs
16A third Banner Blessing
20Writ board: 7 writs · a gilded banner
25The banner's crown — an Ember-Sworn Guild

Standing is your lifetime renown across every guild: Apprentice (0) → Journeyman (500) → Adept (2,500) → Master (8,000) → Ember-Sworn (20,000). It follows you between guilds.

Wardrobe

Every helmet, armour, glove, boot, cloak, weapon and off-hand you pick up adds its look to your account's wardrobe — the item type, its quality (iron, steel, mithril…) and its rarity trim; uniques add their signature look. Open the Wardrobe tab on the Hero sheet to wear any look your class could use over what you have on, free and any time.

Looks are cosmetic: your stats, unique powers and legendary effects always come from what you actually wear. A look needs something equipped in that slot; weapons keep their grip (one- or two-handed) and kind (melee or ranged), and off-hands keep theirs (shield, quiver, focus). Everyone you play with sees your looks.