Each Dungeon provides both a unique challenge and a special reward that can’t be found anywhere else in the game. There are currently 3 dungeons available in the game, with more to come. Dungeons are encountered during the main campaign, and can be used to move to later chapters more quickly. Once several dungeons become available this will represent a significant augment to the overall leveling process.
Dungeons have a total of three floors with the first two floors being randomly generated, offering a different layout to traverse each time while the third floor is where the boss resides. You’ll choose modifiers while exploring the dungeons, increasing the danger and rewards.
Beware, if you die in a dungeon or leave early you will need to use another key to enter.
Lightless Arbor
Deep under the mountains that house the Last Refuge, a massive Titan made of plant and stone has awoken to the encroaching void. Venture into the Lightless Arbor, face The Mountain Beneath, and discover a vault lost to history. The Lightless Arbor can be accessed through the Shrouded Ridge of the Ruined Era, provided you’ve found a Lightless Arbor Key. Conquering Lightless Arbor will grant you access to The Vaults of Uncertain Fate.
Soulfire Bastion
The Soulfire Bastion is an abandoned Osprix battleground turned imperial facility. Within, Fire Lich Cremorus works on his research of the powerful, and highly valued Soul Embers. The Soulfire Bastion can be accessed through the Felled Wood of the Imperial Era, provided you’ve found a Soulfire Bastion Key. Conquering Soulfire Bastion will grant you access to the stores of the Soul Gambler.
Temporal Sanctum
The Temporal Sanctum is a place of study now corrupted by obsession. At its heart lies Chronomancer Julra, a researcher desperate to unlock the power of time and the secrets of the Eternity Cache. The Temporal Sanctum can be accessed from the Ruined Coast of the Ruined Era, provided you’ve found a Temporal Sanctum Key. Conquering the Temporal Sanctum allows you to harness the power of the Eternity Cache, which lets you create a Legendary item.
8.2 Dungeon Ability
Each dungeon has a special ability which allows you to overcome the challenges presented within. These dungeon abilities are specific to their dungeon, and cannot be used outside of it.
Lightless Arbor
Inside The Lightless Arbor you will be granted access to the Pyre Amber. This Amber will follow you around the dungeon providing light and weakening enemies. Taking damage will cause the Pyre Amber to lose light radius. Killing Amber Elemental enemies throughout the dungeon will restore the Pyre Amber’s light radius.
Inside Soulfire Bastion you will be granted access to the Soulfire Shield ability, which can be alternated between Fire and Necrotic to provide immunity from that damage type. Changing the attunement of the Soulfire Shield costs 1 Soul Ember. Soul Embers are gained by killing enemies.
Inside the Temporal Sanctum the boundaries of time are weak, allowing you to use the Temporal Shift ability, which shifts you between Eras at will using the Epoch.
The Temporal Shift ability allows you to very quickly switch between the Divine and Ruined eras without moving. Use this ability to reach the deepest depths of the dungeon as well as to overcome challenging enemies.
8.3 Dungeon Keys
Each dungeon requires a specific key to access it. Dungeon keys have a chance to drop from Rare enemies, Timeline bosses in the Monolith of Fate, and Arena Champions in the Arena. Arena Champions can also drop them as a guaranteed reward upon defeat, provided a dungeon key was selected as a modifier reward during the run. Right-clicking a dungeon key will open the map at the location of that dungeon, for quick traversal.
Lightless Arbor
Lightless Arbor Keys begin dropping from Rare enemies in level 25+ zones.
Each dungeon has four difficulty tiers. Higher tiers increase area level, increase the power and number of modifiers, and allow you to unlock more powerful versions of the dungeon’s reward system. The rewards and enemy modifiers presented at the entrance to the dungeon change once per day and are the same for all players during that time period.
Higher difficulty tiers of the Lightless Arbor allow you to unlock more powerful versions of The Vaults of Uncertain Fate. The higher tier you complete, the higher your reward modifier limit will be.
Higher difficulty tiers of the Temporal Sanctum allow you to unlock the full potential of the Eternity Cache.
At tier 1 the Eternity Cache accepts Unique items with a level requirement of 50 and below
At tier 2 the Eternity Cache accepts Unique items with a level requirement of 65 and below
At tier 3 the Eternity Cache accepts Unique items with a level requirement of 75 and below
At tier 4 the Eternity Cache accepts all Unique items
The difficulty tiers only restrict the level of the Unique item that can be used within the Eternity Cache. There is no restriction on the Legendary Potential of the Unique item that can be used.
Each dungeon has three floors to overcome in order to reach their respective reward. The first two floors each have 2 doors hidden within that grant access to the next floor. These doors become visible on the mini-map when either approached or a certain threshold of enemies killed has been reached.
Each door offers its own unique rewards and enemy modifiers that will persist for the entirety of the dungeon run, but only one door can be selected when proceeding to the next floor. The rewards and enemy modifiers of these doors are random for each run of the dungeon.
Modifiers selected while traversing the dungeons will increase both the difficulty and rewards. Additionally, some modifiers offered within the Soulfire Bastion will alter the results of the Soul Gambler’s items.
8.6 Rewards
All dungeons have a special reward system unique to only that dungeon. Also, each floor of a dungeon has increased rewards based on the difficulty tier and doors selected while traversing to the end boss.
The dungeon bosses can drop one of four Unique items specific to them. Each dungeon tier introduces a new Unique to the pool of Unique items that the boss can drop. However, these Unique item drops are not guaranteed, even at the highest difficulty tier.
Lightless Arbor
Interacting with the door to The Vaults of Uncertain Fate will present you with a sequence of options for modifying the vault contents. Each selected option will modify the vault contents in exchange for gold. Each subsequent modifier will be more expensive than the last based on previous options selected. Declining options will increase the cost, but at a much lower rate.
The higher difficulty tier you complete, the higher your reward modifier limit will be.
• At tier 1 you are limited to 8 mods
• At tier 2 you are limited to 9 mods
• At tier 3 you are limited to 10 mods
• At tier 4 you are limited to 11 mods
Upon finalizing your options and choosing to enter the vault, the door will open to reveal a number of chests modified by the selected options which can then be opened for your reward.
The boss, The Mountain Beneath, can drop one of these four items upon defeat, dependent on the difficulty tier selected.
Soulfire Bastion
Conquering Soulfire Bastion will grant you access to the stores of the Soul Gambler. Soul Embers gathered from killing enemies within Soulfire Bastion can be spent at the Soul Gambler in trade for hidden items. Any remaining Soul Embers are lost upon leaving Soulfire Bastion. Modifiers selected while traversing Soulfire Bastion will modify the results of the Soul Gambler’s items.
The Soul Gambler sells specific item types, such as “helmet”, or “shield” with the possibility of it being any global drop which can be rare, exalted, unique, or set items. The soul ember cost of these item types are randomized for each run to encourage the purchase of different item types. The Soul Gambler also sells 3 Unique items that are exclusive to it, as listed here.
The boss, Cremorus, can drop one of these four items upon defeat, dependent on the difficulty tier selected.
Temporal Sanctum
The boss, Chronomancer Julra, can drop one of these four items upon defeat, dependent on the difficulty tier selected. Unlike the other dungeons, this dungeon boss will always drop a Unique item. There are also some additional conditions for the Unique item that drops:
The Unique item is always accompanied by an Exalted item with four affixes that matches the base type of the Unique item.
For slots with class specific items, the matching Exalted item is always compatible with your class.
Only one Legendary item can be created per successful run of the dungeon using the Eternity Cache that’s accessible after defeating Chronomancer Julra. Please see the Eternity Cache section of this guide for further information on this mechanic.
8.7 Campaign Skips
Dungeons can be used as campaign skips to help modify an alternate characters leveling process so that one doesn’t have to play the campaign the same way each time. These skips do not provide the passive point or idol slot rewards that are available within the areas of the campaign that were skipped. However, there are more passive/idol rewards in the campaign than one can actually obtain, so you’ll be able to pick and choose which quests you do and which dungeons you use to skip campaign sections.
The Lightless Arbor is located off the path from The Surface teleporter, of the Ruined Era. This entrance is found near the beginning of Chapter 3 and exits within The Corrupted Lake, also of the Ruined Era. This zone has a time rift within it that will teleport you to The Risen Lake, of the Imperial Era, which is about half way into Chapter 4.
Soulfire Bastion
The Soulfire Bastion is located off the path from The Risen Lake and then The Felled Wood teleporters, of the Imperial Era. This entrance is found about half way into Chapter 4 and exits near the Kolheim Pass teleporter, of the Divine Era, which is about half way into Chapter 7.
Temporal Sanctum
The Temporal Sanctum is located off the path from the Ruined Coast teleporter, of the Ruined Era, which is accessed via a rift near The Shining Cove, of the Imperial Era. This rift is only accessible after accepting The Sapphire Tablet side quest found within The Oracle’s Abode zone, of the Imperial Era. This entrance is about half way into Chapter 5 and exits near the Radiant Dunes teleporter, of the Divine Era, which is near the start of Chapter 9.
The Eternity Cache is used to forge the most powerful gear in Eterra across all timelines by sealing specific items inside to merge them into something even greater – Legendary items. Centuries of time are needed for creation, and bypassed only by a Traveler using the power of the Epoch.
The Eternity Cache is located within the Temporal Sanctum dungeon and only accessible after defeating Chronomancer Julra. The cache requires a Unique item with Legendary Potential and an Exalted item of the same type with 4 unsealed affixes in order to create a Legendary item.
Both items are placed within the cache and left to merge over centuries of time by using the Temporal Shift dungeon ability to traverse between two eras. This process will transfer a number of random affixes from the Exalted item to the Unique item equal to its Legendary Potential, which will then create a Legendary item.
9.2 Legendary Potential
Unique items have a chance to drop with Legendary Potential. This stat ranges from 0 to 4 and determines the Unique item’s ability to be transformed into a Legendary item within the Eternity Cache.
The quantity of Legendary Potential that a Unique item drops with is only influenced by the level of the zone in which it drops. Corruption, increased item rarity, character level, or any other modifiers have no effect.
The amount of Legendary Potential that a Unique item will generally drop with is relative to the item’s base power. High powered or very well scaling Unique items will on average drop with less Legendary Potential than low power or leveling Uniques. This is done so that most Unique items will have a more similar overall power potential.
To create a Legendary item, you need a Unique item with Legendary Potential and an Exalted item of the same type with 4 unsealed affixes. The Eternity Cache will ignore any sealed affix on the Exalted item so it must always have exactly 4 unsealed affixes in order to work.
For example, any Exalted, 4 affix Shield can be used to create a Legendary Bastion of Honour.
Both the Unique and Exalted items are placed into the cache in the past (the Divine Era) and the Temporal Shift dungeon ability is used to traverse into the future (the Ruined Era) where a Legendary item will now take their place. The Legendary item is the same as the Unique item but with affixes added to it from the Exalted item.
Legendary Potential determines how many affixes will be extracted and transferred from the Exalted item into the Unique item to make it a Legendary item. The affixes are selected at random and cannot be influenced in any way.
A Unique with 1 Legendary Potential will transfer 1 random unsealed affix from the Exalted item.
A Unique with 2 Legendary Potential will transfer 2 random unsealed affixes from the Exalted item.
A Unique with 3 Legendary Potential will transfer 3 random unsealed affixes from the Exalted item.
A Unique with 4 Legendary Potential will transfer all unsealed affixes from the Exalted item.
Only one Legendary item can be created per successful run of the Temporal Sanctum dungeon. Each difficulty tier of the dungeon allows for higher level Uniques to be used in the creation of Legendary items.
Tier 1 allows the Eternity Cache to accept Unique items with a level requirement of 50 and below.
Tier 2 allows the Eternity Cache to accept Unique items with a level requirement of 65 and below.
Tier 3 allows the Eternity Cache to accept Unique items with a level requirement of 75 and below.
Tier 4 allows the Eternity Cache to accept Unique items of any level.
The Arena is an endgame system that’s played on a variety of enclosed maps which unleash endless waves of enemies upon you. The arena is only accessible after earning an Arena Key. These keys are awarded to those who venture into the Monolith of Fate.
Once you’ve acquired an arena key the red portal located within Champion’s Gate, of the Divine Era, grants you access to the Arena. Selecting this portal allows you to enter The Endless Arena or face off against one of the Arena Champions. Right-clicking an arena key will open the map at the location of Champion’s Gate for quick traversal.
Champion’s Gate also includes five different training dummy setups. Two of these training dummies are unique; one counts as a boss, and the other is an enemy so all minions (including totems) will automatically attack it without any input from the user.
When first entering the Arena, hordes of enemies will spawn from 4 static locations on the map. After each wave is complete another wave automatically begins until you reach a pause at every 5th wave. During this pause you are presented with several destructible barrels that will drop various amounts of loot when destroyed. You can also access your stash and buy & sell items from the merchant during this time.
Beware, if you die in the arena, or leave early, you will need to use another key and will not gain any rewards. Death in the arena also counts as a death for Hardcore characters.
Certain enemy modifiers are excluded from the Arena, such as the “revives after two seconds” modifier.
The Arena of Champions has 4 difficulty tiers. Higher tiers increase area level, rewards, and the power of enemy modifiers. The rewards and enemy modifiers for Tiers 2 through 4 have a rotating modifier that change once per day and are the same for all players during that time period. Each tier has a fixed amount of waves, 40, culminating in a boss fight against one of the Champions of the Arena, which is randomly selected each run.
You will be presented with two options of modifiers every 10 waves, so three times, during an Arena of Champions run. These will add modifiers to further Arena waves, as well as modify the Arena Champion’s drops. Arena Champions also have a greatly increased chance to drop Dungeon keys.
Each of the three Arena Champions have a chance to drop a Unique item specific to them; Omen of Thunder from Alfrig Wolfmaw, Penumbra from The Crimson Blade, and Vaion’s Chariot from Vaion the Arsenal.
Fight through endless waves of increasingly powerful monsters to earn a spot on the leaderboards. Enemy difficulty scales up from your character level to level 100 over the initial 80 waves, and spawns a Champion of the Arena at wave 90.
The Endless Arena will increase enemy damage, health, movement speed, and pack density as the player delves deeper into its infinitely scaling progression system. However, enemy movement speed and pack density do have limits to their scaling. Enemy damage and health also have scaling increases at each 100th wave interval.
While this resource may not be up-ot-date with the latest patch, it still shows how enemy scaling is generally affected as you progress in the Endless Arena.
10.4 Arena Keys
The Arena is accessible via an Arena Key that is awarded from Monolith of Fate Timelines. You earn an arena key after successfully completing Echoes whose reward is an arena key without dying. This arena key is then dropped from breaking the floating octahedron after an echo is completed in the Echo of a World location.
Additionally, arena keys can be selected as a modifier reward during an Arena of Champions run for successfully defeating the Arena Champion.
There is also the Arena Key of Memory, which will start an Endless Arena run with 100 waves already completed, or half the waves you completed in your previous arena run rounded to the nearest 10, whichever is higher.
You can earn an Arena Key of Memory in one of two ways:
Successfully completing an Echo that grants it as a reward.
Occasionally dropped from Rare enemies in level 90+ Timelines if you have conquered at least 15 Echoes in that Timeline.
10.5 Maps
There are a total of 13 maps within the Arena, as well as 3 boss arena maps that are used when fighting one of the Arena Champions. At every 10th wave interval the next arena map will be randomly selected, with the same map never being selected twice in a row. The maps vary in size, difficulty, and terrain.
Maps have 4 or more enemy spawn locations, but enemies will only ever spawn from 4 of these locations at a time per wave. These spawn locations will be randomly selected per wave for maps with more than 4 enemy spawn locations.
Abandoned Arena
Enemy Spawn Locations: 6
Abyssal Arena
Enemy Spawn Locations: 8
Airborne Arena
Enemy Spawn Locations: 8
Ancient Arena
Enemy Spawn Locations: 6
Docklands Arena
Enemy Spawn Locations: 6
Heorot’s Arena
Enemy Spawn Locations: 4
Lagonian Arena
Enemy Spawn Locations: 4
Lakeside Arena
Enemy Spawn Locations: 4
Magma Arena
Enemy Spawn Locations: 4
Rustlands Arena
Enemy Spawn Locations: 4
Has a Necrotic damage environmental hazard
Sanctuary Arena
Enemy Spawn Locations: 6
Solarum Arena
Enemy Spawn Locations: 6
Has a Fire damage environmental hazard
Woodland Arena
Enemy Spawn Locations: 4
Arsenal Arena
Enemy Spawn Locations: 4
Arena Champion: Vaion the Arsenal based on the Sentinel class
Crimson Arena
Enemy Spawn Locations: 4
Arena Champion: The Crimson Blade based on the Rogue class
Wofjaw Arena
Enemy Spawn Locations: 4
Arena Champion: Alfrig Wolfmaw based on the Primalist class
10.6 General Strategies
The waves in-between every 5th wave will have the next wave automatically begin once at least 1 enemy remains. For example, wave 13 will not start until you have successfully killed all enemies or at least 1 remains in wave 12. So, during harder waves, if you get down to a challenging enemy and an easy enemy you will typically want to defeat the harder enemy first so that it doesn’t continue on into the next wave, making the next wave easier. If you get down to 2 challenging enemies, you typically want to weaken each equally so that they can be killed in quick succession before the next wave begins.
Damage over Time (DoT’s) can be very dangerous, just by its nature of avoiding several of the players’ defense mechanics, so avoiding enemy DoT’s can be vital to success.
10.7 Ladder
For each character you enter the Arena with the highest wave clear is automatically uploaded to EHG’s Arena Ladder. While only the top 100 clears of each game mode (Hardcore, Solftcore, SSF Hardcore, and SSF Softcore) may be displayed in-game, outside the game you can visit the Last Epoch Ladder webpage to break those modes down further by class.
Currently, the ladder is susceptible to cheating as its data comes from the offline save files of players. These files can and have been tampered with so all ladder data should be viewed with a certain level of skepticism. Once server authoritative multiplayer arrives the ladder will become a far better resource of Arena data.
A key note about the skills displayed for each character on the Arena Ladder; they do not necessarily represent the skills that were used to make that run as the skills update, even after the run, if they are changed.
The Monolith of Fate is the main endgame system in Last Epoch. Characters can access the Monolith of Fate from the End of Time, though it is designed to be started after the campaign.
The Monolith of Fate consists of multiple Timelines. All Timelines have a fixed area level and their own set of layouts, enemies, and quests to encounter.
When you first start a Timeline there are multiple paths from the center island, with an Echo on each. After you complete an Echo the Echoes behind it are also revealed, and so on. You can do any Echo you’ve unlocked at any time.
Completing Echoes grants Timeline Stability. After you reach a certain threshold, you can begin a Quest Echo by selecting it from the left-hand side of the screen. After completing all Quest Echoes in a Timeline, your run is completed and you can choose a Blessing to power up your character.
11.2 Timelines
A Timeline represents an alternate reality that never was, or never will be. All Echoes you encounter in a Timeline have the same area level, and each Timeline has a unique pool of layouts, enemies, and quests.
Completing all Quest Echoes for a Timeline unlocks the next Timeline and grants you the opportunity to choose a Blessing. Additionally, conquering the most difficult Timelines (all 3 level 90 area Timelines) will unlock the Empowered version of all Timelines.
An Echo has a layout based on its name, and a randomly chosen modifier that it will add to enemies. The enemy modifier also affects the rarity of items you will find and how much experience you will earn.
As you conquer more Echoes in a row, the modifiers you select will start to persist for multiple Echoes. This means you will have multiple modifiers active at the same time. Conquering each Echo grants Timeline Stability, which is required for unlocking Quest Echoes. Some Echoes provide more Timeline Stability than others.
Echoes grant bonus Timeline Stability based on the number of enemies you kill within them. The maximum bonus Timeline Stability for an Echo is listed in the rewards section of its tooltip, on the Timeline Stability bar at the top of the panel, and as a bonus stability meter within the Echo that fills up as more enemies are killed.
Echoes have a guaranteed reward for completing them. These rewards vary in rarity, from gold to Timeline exclusive rewards, and this rarity increases with Corruption and the deeper you progress from the center of the Timeline. If you die before completing an Echo its guaranteed rewards, which includes its Timeline Stability, are lost for all further attempts of that Echo.
11.4 Special Echoes
Each of these Echoes allow you to meaningfully interact with your Timeline in different ways. The rarity of these Echoes vary, but venturing further from the center of your Timeline will increase the odds of them appearing.
https://i.imgur.com/mdgFGPN.png Beacon Echo: Normally when you complete an Echo, you can see two steps ahead; the Echoes adjacent to the completed one, and the ones directly beyond those. Beacon Echoes allow you to see one Echo further than normal. The objective of this Echo is to stand within the area surrounding the beacon for 60 seconds while enemies continuously spawn until you’ve fully charged it.
https://i.imgur.com/BKfSdqh.png Vessel of Memory Echo: Normally when you complete an Echo, you can’t return to it and have to move on to your next choices. Vessel of Memory Echoes restore completed Echoes in your web to their original states, with the exception of other Vessel Echoes, allowing you to complete them again and claim their rewards for a second time. The objective of this Echo is to destroy the Vessel of Memory that lies within.
https://i.imgur.com/iahwgrJ.png Vessel of Chaos Echo: If you’ve spent time completing Echoes and claiming rewards in a Timeline, there will inevitably be a large number of Echoes that you have chosen not to complete. You may have done this either because their reward was irrelevant to you, or the reward was not enticing. Vessel of Chaos Echoes reroll the rewards of all uncompleted Echoes in your web, providing a chance for less enticing options to be swapped for more relevant or powerful rewards. The objective of this Echo is to destroy the Vessel of Chaos that lies within.
https://i.imgur.com/wXihIh6.png Shade Echo: Completing this Echo resets the Timeline’s web of Echoes. However, the Timeline Stability, active modifiers, and Quest Echo progress will persist. If you’re currently in an Empowered Timeline and you have another Empowered Timeline whose Corruption value is greater, then completing this Echo will also grant bonus Corruption. Bonus Corruption is higher when there is a greater difference in Timeline Corruption and the Echo is further from the web origin.
After conquering enough Echoes and earning a certain amount of Timeline Stability within a Timeline, you’ll have the chance to encounter a Quest Echo, which represents a pivotal moment in the story of a Timeline.
The minimum amount of Timeline Stability required for the next Quest Echo is shown at the top and top left portions of the screen. Once you reach a certain threshold, you can begin a Quest Echo by selecting it from the top left of the screen.
Choices that you make in a Quest Echo can impact the story of the Timeline, and ultimately change which Timeline is unlocked next.
Quest Echoes appear in the same order each time, and all Quest Echoes for the current Timeline must be completed to unlock the next Timeline. However, the first two Quest Echoes of each Timeline are optional in Empowered Timelines, allowing you to more easily acquire Blessings and Timeline exclusive rewards.
Dying in a Quest Echo will reduce your Timeline Stability, but cannot undo your progression through the Quest Echoes.
11.6 Corruption and the Shade
As you progress further from the center of a Timeline, you will start to find Echoes with the Shade of Orobyss within.
Defeating the Shade adds Corruption to the Timeline, increasing its difficulty and rewards. It also brings the echo web for the Timeline back to a fresh state, allowing you to start again with a higher potential for rewards. Defeating the Shade does not affect your Timeline Stability or the active modifiers you have.
Corruption increases item rarity, experience gained, monster health, monster damage, and how much Timeline Stability each Echo gives. Corruption also increases the area level in standard Timelines (to a maximum of +5 levels for high level Timelines and +10 levels for lower level Timelines when at 50 corruption), and increases the rarity of guaranteed Echo rewards in Empowered Timelines – such as Exalted items or Idols, for example.
Standard Timelines start at 0 corruption and can have a maximum of 50 corruption. Empowered Timelines start at 100 corruption and have no maximum.
You can defeat the Shade of Orobyss multiple times to continue building corruption. However, you will need to venture further and further into the Timeline to find Shades that will increase corruption. Shades furthest from the center of your Timeline will offer the highest amount of corruption gain.
If the challenge becomes too difficult, you can fight a Shade nearer to the center of the Timeline to reduce corruption, provided corruption is above 10 in standard Timelines or 110 in Empowered Timelines.
Completing the third Quest Echo in an Empowered Timeline will grant you 1 Gaze of Orobyss. Defeating the Shade of Orobyss consumes all current Gaze’s of Orobyss within that Timeline to grant bonus corruption, allowing you to build up corruption more quickly. However, if you die while fighting the Shade of Orobyss you’ll lose all accumulated Gaze’s of Orobyss.
Blessings are permanent increases to your character’s stats or chance to find particular types of items. Blessings apply throughout the entire game, not just in the Monolith of Fate.
When you conquer a Timeline you will be presented with 3 Blessings to choose from. However, if you conquer a Timeline with 50+ corruption you will instead be offered 4 blessing choices, or 5 blessing choices at 200+ corruption. If you conquer the same Timeline again, you can choose to either keep your current Blessing, or replace it with a new one.
Each Timeline has its own set of possible Blessings, which you can view here. Some Timelines have Blessings that increase your character’s stats, while others have Blessings that increase your chance to find particular types of items. You can view every Blessing you have discovered and currently have active from the Blessings tab in the Inventory window.
Blessings like “Increased Amulet Drop Rate” would cause more amulets (including Unique and Set items of that type) to drop for you without affecting how many items of other types drop. However, these Blessings do not affect boss specific drops, only random drops.
Blessings granted by Empowered Timelines have higher values than the versions granted by standard Timelines.
Each Timeline has exclusive Echo reward types that grant Unique or Set items of specific types, as detailed below.
Fall of the Outcasts can have unique or set Bows or Quivers.
The Stolen Lance can have unique or set Caster Weapons (wands, sceptres, staves, or catalysts).
The Black Sun can have unique or set Helmets or Shields.
Blood, Frost, and Death can have unique or set Body Armour.
Ending the Storm can have unique or set Gloves.
Fall of the Empire can have unique or set Belts.
Reign of Dragons can have unique or set Melee Weapons (swords, axes, maces, daggers, or polearms).
The Last Ruin can have unique or set Relics.
The Reign of Winter can have unique or set Rings or Amulets.
Spirits of Fire can have unique or set Boots.
Also, all Timeline bosses have 4 specific Unique or Set item drops that can be farmed from them.
Two of these drops are non-empowered specific, and mutually exclusive but have equal drop rates (meaning they each have a 50% chance to drop, but only one of them will drop).
The third drop is empowered specific and scales with the Timeline’s increased item rarity.
The fourth is not empowered specific, but has a drop chance that similarly scales with the Timeline’s increased item rarity.
Thanks, and if anything looks incorrect…especially the Ability Tags section because there’s actually little info I could find to properly describe them…please let me know.
Curse is a specific type of skill (currently only Bone Curse & Spirit Plague I believe, but I suspect the Warlock will have several more) rather than a skill that applies some sort of ailment/debuff.
I’d also add that the elemental type tags determin the split of the base damage the skill does, so if it has 2 (like phys & cold) then the damage will be split evenly between those two.
This sounds very much like spell’s are the exception, but melee skills also don’t beneift from attack speed(Smelter’s Wrath). Making Warpath as a skill an exception.
Also i think an explanation of “adaptive spell damage” would be fitting for such a ressource since it’s a quiet frequently asked question (not sure how much stuff you already want to implement that is not specifically explained in the game guide)
great work on this! very nice to have a searchable version of this guide for quick reference. i haven’t given it a very thorough reading yet, but the formatting looks great from what i’ve seen so far. thanks for putting in the time and effort!
Thanks for creating this resource for the community! I’ve configured the forum to automatically bump it if it hasn’t been posted in for a month, which should help it remain fairly prominent.