Looting

A new player owns only the class default weapons. Every other weapon, armour, accessory and enchantment is earned by playing: each battle turns your side's deeds into essences of eight families, and often drops a plan fragment. Three fragments make a plan; the forge turns a plan and its essences into an item you own. A won battle always drops a fragment, a loss climbs a chance that pays out by the fourth miss, and at most three plans are open at once, so a steady player completes an item about every three wins.

The eight families

Every item belongs to one family, and its family's essence pays most of its forge price. Each essence comes from a deed: Blood from damage dealt, Iron from damage taken, Road from hexes walked, Ember from Overheat gained, Shade from rear hits and unseen kills, Grace from healing and buffs given, Hex from debuffs and displacements, Crown from Victory Points scored.

FamilyItems
BloodAxe (Weapon), Devastation Stone (Accessory), Echo Focus (Weapon), Echorb (Accessory), Executioner (Weapon enchantment), Fight Idol (Accessory), Multistrike Glove (Accessory), Musket (Weapon), Opener's Mark (Accessory), Reckless (Weapon enchantment), Sunder (Weapon enchantment), Sword (Weapon), War Draught (Consumable), Wild Magic Gem (Accessory)
IronAdaptive (Armour enchantment), Aegis (Accessory), Anchored (Armour enchantment), Evasive (Armour enchantment), Heavy Armor (Armour), Last Stand (Armour enchantment), Medium Armor (Armour), Resurrection Totem (Consumable), Spear (Weapon), Spell Absorption (Armour enchantment), Stoneskin Tonic (Consumable), Tower Emblem (Accessory), Warden's Coat (Armour)
RoadBackstep (Weapon enchantment), Gravity Boots (Accessory), Hermes Boots (Accessory), Light Armor (Armour), Old Cloak (Consumable), Quicksilver (Consumable)
EmberAdrenaline Injector (Consumable), Cold Snap (Consumable), Heat Exchanger (Accessory), Powder Keg (Consumable), Stoker's Brand (Accessory), Venting (Weapon enchantment)
ShadeAppraiser's Eye (Accessory), Blindfire (Weapon enchantment), Bow (Weapon), Dagger (Weapon), Ear Trumpet (Accessory), Haze Cape (Accessory), Lantern (Accessory), Patience (Weapon enchantment), Seer's Lens (Accessory), Smoke Vial (Consumable)
GraceCleansing (Armour enchantment), Consecration (Weapon enchantment), Healing Salve (Consumable), Leech Grimoire (Weapon), Martyr Mark (Accessory), Protective Barrier (Armour enchantment), Purifying Water (Consumable), Rallying Horn (Accessory), Regeneration (Armour enchantment), Robes (Armour), Senzu (Consumable), Siphon (Weapon enchantment), Troll Heart (Accessory)
HexExpanded Reach (Armour enchantment), Gauntlets (Weapon), Hammer (Weapon), Hex Bottle (Consumable), Snare Net (Consumable), Staff (Weapon), Transmutation (Weapon enchantment), Whip (Weapon)
CrownCombo (Weapon enchantment), Crossbow (Weapon), Energy Sigil (Accessory), Gem of Anarchy (Accessory), Hourglass (Consumable), Last Resort (Accessory), Overcharge Core (Consumable), Signature (Weapon enchantment), Wand (Weapon)

Fusion

Two effect pieces of the same kind (two accessories, two weapon enchantments or two armour enchantments) fuse into one unique that carries both at their fusion form and a third effect, the resonance of their families. A fusion form is a weaker copy of the piece: every number at 60% (rule 1); a benefit that cannot shrink stays and its drawback grows instead (P); or a hand-written form (H). Fusing never consumes the parents.

PieceFamilyOriginalFusion formRule
Adrenaline InjectorEmberWarm: x1.10 instead of x0.85; Hot/Meltdown penalties x1.5Warm: x1.06; Hot/Meltdown penalties x1.31
AegisIrontoggle block, 2 charges halve a hit; depleted +10% taken1 charge; depleted +6%1
Blood ContractCrown15% max HP -> +1 AP, unlimited25% max HP -> +1 APP
Devastation StoneBloodarea skills +20%; allies in area hit+12%; allies in area hit (kept)1
Ear TrumpetShadewalkers within 2 lit; -1 visionwithin 1; -1 vision1
EchorbBlood+10%/repeat; -5% new action+6%/repeat; -3%1
Energy SigilCrownfirst action each turn free; AP cap 2first action free every OTHER turn; AP cap 2H
Executioner's MarkBlood+25/+15/-5/-15% by HP band+15/+9/-3/-9%1
Field GlassShade+1 vision; -10% max HP+1 vision; -17% max HPP
Fight IdolBlood+15%; -5%/MP walked (cap -30%)+9%; -3%/MP (cap -18%)1
Gem of AnarchyCrowncooldowns -1; +1 OVH per skillcooldowns -1; +2 OVH per skillP
Gravity BootsRoaddifficult terrain = open ground; -1 visionsame; -2 visionP
Heat ExchangerEmber2+ skills in a round: +2 decay+1 decay1
Hermes BootsRoadopens tier 3; -2 visionopens tier 3; -3 visionP
LanternShadeturn end: enemies within 2 lit; +5% takenwithin 1; +3%1
Last ResortCrowntoggle: next skill 0 AP for 50% current HPtoggle: next skill 0 AP for 83% current HPP
Martyr MarkGraceround start: allies within 2 heal 5; you lose 5/allyheal 3; lose 3/ally1
MonocleShadeattacker that hits you is lit; -10% max HPlit; -17% max HPP
Multistrike GloveBloodbasic attack 2 hits x60% (120%); +1 OVH2 hits x56% (112%); +1 OVH1
Old CloakRoadonce: 10 free MP; -1 MP until spentonce: 6 free MP; -1 MP until spent1
Overcharge CoreCrownonce: +2 AP, +3 OVHonce: +1 AP, +2 OVH1
Rallying HornGraceally dies: others vent 3; you +1 OVHvent 2; you +11
Resurrection TotemIrononce: revive at 30%; -30% max HP, no healingrevive at 18%; -18% max HP, -50% healing receivedH (L11)
SenzuEmberonce: Rest -> OVH 0; skip next round; +10% takenonce: Rest vents 6; skip next round's AP only (may walk); +6%H
Smoke VialShadefirst hit under 40% HP: untargetable till roundunder 24% HP1
Sniper's FocusShade+2 range if still; -1 once walked+1 if still; -1 once walked1
Stamina MedalEmberOVH penalty read 1 tier cooler; -5% dealtpenalties x0.91 / x0.82 / x0.73 (between the two tiers); -3%H
Tactical MindRoad1 AP: tier 3 this turn1 AP: tier 3 this turn, priced x4 not x3H
Tower EmblemIron-10% taken if still; +5% once walked-6%; +3%1
Troll HeartGrace+40% healing received; +15% taken+24%; +9%1
Wild Magic GemBloodA +20% dealt/+15% taken; B -10%/-10%A +12%/+9%; B -6%/-6%1
BackstabShaderear +10%, front -10%rear +6%, front -6%1
BerserkerBlood+20% at <=50% HP, -10% above+12%, -6%1
CursedBlood+20% dealt, +15% taken+12%, +9%1
ExtensionShade+1 reach, -10%+1 reach, -17%P
FrozenHexhit halves target's MP tierstiers cut 30% (not 50%)1
GrowthBlood-20% start, +10%/kill (to +30%)-12%, +6%/kill (to +18%)1
HolyGraceyour heals +20%; -15% dealt+12%; -9%1
IlluminatingShadehit lights the target; -10%lights; -17%P
OccultBloodskills +15%; 5% max HP per cast+9%; 3%1
QuickdrawEmberfirst attack a round: 50% dmg, no OVH70% dmg, no OVH1
SilencedShadehidden position; facing bonuses halvedhidden; facing bonuses cut 83%P
SwiftRoadafter attack: tier 3 opens; -15%tier 3; -25%P
VampiricGraceheal 25% of damage; -15% max HP15%; -9%1
VengefulBlood+25% vs who hurt you this round+15%1
AdaptiveIron+/-2 DEF/MR per hit type, cap 8+/-1, cap 51
AnchoredIronignore 1st forced move a round; -1 MP1st forced move each round shortened by 1 hex; no MP lossH
BloodlustBloodheal 30% on a kill; take 5% of adjacent ally hits18%; 3%1
CleansingGraceround end: a timed status -1 turn60% chance each round1
EvasiveIron-5..-30% from 4..9 hexes; +10% at <=2-3..-18%; +6%1
Expanded ReachHexengaged zone +1; -1 MP+1; -1 MPH (L11)
GuardianGraceadjacent allies -20%; you +10%/ally-12%; +6%/ally1
Guardian AuraGraceallies in zone -10%; you +5%/ally-6%; +3%/ally1
Intensified GripHexzones x3 / x5; enemies in zone +5%engaged x3 only (challenged x4 as normal); +3%H
Last StandIron<30% HP stats x1.3; >70% x0.9x1.18; x0.941
LightweightRoad+1 MP; +10% taken+1 MP; +17% takenP
Protective BarrierGraceadjacent ally -30%, you take it18%1
RegenerationGraceheal 6 a round; -10% max HP4; -6%1
Spell AbsorptionIronheal 20% of magic taken; +20% physical12%; +12%1
Swift-FootedRoadstart -1 MP; +1 MP per killstart -1 MP; +1 MP per 2nd killH
ThornsHexreflect 25% within 2; +10% taken15%; +6%1
WardedIronnegate 1st debuff a battle; -15% DEF/MR %negate; -25%P

Resonances

The third effect depends only on the pair of families. Damage resonances never stack: the strongest that applies to a hit counts.

FamiliesResonance
Blood + BloodYour first hit each round on a unit at full HP: +5%.
Iron + IronThe first hit you take each round is reduced by 3.
Road + RoadYour first walk each round: its first 2 hexes cost no pool.
Ember + EmberWhile Hot (8-9), your Overheat decays 1 more at your turn end.
Shade + Shade+1 vision while you have not attacked this turn.
Grace + GraceYour heals on an ally under 50% HP: +10%.
Hex + HexThe first debuff you apply each round lasts 1 turn longer.
Crown + CrownOnce a battle, your next skill's cooldown is 1 turn shorter.
Blood + Iron+3% damage dealt while you are above 50% HP.
Blood + RoadAfter a walk of 3+ hexes, your next hit this turn: +3%.
Blood + EmberWhile Hot (8-9), +4% damage dealt.
Blood + Shade+4% damage on a target that cannot see you.
Blood + GraceA kill heals you 5% of your max HP.
Blood + Hex+3% damage on an enemy carrying a debuff.
Blood + CrownYour ultimate deals +4%.
Iron + RoadLeaving an enemy's zone of control costs you one tier less.
Iron + EmberOnce a round, a hit you take while Hot vents 1 Overheat.
Iron + ShadeHits from a hex outside your sight deal -10% to you.
Iron + GraceA heal you receive also shields 20% of it until your next round.
Iron + HexOnce a round, an enemy that hits you in melee loses 1 MP on its next walk.
Iron + CrownOnce a battle, the first hit that would leave you under 25% HP is halved.
Road + EmberA walk of 4+ hexes vents 1 Overheat.
Road + ShadeAfter a walk of 3+ hexes, your next hit this turn lands one arc worse.
Road + GraceAllies adjacent to the end of your walk heal 3.
Road + HexAn enemy adjacent to the end of your walk loses 1 MP on its next walk.
Road + CrownYour first walk each round costs 1 MP less.
Ember + ShadeWhile Warm or hotter (5+), +1 vision.
Ember + GraceWhen you Rest, adjacent allies vent 1 Overheat.
Ember + HexYour debuffs on a Hot enemy last 1 turn longer.
Ember + CrownYour first skill each round charges 1 less Overheat.
Shade + GraceYour heals on an ally no enemy can see: +15%.
Shade + HexAn enemy you debuff is lit until the round ends.
Shade + CrownYour first skill each round cast from a hex no enemy sees: +1 max range.
Grace + HexAn enemy that hits an ally adjacent to you is lit until the round ends.
Grace + CrownOnce a round, healing an ally vents 1 of its Overheat.
Hex + CrownThe first debuff you apply each round also charges its target 1 Overheat.

Tempering

A weapon, armour or accessory can trade stats: 1 ATK = 1 MAG = 1 DEF = 1 MR = 5 max HP = 1 point, 1 MP = 3 points, and each temper loses 15% of the points moved (at least 1). An item moves at most 6 points and MP by 1. On one unit, no stat may move by more than 35% of its class base, and ATK and MAG may rise by 15% at most. A unique is hidden from the opponent, shown as its base item, until its bearer lands or takes a hit.

The endgame

Items remember their battles: at 10, 50 and 200 they earn an inscription of their family ("of the Long Road") and a patina. Codex sets (every item of a family, every mage weapon storied...) grant titles you can wear. Surplus essence buys looks in the cosmetic forge: unit tints, roster banners, titles and Armoury room. None of them changes a rule.