VOIN
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VOIN Equipment
By MasterZalm
A working guide to the various equipment found in VOIN, from weapons and runes, to necklaces and rings, every gear item and their mods.
   
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Introduction
Disclaimer

This guide is a work in progress, as I am still somehow discovering new equipment on occasion. Also, the game is in Early Access, so some of these may change as the game receives new updates.

With a major overhaul to the itemization in the game has occured as of patch 0.4.0, a major rework to the guide is in process. As all gear can now be leveled further than the original rarities would allow, the new maximum potential is currently a mystery to me. So, my original plan of listing every items base-max values is no longer a possibility within a decent timeframe. And since, in an attempt to reacquire my old build in order to do content, I have already leveled some of my gear in game, I will simply be listing all known gear at as high of a value as I can, and will update on occasion. The goal is to make a second save, pick up every item in the game at base value, and have a primary save where everything is maxed, so both base/max can be listed in this guide.

Wish me luck out there. The game just keeps getting bigger, and its taking alot more time to do this guide than I figured.

Note- Currently, listed numbers with an underline are the numbers that apparently grow with each Exaltation level gained by the gear, up to +16. The numbers currently listed are the ones I currently own, but I will eventually be listing them as high as I possibly can. Just know, that without save editing, the amount of time required will be substantial, as getting past +10 begins enforcing failure chances, essentially wasting my hard earned ichor on a failure. so if a number listed is different than what you have, it is either much higher level than yours, or it is from before the update, listed as the lowest number it can get.

About VOIN Gear

The gearing in the game is diverse, and plentiful, but also a little confusing. There are a total of 6(ish) slots with different gear to allocate for each slot, each serving a distinct purpose for your combat style.

Gear has a level that can be increased through use, and finding duplicates. This allows for more, and increased potency major and minor augments to be slotted into the items. Each item in the game can now hold at least two major augments, and three minor. The augments themselves are leveled by feeding ichor(currency) into the item, which increases every Major augment slotted, though minor augments are based more on the gears level.

Major Augments are discovered when you find the gear item corresponding to that augment, which means you can essentially have a gear item with two or more item effects on it. Minor augments are based on the items level. As your items gain level, through use or duplicates, that level adds "Experience Points" to the item, which are then spent randomly on all the available minor augments the item can have. They are acquired and leveled randomly, so its best to simply grind the item you desire through extensive use.

Gear can be acquired mostly from found chests, both standard and secret, and on occasion from enemy kills. They can be equipped as soon as they are found the first time, and any subsequent find of them adds experience, based on the rarity of the item found. Higher rarity means more exp. Certain weapon can even be found out in the map at predetermined locations, though once found, they can begin being found as dropped loot to help increase their level without extensive use.

These are a few terms to look out for when going through the augments for the gear found in the game. Some of these terms are directly explained in game, and some are my own personal explanation.

  • Otvrat- I am assuming these are the basic enemies, perhaps non boss trash mobs found commonly throughout the game. They do not include Giants, Skeletons, Ice Elementals, etc.
  • Ichor- The standard currency you acquire from chests and kills, used to upgrade gear.
  • Resourcefulness- Increases the amount of Ichor I collect.
  • Luck- Luck affects the chance of encountering higher rarity items.
  • Energy- These are the yellow crystals you consume to do knockbacks on heavy attacks, block enemy attacks, and a few other minor effects.
  • Resistance- Rare effect, temporary. Decreases the speed at which status effects are applied.
  • Heart Charge- How many hits you can take till you die. They recover by hitting enemies, and a few other ways, but mostly hits.
  • Temporary Heart Charge- A heart charge that is technically fake, has a limit, and is a free health. It only has a few sources, but has a variety of uses.
  • Perfect Dash- Evading when an enemy is striking to Prefect Dash. Enemies glow yellow during the Perfect Dash window. Can even be done to ranged attacks.
  • Block- Is basically blocking attacks. Can block almost all attacks in the game, but each blocked attack consumes an Energy crystal.
  • Parry- A perfectly timed block. Negates damage, does not consume charges, and can trigger a variety of item effects.
  • Runic Strike- Your special attack, charged by hitting enemies, and a few other sources, triggers after listed number of strikes automatically.
  • Powers- These differ from the Runic Strike, and are tied directly to the base weapon type. Each weapon has three unique powers, differing cooldowns, and a myriad of effects.
  • Physical- Basic weapon damage, augmented in a myriad of ways.
  • Lightning- A general use secondary damage, tends to chain to nearby targets, but can be singular. Many sources, as its part of the playable characters nature. Also the damage dealt when you strike the ground.
  • Fire- Fire damage, with a few sources, usually temporary, can cause the status Ablaze.
  • Ablaze- Fire based status effect. The Ablaze status effect deactivates the ability to restore Heart Charges of one Heart per stack. In my experience, it also deals damage over time similar to Poison.
  • Poison- Poison damage, some sources, can even offer constant sourced poison. Causes damage over time ticks, usually stacks, and causes Poisoned status.
  • Poisoned- Poison based status effect. If applied to the monster, the Poisoned status effect deals 3 poison damage per stack every second. If applied to me, the Poisoned effect causes me to lose one additional Heart each time I take damage, which also removes 1 stack of poisoned.
  • Cold- Cold damage, somewhat rare damage type, can cause freezing status effect.
  • Freezing- Cold based status effect. If applied to the monster, the Freezing status effect slows down all movement by 10% per stack. If applied to me, the freezing effect reduces the speed at which Powers recharge by 8% per stack, while also slowing me down.
  • Frozen- If the number of Freezing stacks reaches 12, the monster becomes Frozen. Hitting a Frozen monster shatters them, removing all Freezing stacks, and dealing significant physical damage to it and all monsters nearby. Players cannot be Frozen.
  • Psychic- Psychic damage, rare damage type that can caused the Weakened status effect
  • Weakened- If applied to the monster, the Weakened status effect increases all received damage by 10% per stack. If applied to me, the Weakened status effect reduces all outgoing damage by 10% per stack.
  • Obscured- While under the Obscured status effect, any damage is negated with a 50% chance.
  • Sharpened- Rare status buff. Sharpened increases all physical damage by 10% for 8sec. Stacks, and stacks are lost one at a time.
  • Empowered- Currently only on the Mace of Spirits Repose weapon and a few skills, this effect increases all damage dealt by 8% per stack for 15 seconds.
  • Revitalized- Currently, only on the Emerald Heart. The Revitalized status effect gradually restores heart charges.
Artifacts
Artifacts are the top most slot in your half circle of gearing. They provide a passive effect, dealing with movement, defences, cooldowns, or loot.

  • Emerald Key- Increases resistance to Psychic damage by 10%. Critical power is increased by 50% for each stack of Weakened.
  • Golden Scarab- For every kill without taking damage, I gain 1 stack of Lucky (up to 30), which increases my luck by 4%.
  • Hand of Misfortune- When opening a chest, my luck temporarily increases by 65%; however, there is a 19% chance that the chest will explode instead.
  • Necromantic Goblet- On hit, there is a 10% chance to peel off some Ichor if the target is an Otvrat.
  • Owl Statuette- While my weapon is sheathed, little wind swirls appear in front of me periodically. Going through them increases my movement speed by 50 for 8 seconds. Stacks.
  • Pocket Cloud- Holding Jump for 0.8 seconds launches me upwards 10 meters.
  • Prancing Steed- With my weapon sheathed I can now jump 1 more time(s) and my jump height is increased by 15%.
  • Ritual Skull- Killing an Otvrat, with an 8% chance, conjures a floating, thick orb of Ichor, which drops a lot of it if destroyed in time.
  • ?????- Have not found item yet. Will update when found.
  • Tibia- Passively reduces cooldown by 6%. In addition, using Powers decreases cooldowns of all other Powers by 6%.
  • Weird Claw- When I gain a Temporary Heart Charge, I get an additional one. Recharges every 10 seconds.
Necklaces
Filling the second slot on the half circle of gearing, Necklaces offer a more offensive passive, dealing with ways of compounding elemental damage to normal attacks.

  • Dragonhead- Inflicting Fire damage, with a 4% chance, conjures a meteor that falls on a random target nearby, dealing 50fire damage and 10physical damage.
  • Phoenixes Feather- Between every 5-12 seconds applies 1.5 stacks of Ablaze, which disables the regeneration of 1 heart per stack. However now, while under Ablaze, my light and heavy attacks also deal an additional 5.0 fire damage per stack of Ablaze.
  • Poison Vial Pendant- Critical hits apply to target 3 stacks of Poison, dealing 2 damage per stack. Has a cooldown of 6.0 seconds.
  • Runic Amulet- Activating Rune Infusion power summons clones in a circle before me, reducing lightning resistance of all encircled monsters by 60% for 8 seconds.
  • Screeching Necklet- Increases psychic damage by 10%. Inflicting psychic damage has a 30% chance to apply weakened for 6 seconds, increasing the damage received per stack.
  • Shardcaller- Inflicting Cold damage, with a 4% chance, conjures an ice pillar that pierces a random monster nearby, dealing 50 Cold damage and applying 1 stacks of Freezing.
  • Viper Eye- I gain 1.4 stacks of Poisoned every 3 to 8 seconds. Each hit applies 0-.80 Stacks of Poisoned to the target per stack I carry.
  • ?????- Have not found item yet. Will update when found.
Heart
Hearts are your basic survival gear. They are in the third slot in the half circle. Hearts offer you the basic survival Heart Charges, the equivalent of HP/Health in the game. Losing your last Heart Charge kills your character, sending them back to the tower, losing all held Ichor in the process. The heart is arguably the most important part of the gearing. Choose Wisely

Name
Charges
Effect
Alum Heart
1
I recharge a Temporary Charge every 6.0 seconds, up to 2 Temporary Charges.
Emerald Heart
4
Receiving damage applies 2 stacks of Revitalized, up to 3.
Guardian Heart
3
Lightning Strike conjures a circle of protection for 4 sec., granting immunity to all damage while within its bounds.
Golden Heart
1
My luck is increased by 50%.
Hunger Heart
4
When missing Heart Charges, consumes 20 Ichor and restores 12% of a heart charge every second.
Mortal Heart
5
All damage is increased by 16%. Resourcefulness is increased by 45%. Luck is increased by 45%. Attacks no longer restore Heart Charge.
Northern Heart
5
With a 5% chance absorbs the hit without losing a charge.
Obsidian Heart
4
Increases Physical and Fire damage by 2.0% for each active charge
Phoenix Heart
3
Slaying foes applies 1.0 stacks of Heat. At 50 Heat, I absorb a fatal blow, restore all heart charges and unleash an explosion, dealing 300 fire damage to nearby monsters.
Quartz Heart
3
Adds 1 Temporary Charge(s) upon receiving damage. Has 15 sec. cooldown.
Ruby Heart
4
Increases my Resourcefulness by 6% for each active Heart.
????
??
Have not found item yet. Will update when found.
Twin-Fused Heart
4
Adds 4 fire and cold damage per each missing heart.
Vampiric Heart
4
Restores a Heart upon landing a critical hit. Has 20 sec. cooldown.
Runes
Runes are located below the heart in the half circle of gearing, and occupy the 4th slot. They offer a unique power that recharge after a certain number of strikes, and occur automatically on the next strike. I am unsure if all effects are triggered if multiple runic strikes are on the same hit. Most runes are named "Runes of XXXXX", so I have taken the liberty to rename them for easier sorting.

Name
Charges
Effect
Capacious Runes
6
Every 6th hit applies Force Overcharge. While active, holding Heavy Attack boosts its physical damage by 40% after 0.5 seconds, and by 145% after 2 seconds.
Chaotic Elements
4
Every 4th hit applies 2.0 stacks of Poisoned, Freezing, or Weakened to the target.
Gathering Storm
4
Every 4th hit triggers a chain lightning, dealing 80% of my physical damage as Lightning damage.
Hurtful Remedy
7
Every 7th hit removes all stacks of Poisoned, Freezing, and Weakened form the target, dealing 60 physical damage per stack purged.
Major Energy Flow
5
Every 5th hit reduces cooldown of all Powers by 8%
Minor Energy Flow
3
Every 3rd hit reduces cooldown of a random Power by 11%.
Purist
4
Attacks no longer restore Heart Charge. Every 4th hit restores one Heart with a 24% chance.
Thundering Echoes
5
Every 5th hit conjures 4 copies that slash random monsters nearby, dealing 50% of my physical damage as Lightning damage.
Weapons
This section is going to be split into each weapon type, as there is too much for one section for the guide to handle. I will go over each weapon type, and the subtypes within that, their powers, and list them, along with their augments, damage and attack speeds. Currently, listed number with an underline are the numbers that apparently grow with each Exaltation level gained by the weapon, up to +16. The numbers currently listed are the ones I currently own, but I will eventually be listing them as high as I possibly can. Just know, that without save editing, the amount of time required will be substantial, as getting past +10 begins enforcing failure chances, essentially wasting my hard earned ichor on a failure. so if a number listed is different than what you have, it is either much higher level than yours, or it is from before the update, listed as the lowest number it can get.

There are ALOT of weapons in the game, and ALOT of information attached to them. I'm personally impressed with how many weapons there are in the game, honestly. Weapons are allocated in the 5th slot of the Gearing Half Circle, under the Runes. Weapons have different reach when in use. Yes, literally, some weapons strike from further away than others. This is testable by swinging the weapon at a breakable object, like a tombstone, box, vase, chair, etc, and swapping to a weapon that is different length to see how much further it requires you to be from the target before making contact. Now, to preserve my sanity, I will not be testing each weapons reach, considering the difference between what I assume to be the longest weapon(Iron Claymore) and the shortest(Sickles) is minor, and difficult to easily see in the middle of combat.

I will also list here some of the currently missing(for me) weapons and what they are likely to be listed under.

  • ????? Sword- Listed between Black Razor and Frost Core, this weapon has a unique shape. Its going to 100% be a sword, obviously, but considering the numbers, I might consider it ending up as a type 2 Sword.

  • The ????? Blade- Another sword, placed after the Storm Tachi, but before The Rose. Going to assume it has a name beginning with "The" and would be willing to bet its going to be a type 1.

  • ????? Pair- Stuck between Scorching Twins and Sickles. They honestly look like Roman Gladius to me, but who knows, thats just the guard and handle I can see. Since dual weapons have fewer type 2, one of them is going to be that, to fill some spots in.

  • Dual Iron Swords 2- Continued from Sickles, then to Snakes. I mean, look at them. They look exactly like Dual Iron Swords.

  • Veilrender- Right after The Boulder, before Shatterflesh. I know what this is, its a unique "hammer" but I apparently didnt get to keep it during the major update of 0.4.0. So I just gotta go back into the arena and do it again apparently...at the cost of 100k ichor.

  • The Rose 2- Just after Shatterflesh, before the dagger category. It even works alphabetically! I know it couldnt be The Rose though, thats a sword archetype. And its listed in the hammers. But at the same time, Veilrender is a Scythe, listed in hammers. Who knows anymore.
Swords
Swords are your general weapon. There are more swords than any other type in the game, and some swords even feature in other weapon types, such as dual weapons. They are standard, but useful, with a variety of damage amounts, augments, attack speeds, and designs.

Swords type 1

Your typical weapon, and the first weapon you receive in the game, Lightning's Sword. They vary in damage and attack speed so greatly; from as low as 24-28 or 14-47, to as high as 58-66,and ranging from very slow to very fast, Swords are likely the most diverse weapons in the game. But they all share 2 common power sets.

  • Rune Infusion- The surrounding magic energizes all runes on my weapon. This enchantment temporarily makes the weapon to strike with accelerated, electrifying blows. Tags- Lightning, Recharges with Hits, Buff

  • Vortex- I launch my weapon, causing it to spin rapidly in place for several seconds. This vortex of steel deals physical damage to all enemies it touches, shredding through monster ranks. Tags- Channeled, Physical, Recharges with Time, Area of Effect

  • Lightning Strike- I leap backwards, hovering momentarily as I gather electric energy. Then, I plunge forward in a precision strike, channeling a burst of lightning through the weapon. Tags- Movement, Lightning, Recharges with Time, Physical

    Weapon
    Damage Range
    Attack Speed
    Effect
    Barbarian Blade
    58-66
    Very Slow
    Fighting monsters fills me with anger. At the peak of my anger, I start Raging, boosting physical damage by 20%, attack speed by 10%, and crit power by 20% for 10 seconds.
    Frostcore
    55-65
    Slow
    Successful hits expand a frost aura, dealing 15 cold damage and applying 0.6 stacks of Freezing to nearby monsters. The aura fades over time.
    Iron Claymore
    42-48
    Average
    Each successful hit increases the combo counter. For every 10 hits, my crit chance is increased by 1.0%. The combo counter decreases over time and if I take damage.
    Lightning's Sword
    28-34
    Average
    On hit, with a 15% chance, generates a lightning that zaps a random monster nearby, dealing 60 lightning damage.
    Storm Tachi
    24-28
    Very Fast
    Every hit deals an extra 12 lightning damage. While under the Rune Infusion power, my strike summon chain lightning, dealing 25% of my physical damage as lightning damage.
    The Rose
    42-48
    Average
    While hovering in the air during Lightning Sting power, I summon up to 3 illusory copies of myself. When I strike, they strike too, dealing 70% of my physical damage as lightning damage.
    Viper's Blade
    38-46
    Fast
    Killing a target releases a wave that applies 5 stacks of poisoned to all remaining targets nearby.
    Viper's Saber
    15-47
    Average
    On hit, applies a stack of poison to target. Upon reaching 12 stacks, the next hit will remove all stacks from the target and cause an explosion, inflicting 60 poison damage to everyone within the explosion.
    Windraiser
    36-41
    Fast
    Launching a heavy attack releases a wave of force that deals 30 physical damage to all targets on its way.

    Swords type 2

    Albiet somewhat rare, type 2 swords are only slightly different than regular swords. They have the same moveset, and have similar damage and attack speed variation. The only thing that seems to separate the two is the powers, and the general premise of Fire over Lightning. Having not used much of them, I can only surmise their use through descriptions and limited use.

  • Scorching Arc- I flood the blade with my essence until it engulfs in flames, then send an arc of living flame that fans out before me in a cone, reducing all who stand within it to glowing cinders. Tags- Area of Effect, Fire, Recharges with Time, Physical, Sets Ablaze, Ranged

  • Skewer- I set my blade before me- then let pain turn to wrath in my veins as I charge forward. The steel pierces and leaves only opened throats in its wake, and behind me, the earth itself burns, searing the path with my fury. Tags- Fire, Physical, Recharges with Time, Area of Effect, Invulnerability, Sets Ablaze, Movement

  • Flamebrand Flourish- With a dancing fire's grace, I spin my blade in an impressive stunt. Then, fueled by a surge of empowering strength, I slash the air, its edge erupting in a searing arc of devouring flame. Tags- Fire, Recharges with Hits, Physical, Empowering, Sets Ablaze

    Weapon
    Damage Range
    Attack Speed
    Effect
    Black Razor
    34-40
    Fast
    Each hit has a chance from 1% to 4%, depending on the targets remaining health(the higher the health, the lower the chance), to instantly kill him. If the target is particularly strong, this effect instead does physical damage, equal to 5% of the target's health/
    Mythridium Claymore
    48-54
    Slow
    On successful hit, with a 3% chance, recharges on of the powers.
    Red Steel Broadsword
    35-41
    Average
    Fighting monsters fill me with anger. At the peak of my anger, I start Raging, boosting physical damage by 20%, attack speed by 10%, and fire damage by 4 for 10 seconds.
Dual Weapons
Dual Weapons type 1

Similar to Swords, Dual Weapons have sub types, type 1 and type 2. Dual weapons are fast, generally do not hit hard, but hit multiple times per swing. They are capable of quickly stacking on hit/crit effects, and are more geared towards hit and run tactics.

  • Pounce- I leap forward and cross bother my blades-sharp as dragon's teeth- in a swift cut: two strikes, two guaranteed critical hits. Tags- Recharges with Time, Physical, Movement

  • Puncture Therapy- I raise both blades and thrust them forward repeatedly, piercing the foes before me. Each clean hit sharpens the metal a fraction more, making its bite sink deeper. Tags- Recharges with Time, Physical, Channeled, Sharpening, Lightning

  • Deafening Taunt- I strike the blades together; the ringing sound sends monsters staggering and rattles their minds, which only further sharpens my weapon. Tags- Recharges with Time, Sharpening, Area of Effect

    Weapon
    Damage Range
    Attack Speed
    Effect
    Constellations
    25-33
    Fast
    Slaying a monster summons a star lasting 6 seconds. Every second stars form random bonds between them, dealing 50% of my physical damage to monsters caught in their paths.
    Frostcore & Ice Needle
    30-36
    Average
    Successful hits expand a frost aura, applying 1.1 stacks of Freezing to nearby monsters. Shattering a Frozen enemy conjures a blizzard, dealing 80 Cold damage per second to all enemies within it over the next 3 seconds. The aura fades over time.
    Dual Iron Swords
    20-26
    Very Fast
    Releasing a Heavy Attack in a perfect moment(indicated by a flash) increases its damage by 30% and crit chance by 5%.
    Sickles
    10-18
    Extremely Fast
    Every 6 hit is a guaranteed crit that is 2.8 times more powerful than usual.
    The Snakes
    25-31
    Extremely Fast
    On hit, with a 30% chance, applies Poison to target, dealing 2 damage per stack.
    Howling Reavers
    32-40
    Average
    Battling monsters fills me with anger. At its peak, I enter a rage, boosting attack speed by 15% and unleashing a shout that deals 96 psychic damage and applies 1.5 stacks of Weakened to nearby monsters.

    Dual Weapons Type 2

    The only real difference here is, again, powers. They are fast and hit twice, so same benefits as the type 1.

  • Drill- I become a whirling cleaver of razors as I drill forward. Whatever stands in my path is simply unmade-reduced to screaming mist in my wake. Tags- Physical, Recharges with Time, Movement, Fire

  • Hundred-Cut Massacre- Not enough Hands? Then I'll make more. Another pair of blades manifests, and the cutting begins- and unending shred. No survivors. Only scraps. Tags- Physical, Fire, Channeled, Sets Ablaze, Recharges with Hits

  • Sting of Cindervein- I coil into the air, twin blades splayed like a scorpion's sting poised to strike. When the steel strikes, venom follows-both poison and fire, molten and cruel, searing through veins as it feasts from within. Tags- Physical, Fire, Sets Ablaze, Poisons, Movement, Recharges with Time

    Weapon
    Damage Range
    Attack Speed
    Effect
    Flamekeeper's Sickles
    18-24
    Extremely Fast
    Using any power shifts me into the Penumbra for 1.0 seconds, rendering me invulnerable.
    Scorching Twins
    12-16
    Extremely Fast
    Each hit deals an extra 6 fire damage. Activating Vortex power summons a fire tornado for 2.0 seconds, every 0.5 seconds dealing 80% of my fire damage to surrounding monsters.
Hammers
Hammers type 1

Slow, hard hitting, and methodical, hammers are the powerhouse of the weapon types. They are the only weapons that naturally break into triple digits on damage, but are in turn, almost never above average speed(Mace of Spirits Repose is fast). They are largely into Lightning with type 1.

  • Whirlwind- I unshackle the hammer's weight and spin it around me in a continuous whirlwind. As the motion stills, I drive the weapon earthward- a final, crushing blow that nails the last enemy to the ground. Tags- Channeled, Physical, Recharges with Time

  • Thunderquake- I drive the haft into the earth; the hammer answers with a thunderclap that cracks stone and sky, empowering me. Lightning crawls up my arms and waits-my next blow will carry the storm's final strike. Tags- Lightning, Recharges with Time, Empowering, Area of Effect

  • Skyshatter- I vault skyward, hanging in the air as blue arcs crawl over me. Then I plummet, hammer first-and, on impact, the world splits with a thunderous Vindicator's strike. Tags- Movement, Lightning, Recharges with Time, Physical

    Weapon
    Damage Range
    Attack Speed
    Effect
    Bellringer
    48-60
    Average
    Spending a Knockback Charge summons a ghostly bell closeby. Each hit to the bell emanates a wave that deals 25 psychic damage to monsters nearby. The bell lasts for 2 hits.
    Frostfang Maul
    76-84
    Very Slow
    Launching a heavy attack conjures a frost pillar, dealing 16 and 50% of my physical damage as cold damage and applying 1.2 stacks of Freezing to a random nearby monster.
    Mace of Spirits Repose
    42-54
    Average
    Occasionally reveals restless ghosts nearby. Interacting with them puts them to rest and applies 1.2 stacks of Empowered, which increases all damage by 8% per stack for 15 sec.
    Mountain Breaker
    82-96
    Slow
    Within a single swing, each hit increases the next's physical damage by 50%.
    Shatterflesh
    54-66
    Average
    Striking right after a Dash deals 1.3 times more physical damage (doubled on a Perfect Dash) and applies 1.6 stacks of Freezing.

    Hammers type 2

    Yet again, big weapons, slow attacks, massive damage. This type is the less common power type, but includes the Fleshsmith's Hammer, the hardest hitting weapon in the game(that I am aware of)

  • Twin Hammer Burial- I call a second hammer into my grasp. Then, one after another, I drive them down, in crushing arcs, pounding the monster's bones deep into the earth. They are nails. I am the force that buries them. Let them pray the ground is soft. Tags- Physical, Channeled, Recharges with Time, Fire

  • Magma Breaker- My hammer meets the earth like a falling mountain. The ground erupts into a storm of molten rock and shattered earth. Even the titans stagger. Even giants kneel. Tags- Physical, Recharges with Time, Fire, Ranged, Sets Ablaze

  • Toll of Ruin- A spectral hammer materializes, lunging to crush me- until I meet it with my own. The collision releases a thunderclap of sound, a wave that cracks not just bones, but minds. The air itself howls, and so do they. Tags- Physical, Area of Effect, Psychic, Recharges with Hits

    Weapon
    Damage Range
    Attack Speed
    Effect
    Crusher
    66-84
    Very Slow
    Every 6 hit is a guaranteed critical that is 1.1 times more powerful than usual. Critical strikes apply 1.5 stacks of Weakened, which increases the target's received damage by 10% per stack for 6 seconds.
    Fleshsmith's Grandhammer
    92-104
    Very Slow
    Spending a Knockback Charge summons a fiery explosion underneath the hit monster, dealing 50% of my physical damage as fire damage.
    The Boulder
    76-84
    Very Slow
    Every 10 meters Traveled grants a stack of Momentum, up to 20. My next strike consumes all stacks, boosting its damage by 15% per stack.
Daggers
Dagger type 1

Single Dagger, newest weapon type added. So far, they are only Average or Fast speed, and they do moderate damage, not quite as low as you would think. They dont do as much as swords, but are close. They have a flair for the dramatic in their animations, slower than dual weapons, but still fast. They revolve between a swipe and a stab with every attack, so technically two hits per swing.

  • Twin Fang Frenzy- I tear a second blade out of the void. Then, with both daggers keening for blood, I surrender to the frenzy, carving arcs through flesh and air alike. When the red haze thins, I bring both weapons down in a twin strike, splitting skulls with merciless finality. Tags- Recharges with Time, Channeled, Physical, Focusing

  • Scarlet Sacrament- I slip the dagger into my own heart; a pulse of crackling power flows through the blade-every weakness in my foes now plain to see. Tags- Physical, Buff, Recharges with Time

  • Deck of Knives- I split one dagger into three, fan them like a hand of cards, and hurl them in three swift motions. If a dagger lands, it brands the target with a mark that ensures the next strike will find the heart. Tags- Physical, Recharges with Hits, Focusing, Ranged

    Weapon
    Damage Range
    Attack Speed
    Effect
    Heartseeker
    12-48
    Average
    Releasing a Heavy Attack in a perfect moment(indicated by a flash) guarantees that the next hit will be a crit that is 1.2 times more powerful than usual.
    Intricate Dagger
    21-45
    Fast
    Parrying recharges a random Power by 10%. Using any Power applies 2.0 stacks of Sharpened to me.
    Wraith
    35-41
    Fast
    Perfect Dash grants Obscured for 2 seconds. Hitting a target while Obscured instantly makes them Frozen. Recharges every 19.0 seconds.

    Dagger type 2

    Exactly like the type 1 daggers, except these powers focus more on fire damage, instead of buff/debuffs.

  • Harvesting Crescent- I wrench my dagger into the air as a rotating crescent of steel. Each enemy it reaps hones the edge more. Let them run. The blade always comes back deadlier. Tags- Physical, Fire, Sharpening, Ranged, Recharges with Hits

  • Fang of the Furnace- Two cuts: One to open the flesh, the second to pour the fire in.Let their screams fan the flames inside me, Tags- Physical, Fire, Sets Ablaze, Sharpening, Recharges with Time
    A short cooldown double stab that grants Sharpening on every contact. Timing is a bit weird though, so might need some practice.

  • Screams of the Magma Womb- I carve open a rift into a realm of fire-a jagged maw spewing molten fury. From its gullet vomits a storm of searing projectiles, each one wailing through the air like damned souls cast into the abyss. Tag- Fire, Sets Ablaze, Recharges with Time, Area of Effect

    Weapon
    Damage Range
    Attack Speed
    Effect
    Ashmaker
    28-37
    Average
    Every hit deals an extra 20 Fire damage and applies 1.6 stacks of Ablaze to the target.
    Final Breath
    33-43
    Average
    Killing a monster makes the weapon burn with necrotic fire for 4 seconds. Releasing a Heavy Attack during this period unleashes a wave of necrotic fire, inflicting 2.5 stacks of Ablaze and 2.5 stacks of Poisoned to all enemies hit..
Weapon Powers
This is mostly a comment section, and a personal flair description of each of the powers that each of the weapons has. Mostly because I dont have room to explain how each power works, and sometimes, the description is a little misleading. Honestly, some of the names and descriptions of the powers just feels like its creeping into edgelord territory, just making cool sounding names for the sake of it. Otherwise, a fairly decent number of the powers are named and described fairly well.

Rune Infusion
Rune Infusion is a very useful skill. It lasts for a certain number of hits, or a certain amount of time. It causes rune strikes to happen more often, and for you to do increased damage as lightning, while also chaining lightning to other enemies when striking them.

Vortex
Vortex is a unique skill, and one that requires a certain level of battlefield control to be used well. As you throw out your weapon, you also lose control of it for a few second. Leaving you generally defenceless, dodge is your only means of defence, as block and parry depend on having the weapon in hand. You cannot strike enemies while it is spinning either. But it each strike adds to rune effects, causing them to cascade quickly and violently, and can also cause on hit effects, stacking them effectively. Use at your own risk.

Lightning Strike
The tried and true skill for Lightning. He floats back, becoming essentially invincible for a moment as time slows down. You are able to aim a bit to angle the shot more precisely, and after that moment is over, he lunges at the desired location, about 5-10m further than his starting point, dealing significant damage along the route. Do note, that while you seem relatively invincible while charging, you are NOT during the lunge.

Scorching Arc
The animation, while cool, is a little lengthy for a single attack. Though said attack is noticeably ranged, and fairly strong, allowing you to cause a status effect with powers instead of gear, which is an interesting choice. Though this could be used in sync WITH gear to compound effects.

Skewer
Dont let the awesome description fool you. Its a basic dash that leaves a fire trail. Given, it apparently makes you invulnerable, but you move pretty fast, so its hard to tell if your ignoring damage, or the enemies simply miss you. Its a solid 25m, give or take, dash though, and again, causes status effects, so its useful for a variety of things.

Flamebrand Flourish
A quick animation that sets the buff Empowered on the character. It seems like the animation itself might actually land a hit, and cause Ablaze.

Pounce
Exactly as described. A moderate distance jump, landing with two strikes, always crits. With a short cooldown, this is actually a pretty useful skill for triggering on crit effects.

Puncture Therapy
While a cool effect, requiring each strike to hit to gain the sharpening stack is a bit obtuse. Only really useful on tougher, tankier enemies, and risks being hit during the animation. It seems though, that it hits around 9-10 times, difficult to count. And yeah, they apparently do some lightning damage.

Deafening Taunt
The taunt doesnt actually "taunt" since you always have all the aggro anyway. It does do moderate damage in an area though, and staggers most enemies(I assume not bosses) while giving sharpening stacks, 4 to be exact. Mixed with Puncture Therapy, the amount of sharpening stacks could lead to fairly long periods of time with extra damage.

Drill
This one is a different version of the Skewer from the Sword type 2. You dash forward, doing damage along the path, but it has a slightly shorter distance, doesnt leave fire trails, doesnt make you invincible, but has a shooter cooldown.

Hundred Cut Massacre
What is that description though? More hands? ok. Basically, the skills causes you to swing rapidly for a couple seconds, causing multiple hits in rapid succession, stacking on hit effects quickly.

Sting of Cindervein
A power with both Fire AND Poison is sincerely build defining. Making a loadout specifically with both fire and poison could benefit from this skill alot. Otherwise, it functions exactly like Lightning Strike. Jump back, slow time for a second, aim, and lunge. Only its a few hits, instead of one big one.

Whirlwind
Whirlwind. Spin to Win. In first person, I was scared to be motion sick, but they basically just cause the weapon to fly around you as if you were spinning, but you get full control of your camera as per normal. Pretty nice, if you ask me. Just note, you technically lose control of the weapon, so no blocks or parries or attacks. Kinda like Vortex.

Thunderquake
Slams the ground, doing an aoe of damage. Grants 2 stacks of empower, and makes the next hit chain lightning. This skill has alot going on, all of it good.

Skyshatter
Think, Lightning's Strike, but with an aoe, instead of a single target. Try to hit the ground though, otherwise, you just fizzle out.

Twin Hammers Burial
Ok, so twin hammers is pretty cool. You dont just "summon" another hammer, you created another one by ripping the flame off your original. Then proceed to down swing repeatedly. over and over, about 8 times. The only issue for me, is the animation, though cool, is long. The attack speed and animation speed seems to be related to weapon speed though. I assume damage is as well.

Magma Breaker
You drag the ground with your hammer, ripping molten chunks out and throwing them at enemies. Leaves a fire in the spot it lands, and deals damage over time. Has short range, but does create an aoe DoT, which is useful.

Toll of Ruin
So you literally summon a copy of your weapon, and...give it a high five, essentially. Also, the only psychic damage power. Gotta be worth something.

Twin Fang Frenzy
So you do similar to Twin Hammers, and just magiacally generate a second dagger from the first. Then you rapidly attack, while buffing yourself with Sharpened. The power attacks around 8 times, with the last attack hitting twice, doing a crit.

Scarlet Sacrament
Its exactly what you think. You literally stab yourself, losing a heart charge, temporary or regular, and give yourself Sharpened, and giving you a temporary weapon buff. The advantage is, when stabbing yourself, you trigger any effects that happens when you take damage, such as Arcane Retribution, or Emerald Heart.

Deck of Knives
Duplicating your weapon and throwing it is cool. The short range is not. The added Sharpening buff is cool. The recharge on hit is not.

Harvesting Crescent
You boomerang your dagger, with decent range to it, and gain stacks of sharpened for every enemy hit along the way. Similar to Vortex, you lose control of the weapon, so be warned about that.

Fang of the Furnace
A short cooldown double stab that grants Sharpening on every contact. Timing is a bit weird though, so might need some practice.

Screams of the Magma Womb
Ok, awful name and description be damned, this skill could very well be amazing. It takes a second or two to get going, but when it does, it essentially creates a turret that lobs fire bolts at enemies constantly for like 10seconds. If they dont get slammed directly into the ground first. It has a long cooldown, though. I suggest trying to time it so you jump, while looking up directly, when the rift is opened, so it rains down the attacks in a more general localized area. This power could use some work.
Rings
Rings fill the last slot at the bottom of your Gearing Half Circle. They generally tend to have features that offer some sort of advanced defensive mechanism, or reprisal damage sources. All listed rings are aptly named "Ring of XXXX" so as with the runes, I will be simplifying their names for better organization.

  • Arcane Retribution- Taking damage to a Temporary Heart Charge causes an explosion that deals 50 physical damage to monsters nearby.
  • Bloody Ring- My hits restore 35% more Heart Charge, but each hit applies to me 0.1 stacks of Weakened.
  • Crystalline Ring- Perfect Dash leaves an ice replica behind. When struck, it explodes, dealing 40 cold damage and applying 2.2 stacks of Freezing to nearby monsters. (havent found anything less than blue yet)
  • Floating Butterfly- Perfect Dash conjures my illusory copy that slashes a random monster nearby, dealing 50% of my physical damage as lightning damage.
  • Murder- Every 10.0 seconds applies a Marked effect on a random target nearby. Next hit to a Marked target is a guaranteed crit.
  • Purging Shock- Each 9 seconds removes a stack of either Poisoned, Ablaze or Frozen effect and releases a shockwave that deals 60 physical damage.
  • Rot- Poisoned monsters take 3 poison damage per Poisoned stack with each hit.
Minor Augments
Secondary mods have been overhauled, and are now considered "Minor Augments". They are now available, multiple times, for each and every piece of gear, and can stack with other minors of the same type across the entire build. Some have been added, renamed, changed, or removed from the list to flesh out the features alot more.

Minor augments are unlocked by using the weapon, or finding duplicates, and then randomly unlocking them in the Augmentation section of the gear improvement menu. The 3 pages after the first unlocked prime augment are for minor augments, allowing the weapon to house three of the augments, picked form a master list of them, but unlocked and level randomly as you continure to level the weapon. Minor Augments can only reach +5 on any single item, and can only be equipped on that same item once, but can be stacked with every piece of gear equipped, making for a total of any minor augment having a capacity of +30.

The listed augments are in order the game has, not alphabetical.

  • Focus Fire- Increases physical damage by 4.0 when fighting a single monster.
  • Influx- Increases damage dealt by 8% for 3 seconds after using a power. Stacks.
  • Suppress- Deal 9% more damage to monsters with more than 80% health.
  • Execution- Deal 9% more damage to monsters with less than 20% health.
  • Berserk- Increases physical damage by 5% for each missing heart charge.
  • Head Hunting- Each monster killed increases physical damage by 3.0% until the end of battle.
  • Opportunism- Every 12 successful light attack restores 1 Knockback Charge(s).
  • Luck- Luck is increased by 2%.
  • Resourcefulness- Amount of received Icbor is increased by 3%
  • Crit Chance- Crit chance is increased by 1.0%.
  • Crit Power- Crit power is increased by 10%.
  • Physical Damage- Physical Damage is increased by 2%.
  • All Damage- All Damage is increased by 1%.
  • Fire Damage- Fire Damage is increased by 3%.
  • Cold Damage- Cold Damage is increased by 3%.
  • Lightning Damage- Lightning Damage is increased by 3%.
  • Poison Damage- Poison Damage is increased by 3%.
  • Psychic Damage- Psychic Damage is increased by 3%.
Soul Fruits
So as a newer edition to the "gear" in the game, soul fruit were added to the game when leveling got a major change. They are now placed across all the game worlds, and add a passive effect to your character when stuck on the "Talent Tree" which is located at the base, Amiract, in the Hall of Reflection.

So, as you gain levels from kills and quest completion, you gain "potential" which are the points that look like a downwards arrow, located under the level icon on the top left in the inventory screen. These points are used when you allocate a soul fruit to the talent tree. Each fruit takes a certain amount of potential to be active, and gaining levels is the best way to activate more and more fruit for a variety of effects. But dont worry, if you deactivate any fruit, it fully refunds your potential used in its allocation. These effects CAN stack by finding repeats of the fruit, though none of the soul fruits actually seem to respawn, so sadly, its up to the dev to decide how many fruit, what fruit they are, and where they are located. There are 30 slots for 30 different fruit, and you cannot put the same fruit on the tree twice. Considering I have only found 21 different fruit so far, and have done a fairly hefty amount of exploration, I cant image there are many more unique fruit to be found. Probably more in future updates. Or I'm legit missing 9 different fruit somehow.

The problem is, finding the fruit. Sadly, I have acquired a lot of them, and dont remember where I found them, so I will have to either make a different guide, and a new save to find them again, or leave it to someone else.

As it stands, it seems the inventory management of the fruits list them in the order you find them, so I am going to revert to making them alphabetical again. Since the fruits are all named "Soulfruit of the XXXXX", just like runes and rings, I'll be shortening their name to ensure easy organization. Some of these numbers might not be correct, as I am writing this with a stock of already obtained fruit, some already stacked 2 and 3 high, so I am going to try and base this on memory and educated guessing.

Soul Fruit
Potential Cost
Effect
Alchemy
3
Upon receiving a negative status effect, my Resistance increases by 60% for 2 seconds.
Bargain
3
Upon death, I only lose half of the corrupted items. (this seems like a leftover of items 1.0)
Blood Strider
5
Taking damage refills all Dash Charges and boosts regeneration by 40% for 3.0 seconds.
Conflux Core
8
Dealing elemental damage(Fire/Lightning/Cold) boosts all elemental damage by 2.0% for 2 seconds.
Debtless Death
3
Upon death, I no longer lose Ichor, but my Resourcefulness is reduced by 40%.
Duelist's Muse
4
Landing attacks in combat builds Glory. The more Glory I have, the more experience I earn from killing monsters- up to a 30% maximum boost.
Echo Trial
10
Upon taking fatal damage, I have 10 seconds to kill 5 shades of myself before I die. If i succeed, my Hearts will be fully restored.
Fractal Step
8
Dash Charges recharge 0.10 seconds faster.
Gambler's Guillotine
6
Critical chance is reduced by 100%, but all damage is increased by 25%.
Golden Whispers
10
Secret treasures emit a sound within 20 meters.
Leech
6
If the target is an otvrat, each attack extracts a small amount of Ichor from them.
Pulsing Sacrifice
6
Powers recharge 40% faster, but using any Power damages one Heart.
Runic Maw
6
Charges all runes every 5.0 seconds
Scholar's Gamble
3
Experience gain is increased by 15%, but a portion of experience is now lost on death.
Scorched Bloom
6
If I have the last Heart remaining, all my damage increases by 50%.
Stolen Moment
4
Increases the duration of the invulnerability window after taking damage by 1.0 seconds.
Storm Covenant
6
I stop doing Fire and Cold damage, but my Lightning damage is amplified significantly- by 30%.
Tidepuller
5
Parry restores all Energy. Recharges every 15 seconds.
Wind's Hunger
8
Holding Dash increases my movement speed by 300 for a short period of time.
Unbroken Storm
2
Super Dash retains 100% of momentum.
Undying
5
Upon losing a Heart, it shatters into 5 physical fragments that I can collect to restore it.
Outro
While I have a few hours in this game, technically, I have only completed some of the currently available content. I will be obviously playing the game, finding new/more gear, and trying to keep up with this guide until such a time that someone more competent finds the time to do a more thorough guide. Some of these statements in this guide do not reflect truth or reality, only what information I have on hand currently. I will be correcting any inconsistencies, incorrect descriptions, and maybe even adding more information(weapon reach, exaltation scaling changes, source info, etc) as time progresses.
Edits
Update 0.2.1
Added 5 Hearts- Alum Heart, Golden Heart, Mortal Heart, Hunger Heart, Phoenix Heart
Added 3 Runes- Chaotic Element Runes, Capacious Runes, Hurtful Remedy Runes
Added 3 Rings- Crystalline Ring, Ring of Rot, Bloody Ring
Added 2 Artifacts- Pocket Cloud Artifact, Golden Scarab
Added 1 Necklace- ??? (I cannot find it for the life of me, but if the "Community Suggested Items" list has anything to say about it, its probably a poison amulet)

Update 0.4.0
Its been a bit, and quite a bit of content added in my absence. Working on figuring out all the new stuff. Might have to do a little rework of the guide since the new armoury system might have added more potency to existing item effects. More research is required.
Added Necklace from 0.2.1- Viper Eye
Reworked the entire Weapons section
Changed Secondary Mods to Minor Augments, reworked it
Added some missed items.
Added a Soul Fruit section.
Removed weapon power descriptions to separate section.
34 Comments
Jacket 31 Oct @ 12:06am 
Here's a tip: You can cancel any channeling ability (Puncture Therapy, Vortex etc.) by recasting the ability. So hit 2 again after casting Vortex to cancel it.
Badtripdesu 30 Oct @ 8:27pm 
an addition to what PawsTiMystic said about Shatterflesh:
go to the Ruins of the Forgotten node. in the tower behind where you would be facing is the aforementioned tower. Climb to the second opening and you'll find the weapon there.
Arisu 27 Oct @ 12:07pm 
Can anyone tell me where to get the Pulsing Sacrifice Soul Fruit?
MasterZalm  [author] 26 Oct @ 7:37am 
Good to know they just arent in the game yet. also, thanks for the unique weapon locations. I didnt want to add a section for that since describing how to get to some of them is a little hard, considering the lack of a map, compass, and general sense of direction in the game currently
PawsTiMystiC 25 Oct @ 12:30pm 
SPOILERS!!!
unique weapon locations. part 1

shatterflesh (3rd area, in a stone tower similar to the prior mention. but, when you spawn in, you want to face the atheneum and go up to it. if facing the same when getting there as you did when you turned to face it from spawn, you'll see a general direction to find a lonely stone tower sticking out like a lonely eyesore. should be in that. if struggling, just go check out every stone tower in the map can't miss it with that method.)

the snakes
2nd area. as soon as you spawn in, turn to the right until you the only thing on your right is the cliffs. you will see a tower in the distance. go inside that tower to get the weapon. there's also a skyorb on top of the tower.
PawsTiMystiC 25 Oct @ 12:30pm 
SPOILERS!!!
unique weapon locations.

fleshsmiths grind hammer (defeat 2nd area last boss)

frostcore & ice needle (3rd area, sitting inside one of the stone towers near your spawn. just do a 180 turn when spawning in and go up until you see bone dragon corpse. there's also a warp nearby.)

mace of spirits repose (found in 1st area outdoors. go to cathedral like usual but instead of going inside the door to the sub area, turn 90 degrees to the left and go straight until you see a giant tree. there's a warp near there too but the weapon is sitting there under the tree. there's a couple fruit in the other direction instead up inside a tower too.)
PawsTiMystiC 25 Oct @ 12:29pm 
SPOILERS!!!
unique weapon locations.

flamekeepers sickles 1st area city of dead sub area. there's a glowing door similar to the area's final boss door somewhat high up. easy way to find it is to go into lower area in the dead centre of the entire area, look up to the higher parts while still seeing the walls, look for a red glow that isn't the final boss door. that will be THE door you are looking for

veilrender (complete the arena challenge in 1st area city of the dead. hard to miss the area when there)

winters heart (from 3rd area quest, complete the 5 blizzards quest)

Constellations ( 1st area city of dead sub area underground. red tree's on a downward slope into a cave down low some torches exist at the small cave entrance
PawsTiMystiC 25 Oct @ 12:09pm 
dev confirmed the items you are missing are not yet implemented.
https://gtm.steamproxy.vip/app/2464530/discussions/0/600793060086295852/
Ranoth_ 23 Oct @ 8:39am 
The move set of the Howling Reavers would do, you can cancel the second skill. don't forget to use the kick too, it triggers chrono surge.
MasterZalm  [author] 5 Oct @ 5:58pm 
with the new gearing system, it might be a bit more possible, yes. I personally havent tested it yet, as I'm unsure which ability would be best to spam for it. It would notably be best with a short animation skill. Possibly Deafening Taunt?