Combat System
15 Epic Fight techniques. Dodge i-frame movement Guard block / parry Passive always-on. Skills consume Stamina.
Dodge 2 entries
| Skill | Description | Effect |
|---|---|---|
| Soul like doge | Core combat roll. Fast spacing tool designed to cross through wide horizontal sweeps. | Expends 3 Stamina. Yields 12 complete frames of absolute physical damage immunity during the rolling rotation. |
| Soul like step | Sleek, low-profile sidestep. Shorter travel distance than the roll but recovers twice as fast. | Expends 3 Stamina. Provides immediate micro iframe recovery, allowing you to stay tightly in the pocket. |
Guard 3 entries
| Skill | Description | Effect |
|---|---|---|
| Guard | Hold block to brace for impact. Absorbs kinetic energy using weapons or shields. | Shields do not consume stamina on block, but can be completely disabled by specific Heavy Attacks. |
| Impact Guard | Highly fortified bracing posture, optimized for heavy endgame survival. | Defensive anchor. Massively increases resistance to shield-disabling slams, keeping your guard active longer. |
| Parry | Tap blocking moments before impact to deflect physical force back on the aggressor. | Absorbs hit entirely at 0 stamina cost, cracks boss base defenses, and leaves them completely staggered for 2 seconds. |
Passive 10 entries
| Skill | Description | Effect |
|---|---|---|
| Bonebreaker | Heavy physical fracturing mechanics. | Every hit increases damage on the target by 5% up to 8 stacks and gives a bonus of 10% attack speed while equipped. |
| Adaptive Skin | Dendritic scales that learn from previous physical trauma. | Grants 15% resistance that stacks up to 3 times for that exact same type of damage. |
| Berserker | Cursed strength fueled by deep bloodloss. | Gain up to +35% increased raw melee damage as your current health pools drop below 45% maximum capacity. When out of stamina, attacks will consume health instead. |
| Strength on Parry/Dodge (Level 4) | Converts defensive timing into raw physical power. | Grants +4 Strength upon executing a parry or perfect dodge. |
| Resistance on Parry/Dodge (Level 4) | Bolsters your flesh immediately after close evasions. | Grants +4 Resistance upon executing a parry or perfect dodge. |
| Heal on Parry/Dodge (Level 4) | Recovers vitality through pure momentum. | Heals 4 HP upon executing a parry or perfect dodge. |
| Stun Immunity on Parry/Dodge (Level 4) | Prevents interruption for a duration after successful defense. | Grants Stun Immunity level 4 duration upon executing a parry or perfect dodge. |
| Stamina Regeneration on Parry/Dodge (Level 4) | Refunds exertion limits after perfect technical blocks. | Grants 4 Stamina Regeneration upon executing a parry or perfect dodge. |
| Precise Parry | A parry within a parry; features an exceptionally tight deflection window. | Perfect parry with a tiny window; if you parry within that small window it grants a very strong counterattack. |
| Emergency Escape | The ultimate fail-safe escape trigger. | Buffs stamina regen by +0.5. You can dodge to cancel active attacks, and you can still dodge even at 0 stamina. |
Core Stats
What every weapon, armor, enchant and accessory feeds into.
| Stat | Meaning |
|---|---|
| ⚔ Attack Damage | Raw melee output — scales DPS with weapon attack speed. |
| 🛡 Total Armor | Physical damage mitigation (hearts saved). Diminishing returns when stacked. |
| 🧠 Toughness | Poise stability — resists guard-breaks and stagger from heavy attacks. |
| ⚡ Stamina | Pool for dodges, sprints and guard. Base 20; regen scales with gear (Cursium set). |
Enchantments 16 entries
mainHand/offHand apply to weapons; armor slots apply to the matching piece.
| Enchantment | Stat | Effect | Applies To |
|---|---|---|---|
| Sharpness 5 | +5 Damage | Increases weapon melee damage. | Main hand, Off hand |
| Smite 5 | +Smite 5 | Increases damage to undead mobs. | Main hand, Off hand |
| Bane of Arthropods 5 | +Bane 5 | Increases damage to arthropod mobs. | Main hand, Off hand |
| Knockback 2 | +Knockback 2 | Increases weapon knockback. | Main hand, Off hand |
| Fire Aspect 2 | +Fire Aspect 2 | Sets target on fire. | Main hand, Off hand |
| Looting 3 | +Looting 3 | Increases mob drops. | Main hand, Off hand |
| Protection 4 | +4 Armor | Adds 4 armor to the armor piece that it is put on. | Helmet, Chestplate, Leggings, Boots |
| Invigoration 5 | +10 Max Stamina | Adds +10 max stamina to each piece its put on. | Helmet, Chestplate, Leggings, Boots |
| Respiration 3 | +Respiration 3 | Extends underwater breathing time and improves vision underwater. | Helmet |
| Aqua Affinity | +Aqua Affinity | Increases underwater mining and breaking speed. | Helmet |
| Thorns 3 | Thorns 3 Damage | Reflects a portion of damage back at attackers. | Helmet, Chestplate, Leggings, Boots |
| Swift Sneak 3 | +Sneak Speed | Increases movement speed while sneaking. | Leggings |
| Depth Strider 3 | +Water Speed | Increases underwater movement speed. | Boots |
| Soul Speed 3 | +Soul Speed | Increases movement speed on soul sand and soul soil. | Boots |
| Frost Walker 2 | Water Walking | Freezes water underneath into ice blocks. | Boots |
| Feather Falling 4 | -Fall Damage | Reduces fall damage significantly. | Boots |
Arcane Imbue
How spell damage is amplified.
Spell damage is multiplied when you wear gear tuned to a spell's school. Equip the matching spell-school robe set or socket spell stones to raise that school's damage multiplier. With no school gear, standard (1×) multipliers apply. Stack robes + stones of the same school for the biggest burst.
Build Archetypes
Your gear combo resolves to a named playstyle.
Your equipment is automatically read into an identified archetype. A balanced loadout reads as the Wandering Duelist; specific set + weapon combos unlock named power builds:
- Cheat-Death Executer — Cursium Set + Guillotine Blade.
- Wandering Duelist — generic balanced melee fundamentals.
Use the in-game build planner to discover your archetype, then tune enchants and accessories around it.
105 spells across 9 schools (Iron's Spells). Cast types: Instant one-shot Long charged Continuous channelled. Equip matching school robes/stones to boost damage (see Stats & Builds → Arcane Imbue).
Blood School 10 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Acupuncture | Instant | 25 to 70 | 20s | 2 Damage | 5-14 Projectiles | Targeted | 1 to 10 Rare → Legendary | Around a targeted creature, create a field of blood needles in every direction, shooting down and healing you for 25% of damage done |
| Blood Needles | Instant | 25 to 70 | 10s | 2-4.25 Damage | 5 Projectiles | 16 blocks | 1 to 10 Uncommon → Legendary | Create a ring of needles made from blood and fire them forward, skewering targets and healing you for 25% of damage done |
| Blood Slash | Instant | 25 to 45 | 10s | 10-14 Damage | 8 blocks | 1 to 5 Rare → Legendary | Slash forward to send out a concentrated blade of blood, slicing through creatures and healing for 15% of damage done. |
| Blood Step | Instant | 30 to 70 | 12s | 12-28 Block Range | Variable | 1 to 5 Uncommon → Legendary | Instantaneously teleport to where you are looking, or directly behind any targeted creature. Gain a short duration of true invisibility upon reaching your destination. |
| Devour | Instant | 25 to 61 | 20s | 6-15 Damage | 2-6 Max HP on Kill | 4 blocks | 1 to 10 Uncommon → Legendary | Pull in a nearby creature and attack them with a bite, leeching 15% of damage done as health. If the creature is killed, you temporarily gain additional max HP. Created by the Ancient Magician known as Yorhavich. |
| Heartstop | Instant | 100 to 140 | 120s | 10s-16s Effect Length | Self | 1 to 5 Rare → Legendary | Cast to inflict yourself with Heartstop, an effect that makes you temporarily invulnerable. However, once it wears off, you take 50% of all damage accumulated while under its effects. |
| Raise Dead | Long | 50 to 100 | 150s | 3-8 Summons | Self | 1 to 6 Uncommon → Legendary | Cast to summon undead minions from the earth beneath you. The higher the power, the better equipment they will have. |
| Ray Of Siphoning | Continuous | 8 to 17 | 15s | 1-3.25 Damage | 12 Block Range | 12 Block Range | 1 to 10 Common → Legendary | Hold to cast a ray of necrotic energy that siphons health from creatures it hits, damaging them and healing you for 100% of damage done. |
| Sacrifice | Instant | 25 to 45 | 1s | 12-16 Base Damage | 3 Block Radius | 3 Block Radius | 1 to 5 Rare → Legendary | Target one of your magic summons to cause them to explode, killing them instantly, and dealing large damage in the area around them. The summon's remaining health boosts the damage dealt and radius of explosion. |
| Wither Skull | Instant | 20 to 38 | 1s | 6-10.5 Damage | 24 blocks | 1 to 10 Uncommon → Legendary | Launch a wither skull forward that explodes in a small radius around the impact. The higher the level, the faster the projectile. |
Eldritch School 7 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Abyssal Shroud | Instant | 300 to 340 | 200s | 6s-18s Effect Length | Self | 1 to 3 Legendary → Legendary | Cloak yourself with the shadows of the abyss, granting the ability to evade any attack for a short duration of time. |
| Eldritch Blast | Instant | 90 to 150 | 15s | 15 Damage | 3-7 Blasts | 30 Block Range | 30 Block Range | 1 to 5 Legendary → Legendary | Fire rays of pure, devastating energy. |
| Planar Sight | Instant | 150 to 250 | 200s | 40s-1.3m Effect Length | Self | 1 to 3 Legendary → Legendary | Shift your vision in between planes, gaining the ability to see creatures through solid material. |
| Pocket Dimension | Long | 300 to 300 | 60s | Personal Sanctuary | Self | 1 to 1 Legendary → Legendary | Cast to transport yourself into a personal pocket dimension only you can access, giving a small free range area. |
| Sculk Tentacles | Long | 150 to 300 | 30s | 8 Damage | 2.5-6.5 Block Radius | Gaze Focus | 1 to 4 Legendary → Legendary | From where you look, erupt a mass of sculk energy in the form of wailing tentacles, damaging and blinding creatures caught in the chaos. |
| Sonic Boom | Long | 110 to 210 | 25s | 20-36 Damage | 20-30 Block Range | 20-30 Block Range | 1 to 3 Legendary → Legendary | Blast forth a sonic boom of immense power, passing through solid material and harming all creatures in its path. |
| Telekinesis | Continuous | 25 to 25 | 35s | 12-20 Block Range | 12-20 Block Range | 1 to 5 Legendary → Legendary | Reach out with a spectral force and grip a creature, forcing them towards your gaze. Creatures are susceptible to kinetic damage. |
Ender School 14 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Black Hole | Long | 300 to 800 | 120s | 2 AOE Damage | 6.1-16.1 Block Radius | 6.1-16.1 Block Radius | 1 to 6 Legendary → Legendary | Around a targeted location, create a fissure into the void, manifesting a black hole that will suck in nearby creatures and slowly crush them to death |
| Counterspell | Instant | 50 to 50 | 10s | Dispel Utility | Variable | 1 to 1 Rare → Rare | Interrupt player and mob casting. Banishes summoned shield, blood slash, creeper head, creatures. Removes root and mob effects like fortify or evasion. |
| Dragon Breath | Continuous | 5 to 14 | 12s | 1-7.75 Damage | Frontal Cone | 1 to 10 Common → Legendary | Hold to spew a cone of dragon breath forwards. Each time a creature is hit, there is a chance to create a pool of dragon breath at their feet. |
| Echoing Strikes | Instant | 50 to 90 | 60s | 30%-70% Damage | 2.0 Block Radius | 20s-40s Effect Length | Self (Buff) | 1 to 5 Rare → Legendary | While under the effects of the spell, non-magical attacks will leave an echo of ender energy behind, shortly thereafter exploding with an echo of the original attack's damage. |
| Evasion | Instant | 40 to 120 | 180s | 1-5 Hits Dodged | Self | 1 to 5 Epic → Legendary | Cast to imbue yourself with ender energy. Upon being attacked while under its effects, you will immediately teleport within a short radius and avoid taking any damage. Only a finite amount of hits can be dodged before the effect immediately wears off. |
| Magic Arrow | Long | 40 to 85 | 8s | 10-28 Damage | Long Range | 1 to 10 Rare → Legendary | Hold to charge a piercing arrow made of arcane energy. This arrow has no gravity and can travel through blocks. |
| Magic Missile | Instant | 10 to 28 | 1s | 6-10.5 Damage | Variable Range | 1 to 10 Common → Legendary | Shoot a bolt of concentrated arcane magic. Also a trademark of every wizard. |
| Portal | Instant | 200 to 220 | 180s | 48 Cast Range | 5m-9m Portal Duration | 48 Cast Range | 1 to 3 Uncommon → Legendary | Creates two portals that allows players to travel back and forth between them. |
| Recall | Long | 100 to 100 | 300s | Teleport to Spawn | World Scope | 1 to 1 Uncommon → Uncommon | Warps you back to your spawn location, or world spawn if there is none. |
| Shadow Slash | Instant | 30 to 90 | 15s | 5.0-9.0 Damage | Dash Range | 1 to 5 Common → Legendary | Dash forward with a arcing slash of arcane energy, striking creatures in an area. Projectiles hit are deflected. Scales off held weapon's melee damage and enchantments. |
| Starfall | Continuous | 5 to 14 | 16s | 4-8.5 Damage | 6 Block Radius | 6 Block Radius | 1 to 10 Uncommon → Legendary | Target a single area and continuously rain down arcane comets from above for the duration of the spell |
| Summon Ender Chest | Instant | 25 to 25 | 5s | Utility | Self | 1 to 1 Rare → Rare | Apparate your Ender Chest inventory upon casting. |
| Summon Swords | Long | 80 to 140 | 150s | 3 Summons | 100%-140% Damage | 100%-180% Health | Variable | 1 to 5 Rare → Legendary | Conjure a trio of spectral armaments to aid in battle: a brawling shortsword, a quick rapier, and a tanking claymore. Created by the Ancient Magician known as Hazentouvel. |
| Teleport | Instant | 20 to 40 | 3s | 10-50 Block Range | 10-50 Block Range | 1 to 5 Uncommon → Legendary | Instantaneously teleport to where you are looking, leaving nothing but a cloud of ender energy behind. |
Evocation School 15 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Arrow Volley | Long | 40 to 90 | 15s | 2 Damage | 25-80 Projectiles | Variable | 1 to 6 Uncommon → Legendary | Around a targeted creature or block, summon a rolling wave of magical arrows from the sky. |
| Chain Creeper | Long | 40 to 90 | 15s | 5 Damage | 3-8 Projectiles | Variable | 1 to 6 Uncommon → Legendary | Around a targeted creature or block, conjure a ring of creeper heads that falls to the ground and explodes. Any creature killed by this blast will conjure another, smaller, ring of creeper heads. This can chain multiple times. |
| Fang Strike | Long | 30 to 57 | 5s | 8-17 Fangs | 6-15 Damage | Line | 1 to 10 Common → Legendary | Conjure a line of evoker fangs in front of you, in classic illager fashion. |
| Fang Ward | Long | 45 to 80 | 15s | 2-4 Rings | 8-15 Damage | Self (AoE) | 1 to 8 Common → Legendary | Conjure protective rings of evoker fangs around you, in classic illager fashion. |
| Firecracker | Instant | 20 to 38 | 1s | 4-13 Damage | Gaze Focus | 1 to 10 Common → Legendary | Instantaneously conjure a firework where you look that explodes in a small radius around it. |
| Gust | Long | 30 to 75 | 12s | 100%-190% Strength | 4.5-9 Impact Damage | Frontal Cone | 1 to 10 Uncommon → Legendary | Conjure a strong gust of wind, knocking back creatures in a conical shape, causing damage if they impact a wall |
| Invisibility | Long | 35 to 75 | 45s | 10s-35s Effect Length | Self | 1 to 6 Rare → Legendary | Cast to briefly grant yourself true invisibility, which hides armor and held items, but immediately wears off upon dealing damage. Mobs also lose aggro. |
| Lob Creeper | Instant | 20 to 38 | 2s | 6-10.5 Damage | Medium Range | 1 to 10 Uncommon → Legendary | Lob the head of a creeper forward that explodes in a medium radius around the impact. The higher the level, the faster the projectile. |
| Shield | Instant | 35 to 80 | 8s | 15-105 HP | Gaze Focus | 1 to 10 Common → Legendary | Conjure a stationary shield of arcane energy where you look that will block projectiles and prevent creatures from passing. |
| Slow | Long | 50 to 80 | 80s | 10%-40% Slowed | 20s-32s Effect Length | 5 Max Targets | Variable | 1 to 4 Epic → Legendary | In a radius around a targeted creature, apply the Slowed effect to enemies, decreasing movement speed, attack speed, mining speed, mana regeneration, and cast time for a duration. |
| Spectral Hammer | Instant | 15 to 35 | 2s | 3x3x2 | 16 Block Range | 16 Block Range | 1 to 5 Uncommon → Legendary | Conjure a spectral hammer out from where you look that will mine all connected stone-type blocks in a cube where it hits, leaving only ores and rubble behind. |
| Summon Horse | Long | 50 to 58 | 20s | Utility | Self | 1 to 5 Common → Legendary | Conjure a spectral steed that will follow you around and only let you ride. The horse's speed, health, and jump height scales with spell power. |
| Summon Vex | Long | 50 to 90 | 150s | 3-7 Summons | Variable | 1 to 5 Rare → Legendary | Cast to conjure vexes that will follow, protect, and fight for you. |
| Throw | Long | 10 to 30 | 8s | 1.0-5.0 Damage | Variable | 1 to 5 Common → Legendary | Cast to throw your held item, dealing a base damage plus damage normally inflicted by the item. |
| Wololo | Long | 10 to 10 | 10s | Wololo | Variable | 1 to 1 Legendary → Legendary | Wololo! |
Fire School 13 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Blaze Storm | Continuous | 5 to 14 | 20s | 2-5.59 Damage | Frontal Cone | 1 to 10 Common → Legendary | Hold to unleash a barrage of blaze fireballs, shooting rapidly but wildly in front of you and igniting any creatures or blocks hit. |
| Burning Dash | Instant | 20 to 38 | 10s | 6-15 Damage | Dash Focus | 1 to 10 Common → Legendary | Quickly launch yourself forward in a haze of fire, searing creatures you pass through while in a blaze. |
| Fire Arrow | Long | 40 to 85 | 8s | 11-20 Damage | 3 Block Radius | 5.5-10 AOE Damage | Long Range | 1 to 10 Rare → Legendary | Aim an arrow made of fiery magic that will deal direct damage on impact and explode for half damage in a small radius around it. It flies straight for a duration before gravity affects it. |
| Fire Breath | Continuous | 5 to 14 | 12s | 1-7.75 Damage | Frontal Cone | 1 to 10 Common → Legendary | Hold to spew a cone of fire outwards, igniting creatures and blocks in its path. |
| Fireball | Long | 60 to 120 | 25s | 10-30 Damage | 3-7 Block Radius | AoE | 1 to 5 Rare → Legendary | Manifest and throw a ball of fire, exploding and dealing massive damage on impact. |
| Firebolt | Instant | 10 to 28 | 1s | 6-10.5 Damage | Projectile | 1 to 10 Common → Legendary | Shoot a small projectile of fire, igniting whatever it hits. |
| Flaming Barrage | Instant | 80 to 100 | 15s | 3-11 Damage | 5 Projectiles | Homing | 1 to 5 Rare → Legendary | Repeatedly cast to shoot individual small fireballs, which home towards your cursor, or the creature your cursor is targeting. |
| Flaming Strike | Long | 30 to 90 | 15s | 5.0-13.0 Damage | Melee Swipe | 1 to 5 Common → Legendary | Unleash a sweeping melee attack in the form of a wreath of flames. This spell is uninterruptible. The damage scales off of your held weapon's melee damage and enchantments. |
| Heat Surge | Long | 50 to 100 | 45s | 15%-40% Reduced Armor | 10s-20s Effect Length | 6.5-9 Block Radius | AoE around self | 1 to 6 Common → Legendary | Emanate a surge of fiery magic, igniting and rending creatures in a radius around you. Rended creatures have reduced armor. |
| Magma Bomb | Long | 30 to 65 | 12s | 8 Damage | 1.7-3.9 AOE Damage | 4 Block Radius | AoE | 1 to 8 Uncommon → Legendary | Launch a bomb made from magma, exploding on impact and leaving a field of fire where it lands |
| Raise Hell | Long | 90 to 270 | 25s | 15.0 Damage | 8 Block Radius | 1-5 Casts | AoE Shockwave | 1 to 5 Legendary → Legendary | Slam down your weapon to wreath a fiery shockwave in a large radius around you. Damage scales based on the held weapon. |
| Scorch | Long | 50 to 95 | 12s | 8-17 Damage | 2.5 Block Radius | AoE | 1 to 10 Uncommon → Legendary | In a targeted area, erupt a scorch of fiery magic, damaging creatures in the zone and leaving a field of fire. |
| Wall Of Fire | Instant | 30 to 50 | 30s | 4-8 AOE Damage | 13-25 Block Range | Variable | 1 to 5 Common → Legendary | Recast to place anchor points, which erupts into a wall of fire when the cast finishes, or when the maximum length is reached. This wall blocks projectiles and ignites creatures that pass through it. |
Holy School 12 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Angel Wing | Instant | 80 to 160 | 120s | 10s-50s Effect Length | Self | 1 to 5 Legendary → Legendary | Cast to gain wings made of holy energy, acting as an elytra, for a brief period of time. |
| Blessing Of Life | Long | 10 to 55 | 10s | 6-15 Healing | Targeted | 1 to 10 Common → Legendary | Cast to target any creature, showing a glowing outline. Completing the cast will heal this creature. |
| Cleanse | Long | 100 to 100 | 60s | 3 Block Radius | AoE | 1 to 1 Epic → Epic | Pray to a divine magic to cleanse yourself and nearby allies of harmful status effects. |
| Divine Smite | Long | 30 to 90 | 15s | 8.0-20.0 Damage | Melee Swipe | 1 to 5 Common → Legendary | With a fervor of holy energy, swing forth your weapon, doing a melee area attack. This spell is uninterruptible. The damage scales off of your held weapon's melee damage and enchantments. |
| Fortify | Long | 80 to 170 | 60s | 6-15 Temporary HP | 8 Block Radius | AoE | 1 to 10 Common → Legendary | Upon casting, fortify every friendly creature within a radius around you, giving them temporary HP. |
| Greater Heal | Long | 100 to 100 | 45s | Max Healing | Self | 1 to 1 Rare → Rare | A more powerful but much slower version of heal, this spell will completely heal yourself upon being casted. |
| Guiding Bolt | Instant | 20 to 65 | 8s | 3-7.5 Damage | 25s Effect Length | Projectile Range | 1 to 10 Common → Legendary | Fire a slow bolt of holy energy. Creatures hit will gain the Guided effect, homing nearby projectiles in towards them |
| Haste | Long | 50 to 80 | 80s | 10%-40% Hastened | 30s-45s Effect Length | 5 Max Targets | AoE | 1 to 4 Epic → Legendary | In a radius around a targeted creature, or yourself if no creature is targeted, apply the Hastened effect, increasing movement speed, attack speed, mining speed, mana regeneration, and cast time reduction for a duration. |
| Heal | Instant | 30 to 135 | 30s | 5-12 Healing | Self | 1 to 8 Uncommon → Legendary | Cast to infuse yourself with holy energy and immediately regain health. |
| Healing Circle | Long | 40 to 130 | 25s | 0.5-2.75 AOE Healing | 5 Block Radius | 10s Duration | AoE | 1 to 10 Common → Legendary | Around a targeted creature or block, place a stationary circle of holy magic that heals allies within |
| Sunbeam | Instant | 40 to 130 | 20s | 12-25.5 Damage | AoE | 1 to 10 Uncommon → Legendary | Funnel the power of the heavens into a beam of holy energy from above, smiting targets in an area. |
| Wisp | Long | 15 to 33 | 3s | 5-14 Damage | Homing | 1 to 10 Common → Legendary | Conjure a projectile of holy energy that will float towards nearby targets and deal damage upon impact. |
Ice School 11 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Cone Of Cold | Continuous | 5 to 14 | 12s | 1-7.75 Damage | Frontal Cone | 1 to 10 Common → Legendary | Hold to cast out a cone of cold energy, freezing creatures in its path. |
| Frost Step | Instant | 15 to 50 | 12s | 10.5 Block Range | 4-11 Shatter Damage | Variable | 1 to 8 Rare → Legendary | Teleport to where you are looking, leaving behind a shadow of ice. This shadow will take nearby aggro, and shatter into icicles after 5 seconds or upon taking any damage. |
| Frostbite | Instant | 80 to 120 | 60s | 6-10 Shatter Damage | 30s Effect Length | Self | 1 to 5 Epic → Legendary | Imbue yourself with a magical Frostbiting power, making any fully-frozen creature you kill turn into an Ice Shadow. Ice Shadows shatter into icicles after 5 seconds or upon taking any damage. |
| Frostwave | Long | 50 to 85 | 45s | 10s-31s Effect Length | 6.75-12 Block Radius | AoE | 1 to 8 Common → Legendary | Cascade a wave of frost magic in a radius around you, afflicting creatures with chilled. Chilled creatures become entombed in ice when fully frozen. |
| Ice Block | Long | 40 to 90 | 15s | 14-24 Damage | Variable | 1 to 6 Rare → Legendary | Conjure a giant chunk of ice above a targeted creature or block. After a short delay, it will fall down and explode for area frost damage, doing additional damage to any creatures hit on the way down. |
| Ice Spikes | Instant | 30 to 120 | 15s | 12-21 Damage | 8-22 Spikes | Variable | 1 to 10 Common → Legendary | Unleash a cascading line of ice magic, creating ice crystals that emerge from the ground. The final spike does full damage, and will emerge early if a creature within range is targeted. |
| Ice Tomb | Instant | 30 to 135 | 30s | 1 Healing | 5s-12s Duration | Self | 1 to 8 Uncommon → Legendary | Encase yourself in a protective tomb of ice, providing healing while within, absorbing one hit or counterspell before breaking. Dismount to leave the tomb. |
| Icicle | Instant | 10 to 28 | 1s | 6-10.5 Damage | Variable | 1 to 10 Common → Legendary | Fire a piercing bolt of cold energy in the form of an icicle, freezing those it touches. |
| Ray Of Frost | Instant | 25 to 85 | 15s | 12-18 Damage | 4.5s-7.5s Freeze Time | 30 Block Range | 30 Block Range | 1 to 5 Common → Legendary | Fire a beam of cold energy, dealing low damage but immediately applying freeze to the creature hit. |
| Snowball | Long | 40 to 48 | 12s | 4-6 Block Radius | 10s Duration | AoE | 1 to 5 Uncommon → Legendary | Conjure a giant snowball and throw it forward, bursting into a frosty field and Chilling creatures in a surrounding radius on impact. Chilled creatures become entombed in ice when fully frozen. |
| Summon Polar Bear | Long | 50 to 140 | 180s | 24-60 HP | 4-13 Damage | Self | 1 to 10 Rare → Legendary | Cast to summon a polar bear who will follow, protect, and fight for you, as well as providing a mount. |
Lightning School 10 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Ascension | Instant | 50 to 59 | 15s | 5-14 Damage | Point Blank AoE | 1 to 10 Rare → Legendary | Cast to strike lightning at your feet and ascend quickly into the air, and gain reduced gravity for a short duration. The lightning bolt deals damage and knocks back creatures struck. |
| Ball Lightning | Instant | 20 to 56 | 1s | 5-9.5 Damage | Variable | 1 to 10 Common → Legendary | Conjure an orb of lightning that slowly moves forward, damaging creatures it phases through and bouncing off blocks. |
| Chain Lightning | Instant | 25 to 88 | 20s | 6-15 Damage | 4-13 Max Targets | 4-8.5 Block Range | Target Cascading | 1 to 10 Uncommon → Legendary | Start a chain of lightning from a targeted creature, causing waves of zapping magic to cascade to nearby creatures |
| Charge | Instant | 50 to 100 | 40s | 30s-46s Effect Length | +20%-+60% Speed | +10%-+30% Attack Damage | +5%-+15% Spell Power | Self | 1 to 3 Rare → Legendary | Imbue yourself with the power of lightning, increasing your speed and combat abilities. |
| Electrocute | Continuous | 3 to 12 | 12s | 1.75-8.5 Damage | Frontal Cone | 1 to 10 Common → Legendary | Hold to manifest a cone of electrical energy, damaging creatures in its path. |
| Lightning Bolt | Instant | 75 to 210 | 25s | 10-28 Damage | Variable Range | 1 to 10 Epic → Legendary | Down from the heavens, summon a bolt of lightning. |
| Lightning Lance | Long | 50 to 140 | 8s | 14-32 Damage | Long Range | 1 to 10 Uncommon → Legendary | Hold to charge a spear made of lightning. Release to throw it like a javelin, dealing high damage to the creature it hits. |
| Shockwave | Long | 70 to 105 | 30s | 10-15.25 Damage | 9-16 Block Radius | AoE | 1 to 8 Common → Legendary | Coalesce a surge of electrical power, and unleash it in a devastating shockwave, blasting exposed creatures. |
| Thunderstorm | Long | 70 to 140 | 120s | 8-15 Damage | 20 Block Radius | 20s-34s Effect Length | AoE | 1 to 8 Rare → Legendary | Cast to conjure a thunderstorm centered around yourself, which strikes nearby creatures within sight with a small bolt of lightning every 2 seconds for the spell's duration. |
| Volt Strike | Instant | 30 to 75 | 10s | 6-15 Damage | Dash Focus AoE | 1 to 10 Common → Legendary | Leap forward in a spinning voltaic attack, striking the first creature or surface you hit, and dealing a residual blast in a small area around the impact. |
Nature School 13 entries
| Spell | Cast | Mana | Cooldown | Damage | Range | Lvl / Rarity | Effect |
|---|---|---|---|---|---|---|---|
| Acid Orb | Long | 40 to 110 | 15s | 3 Block Radius | 20%-55% Reduced Armor | 20s Effect Length | AoE | 1 to 8 Common → Legendary | Spit an orb of acid, splashing in a radius upon impact and rending creatures hit, melting away and reducing their armor |
| Blight | Long | 60 to 200 | 90s | 10%-80% Reduced Healing | 5%-40% Reduced Damage | 30s Effect Length | Targeted | 1 to 8 Rare → Legendary | Target a creature to blight them, reducing their incoming healing and outgoing damage |
| Earthquake | Long | 50 to 140 | 16s | 2-4.25 AOE Damage | Slowness 1-3 | 8 Block Radius | AoE | 1 to 10 Uncommon → Legendary | Conjure an earthquake around a targeted creature or location, causing tremors to ripple through the ground, damaging and slowing creatures in the area. |
| Firefly Swarm | Long | 40 to 130 | 20s | 2-5 AOE Damage | 2.0 Block Radius | Targeted Swarm | 1 to 10 Uncommon → Legendary | Emanate a swarm of violent fireflies, following a targeted creature and dealing aoe damage. If the initial target dies, the last harmed creature will be targeted. |
| Gluttony | Instant | 35 to 35 | 90s | 2-4 Mana Recovery | 30s Effect Length | Self | 1 to 5 Common → Legendary | Turn your stomach into an arcane furnace, turning eaten food into mana for a duration. |
| Oakskin | Instant | 15 to 50 | 90s | +15%-+50% Damage Reduction | -20% Speed | 20s-41s Effect Length | Self | 1 to 8 Common → Legendary | The great power of oak infuses itself into your skin, granting damage reduction of any incoming damage for a duration. |
| Poison Arrow | Long | 40 to 85 | 15s | 5-14 Damage | 0.9-2.5 AOE Damage | Long Range | 1 to 10 Common → Legendary | Charge a powerful arrow, imbued with poison magic, that will release a poisonous cloud upon impact |
| Poison Breath | Continuous | 5 to 14 | 12s | 1-7.75 Damage | Frontal Cone | 1 to 10 Common → Legendary | Spew forth a cone of poison, damaging and poisoning creatures in its reach |
| Poison Splash | Long | 40 to 130 | 20s | 8-17 Damage | 7s-25s Effect Length | AoE | 1 to 10 Uncommon → Legendary | Around a targeted creature or block, conjure a wave of poisonous magic that splashes down, damaging creatures hit and leaving behind a poisonous cloud |
| Root | Long | 45 to 72 | 35s | 5s-14s Effect Length | Targeted AoE | 1 to 10 Uncommon → Legendary | Around a targeted creature, sprout magical roots than entangle them and completely prevent non-magical movement |
| Spider Aspect | Instant | 35 to 70 | 90s | 5%-40% Additional Poisoned Damage | 20s-55s Effect Length | Self | 1 to 8 Rare → Legendary | Instill yourself with poisonous magic, dealing additional melee, ranged, or spell damage creatures that are poisoned |
| Stomp | Long | 50 to 90 | 16s | 8-16 Damage | 5-9 Block Range | Tremor Line | 1 to 5 Uncommon → Legendary | With a magic force, stomp the ground in front of you and send a short tremor forward through the ground, damaging creatures in its path. |
| Touch Dig | Instant | 15 to 15 | 0s | Iron Harvest Level | 8 Block Range | 8 Block Range | 1 to 3 Rare → Legendary | Use magic to break a block. Held items affect drops. |
Azyrium fields 22 weapons across three tiers. Higher damage usually means slower swing speed — balance reach, poise damage and DPS to your build.
Epic Fight Base 6 entries
| Weapon | Dmg | Spd | Moveset | Traits |
|---|---|---|---|---|
| Longsword A versatile, balanced blade offering standard combat range and consistent posture-shattering capabilities. | 7 | 1.6 | V-Slash & Thrust Sweep Combo | ⚔ Balanced: Moderate poise damage ⚔ Sweeping Slashes: Hits multiple in front |
| Spear High reach polearm. Punish boss wind-ups safely from distance, but suffers against hyper-aggressive close-range trackers. | 6 | 1.4 | Thrust, Pierce & Pole Vault Strike | ⚔ Reaching: Direct extra range ⚔ Sweet-spot bonus: Spaced hits deal +15% more damage |
| Greatsword Extremely slow, high-commitment colossus. Grants brief hyper-armor windows during swings, allowing you to force trades. | 12 | 0.8 | Overhead Carnage & Whirlwind Slam | ⚔ Heavy Weight: Blocks 30% standard physical damage passively ⚔ Hyper-Armor: Unstoppable during active swing frames |
| Katana Features immediate visual feedback and swift multi-hit strike patterns. Essential for stacking attack counts. | 6 | 1.8 | Precision Unsheathe & Step Slashes | ⚔ Fluid Motion: Shortens dodge recovery times ⚔ Edge State: Fills bleed status fast |
| Uchigatana A deadly execution standard choice. Highly receptive to blood magic imbuements. | 7 | 1.7 | Shadow Rush & Crimson Crescent Arc | ⚔ Precision Edge: Critical hits restore 2 stamina ⚔ Iaido Mastery: Quickdraw attacks hit 1.5x damage |
| Dagger Blistering speed but minimal range. The Pivot-Stab skill teleports you behind targeted bosses when timed correctly. | 4 | 2.2 | Twin Jabs, Pivot-Stab & Backstab Execution | ⚔ Backstab Boost: +100% critical damage when striking from behind ⚔ Lightweight: Dodging uses 20% less stamina |
Signature Weapons 8 entries
| Weapon | Dmg | Spd | Moveset | Traits |
|---|---|---|---|---|
| Vanguard Sword High-mitigation commander blade. Great for transitioning between hard defenses and fast counters. | 9 | 1.5 | Chivalric Advance & Shield-Breaker Over-Head | ⚔ Stance Preservation: Halves stamina cost of Epic Fight parries ⚔ Poise Break: Deals massive stagger damage to medium bosses |
| Empress Shortblade A royal relic imbued with swift wind mechanics. Allows quick-step repositioning and swift hit build-ups. | 7 | 2.1 | Gilded Flurry & Ghostly Step Slash | ⚔ Haste: Grants Speed I permanently when equipped ⚔ Ethereal Cuts: Ignores 15% of boss base physical defense |
| Duskfire Born from embers of fallen titans. Ignites targets on physical strikes and charges an ultimate heat unleash. | 10 | 1.2 | Ashen Sweep & Smoldering Pierce | ⚔ Ashen Blaze: Applies stacking Fire Damage over Time ⚔ Flicker Focus: Combos recharge mana at +20% rate |
| Crimson Moon A cursed curved sword that thrives on suffering. Scales directly with missing HP. | 11 | 1.1 | Lunar Arc & Blood Sacrifice Horizon | ⚔ Bloodlust: Deals up to +40% extra damage as your current HP drops ⚔ Sanguine Rip: Consumes 1% health to trigger 5% lifesteal bursts |
| Kusakabimaru Represents the pinnacle of the perfect combat flow. Optimized for instant parrying of heavy physical strikes. | 8 | 1.9 | Perfect Deflect & Sekiro Tempest Combo | ⚔ Posture Master: Successful parries replenish 20% stamina ⚔ Unrelenting: Attack recovery frames can be instantly cancelled by a block |
| Yamato The legendary katana that separates dimensions. Cuts through solid space and ignores heavy armor. | 11 | 1.8 | Judgement Cut & Mirage Dimensional Blink | ⚔ Judgement Slash: Heavy attacks trigger space tears, hitting 3 times ⚔ Dimensional Step: Activating dodges while holding Yamato is completely immune to collision |
| HF-Murasama Advanced cybernetic red katana. Its highfrequency vibration completely disintegrates Boss armor structures. | 13 | 1.7 | High-Frequency Discharge & Heavy Over-Drive Sweeps | ⚔ Vibro-Blade: Completely deletes 30% of monster physical defense values ⚔ Overdrive: Hitting foes ramps up your attack rate by up to 25% |
| Ancient Skulk Twinblades Forged from the acoustic resonance of ancient deep cities. Slices through silence, growing stronger in darkness. | 10 | 2.3 | Shadow Waltz & Skulk Echo Flurry | ⚔ Echoing Strike: Every fourth hit unleashes a sonic boom that deafens and staggers ⚔ Shadow Step: Grants invisibility for 2 seconds after a perfect dodge |
Cataclysm Specials 8 entries
| Weapon | Dmg | Spd | Moveset | Traits |
|---|---|---|---|---|
| The Incinerator The monumental Greatsword dropped by Ignis. High raw physical damage tied to devastating lava release animations. | 16 | 0.7 | Molten Overload & Earth-Splitting Magma Slam | ⚔ Flame Burst: Heavy hits spawn magma pools, dealing massive fire damage ⚔ Unyielding Core: Grants immune to crowd-control and knockback during execution |
| Infernal Forge A heavy mechanical axe mimicking Ignis forge hammers. Shatters any blocking shields instantly and creates deep shockwaves. | 15 | 0.8 | Quake Smasher & Crucible Fracture | ⚔ Shield Breaker: Bypasses standard shields entirely and inflicts heavy stagger ⚔ Seismic Quake: Ground slams damage and slow everything in an 8-block cone |
| Void Forge Heavy warhammer that controls gravitational fields. Drags elusive bosses directly into your range. | 14 | 0.9 | Gravity Singularity & Abyss Crusher | ⚔ Gravity Well: Heavy strikes trigger a gravitational field pulling nearby units in ⚔ Abyssal Heavy: Hits deals bonus damage scaling with targets maximum health |
| Meat Shredder Fast dual blades designed for flesh extraction. Applies crippling bleed statuses that prevent boss health recovery. | 8 | 2.1 | Dual Sawmill Whirr & Sanguine Shredder | ⚔ Butcher Clicks: Every attack inflicts a stack of arterial bleed ⚔ Meat Haste: While a nearby opponent is bleeding, gain 20% increased movement speed |
| Tidal Claws Worn like fist weapons. Grants incredible underwater lunge mobility and extremely rapid multi-hitting combos. | 7 | 2.3 | Hydro-Jet Leaps & Coral Shredder Flurry | ⚔ Tidal Surge: Dodging with claws equipped lunges you forward in a jet of water ⚔ High Frequency: Excellent for proccing Curio trigger effects |
| Coral Bardiche A majestic heavy polearm that controls oceanic weights. Combines greatsword hyper armor with spear reach. | 11 | 1.3 | Oceanic Crescent Sweeps & Geyser Stave | ⚔ Crushing Depth: Attacks inflict fatigue, slowing boss attack speed by 10% ⚔ Hydro Lance: Heavy slashes emit pressurized water lines piercing armor |
| Bulwark of the Flame Endgame heavy shield retrieved from Ignis the Ruinous. Possesses absolute block potential. | 5 | 0.9 | Unshakable Counter & Phalanx Fire Breath | ⚔ Molten Shield: Blocks reflect 30% of physical damage as Fire Damage ⚔ Unbreakable Guard: Massively resists shield-disable mechanics from heavy strikes |
| Wither Assault Weapon The Harbinger's shoulder attachment scaled down. Offers continuous long-range heavy blast support. | 10 | 1 | Wither Rocket Barrage & Laser Sweeper | ⚔ Dark Core Artillery: Fires target-seeking wither projectiles at the cost of mana ⚔ Wither Rot: Inflicts Wither III on direct contact hits |
37 bosses across the world's dimensions and special domains. Difficulty ☠☠☠☠☠ to ☠☠☠☠☠. Read mechanics and counters before engaging — most fights punish blind blocking and reward dodges, parries and the right resistance gear.
Overworld 8 entries
The primordial Land Golem. A massive tower of rock and crystal capable of shifting solid tectonic plates. Humanoid but incredibly massive.
- Bedrock Upheaval: Summons horizontal rock plates to lift players or crush them against walls.
- Horizontal Sweep: A massive 180-degree sweep covering absolute half-circle spaces but possesses zero tracking.
A humanoid, tide-controlling elemental guarding flooded ocean towers. Wields a powerful sea trident with immense mechanical skill.
- Trident Thrust & Recall: Thrusts a massive trident forward to unleash rushing tides, then hurls it in a high-speed line before recalling.
- Whirlpool Surge: Summons sucking water cyclones that slow players down.
A gigantic, mutated void-dwelling flower hidden deep within overgrown caves, dispersing lethally toxic spore columns.
- Poison Cloud Aura: Releases massive gas puffs that inflict continuous damage.
- Petal Block Shield: Closes petals, becoming immune to standard weapons while summoning mini flowers.
A monolithic, heavily armored automaton found slumbering in deep underground wrought chambers. It wields the massive Wrought Axe and is completely invulnerable from the front.
- Frontal Invulnerability: Negates all standard physical frontal damage and projectiles. Striking the front reflects no damage.
- Vertical Cleave: Swings its massive axe downward with devastating force, temporarily getting it stuck in the ground.
- Horizontal Sweep: Unleashes a wide, 360-degree horizontal axe swing covering a massive radius.
A volcanic fire-golem sentinel. Humanoid but completely animated by hot core slag, it engages challengers with blazing fast attacks using an uchigatana type weapon.
- Fiery Uchigatana Slash: Performs lightning-fast forward slashes with an uchigatana type weapon that leave blazing fire trails.
- Tectonic Collapse Slag: Slam-shatters the terrain with rapid downward uchigatana strokes, melting sections of the arena.
A terrifying skeletal wizard residing in cold, snowy towers. Casts freezing magics and summons glacial spires.
- Pillar Conjuring: Rains frozen towers down from above on targets.
- Phantom Orb Swarm: Fires hovering purple spirit cells that chase targets.
A gigantic, terrible beast that slumbers in the frozen tundras, guarding a precious ice crystal. When awakened, it attacks with ferocious physical strength and blinding ice breath.
- Ice Breath: Releases a concentrated stream of freezing breath, slowing the target and dealing massive rapid tick damage over time.
- Heavy Ground Slam: Smash both fists into the ground doing high AoE damage and heavy knockback to anything nearby.
The creator of the Abavuthana, residing on a stationary throne in savanna groves. A master heliomancer who draws power directly from the sun to unleash devastating magic and summon masked followers.
- Sunstrike: Calls down a column of hard sunlight at the target's location, igniting the area. Strikes occur at a much faster rate as his health decreases.
- Solar Beam: Unleashes a concentrated, pure solar beam that rapidly tracks targets, dealing continuous burning damage.
- Supernova Black Hole: Generates a heavy gravitational vortex to pull enemies into melee range, culminating in a massive supernova explosion.
- Summon Abavuthana: Animates masks to summon Abavuthana followers, including Cranes that actively heal him during battle.
Nether 4 entries
A giant floating mechanical hand of pure molten fire rising from Nether lava calderas.
- Molten Fist Drop: Bridges fire by dropping directly onto targets as an anvil.
- Grip Squeeze: Attempts to swoop down, grasp players, and crush them.
A wither skeleton phantom wearing a ronin hat who has a weapon similar to the uchigatana. Manipulates timing with deceptive recovery poses.
- Fake Neutral: Triggers animation poses that look like resting states to trick players into attacking, then counters instantly.
- Phantom Sweep: Deploys a delayed physical slash that hits exactly 1.2 seconds after the visual swipe occurs.
A towering humanoid guardian of pure basalt and active nether-fires. Defends deep hellish battlements with massive physical swings and molten rock drops. Reaching unimaginable power, he wields the deadly Ancient Skulk Twinblades.
- Basalt Fist Pound: Smashes its heavy humanoid hands onto the bedrock, hurling streams of molten nether-stone.
- Flame Column Burst: Channels ambient warmth to summon towering pillars of explosive magma directly underneath targets.
A wither skeleton clad in golden trim holding a piercing spear. Shows no mercy to interlopers, striking with rapid spear attacks and occasionally launching flaming fireballs.
- Spear Lunge: Quickly thrusts with a heavy reach spear.
- Hellfire Barrage: Shoots a volley of flaming fireballs at range.
Aether 3 entries
The Sky Goddess. A humanoid entity that controls celestial runes and lightning fields.
- Runic Thunderfields: Summons rotating blue runic circles on the battle floor that detonate for massive lightning damage.
- Sky Dive Bomb: Takes flight, charging down at extreme speed with a lingering multihit shockwave hitbox.
A silent, golden-armored assassin that never staggers. Employs swift thrusts and hyper-armor mechanics.
- Indomitable Posture: Bypasses and ignores standard stun states completely during his active frames.
- Golden Flash: An lightning fast dash-thrust that covers the screen, piercing standard shields.
Ruler of the aetherial skies, she wields a swift katana-like weapon charged with pure ice and lightning magic. Her strikes are fluid and deadly, often chaining elemental bursts.
- Lightning Slash: Infuses her katana with lightning, resulting in blindingly fast sweeps.
- Glacial Storm: Summons shards of ice magic from above forcing constant movement.
End 3 entries
An extremely tough humanoid void sentinel residing at the peak of End battle towers. It holds the legendary Yamato weapon and uses the weapon with absolute, fluid skill.
- Yamato Void slash: Executes rapid void-infused slices with the Yamato that pierce armor and open spatial dimensional rifts.
- Dimensional Time-Freeze: Creates a massive glowing blue runic circle on the floor and tints the entire screen. When the circle appears and the screen tints, time freezes, the visual effect of shattered glass covers your screen, and an instant-death heavy overhead slash is delivered.
A crystalline colossus formed from weeping obsidian. Shatters the terrain with seismic ground pounds.
- Lava Spew Jet: Ejects a stream of liquid fire across 180 degrees.
- Obsidilith Smash: Strikes the ground to launch shockwaves across the chamber.
The absolute primeval sovereign of the void. Roams the End skies, spewed volatile dragon acid breath, and delivering crushing kinetic airborne charges.
- Dragon Acid Breath: Spews pools of lingering radioactive ender fluid that drain armor and health.
- Sovereign Lunge Charge: Sweeps down with massive kinetic damage and heavy knockback.
Infinite Samsara 8 entries
The prime humanoid incarnation of the Ancient Remnant. Resonating within the Infinite Samsara, he wields the Ruin Sledge hammer and manipulates tectonic gravity with frightening precision.
- Sledge Tectonic Cascade: Smashes the ground with his Ruin Sledge, sending a fast-moving physical shockwave that opens chasms and launches players.
- Ancient Tectonic Pull: Creates a localized gravity field that pulls targets in, making them vulnerable to follow-up sledge sweeps.
The prime humanoid embodiment of The Harbinger. He wields the legendary red HF-Murasama high-frequency blade, cutting through raw space and defense matrices with cybernetic fluid speed.
- Murasama Sheath Draw: Executes an instantaneous high-frequency horizontal slash that disintegrates 40% of the player armor values on hit.
- Dimensional Tear Grids: Dashes across the arena leaving a lattice of spatial sword cuts that detonate after a 1-second delay.
The prime humanoid commander of the Ender Guardian. Clad in spatial quantum plates, he wields Void Starblades and teleports flawlessly, converting pure distance into physical kinetic impact.
- Void Starblade Flurry: Discharges horizontal spatial sword waves that home in on the target, creating miniature dark blackholes upon impact.
- Singularity Shift: Instantly teleports directly above the target, launching a devastating downward vortex thrust.
The prime humanoid master of Maledictus. Wields the Frostmourne Staff, commanding cryogenic souls that freeze and drain target spiritual energy.
- Glacial Soul Siphon: Summons three spinning ice-magic phantom skulls that chase targets, draining 15% of max stamina and health per second.
- Absolute Zero Frost-Wave: Channels for 1.5 seconds before releasing a fast-moving, unblockable cold shockwave across the room that freezes targets.
The prime humanoid deity of the Netherite Monstrosity. Armed with the monolithic Infernal Forge hammer, he controls volcanoes, molten metals, and explosive shockwaves directly.
- Forge Magma Detonation: Slam-strikes with the Infernal Forge hammer, triggering rising columns of magma that follow the targets across the room.
- Molten Overload Pulse: Heats up his armor to trigger an expanding radial shield of fire, deflecting physical strikes and dealing DoT.
The prime humanoid sea sovereign of Scylla. Wields the Abyssal Anchor and commands tidal energy stream currents with master fluid skill, ignoring aquatic limitations.
- Abyssal anchor Vortex: Throws the Abyssal Anchor to the center of the arena, creating a massive, sweeping water cyclone that pulls targets in.
- Spiraling Water Jet Burst: Chains rapid water pierces that punch directly through heavy defenses and knock down runners.
The prime humanoid embodiment of the mighty Ignis. Armed with the twin Incinerator Greatswords, he fights with hyper-aggressive, continuous physical combos that leave fields of roaring holy fire.
- Twin Incinerator Overdrive: A flurry of 5 horizontal and vertical sweeps, ending with a massive overhead smash that melts armor levels.
- Solar Heat Ignition: Releases a blinding burst of heat waves, inducing continuous fire damage and slowing target reactions.
The prime humanoid sovereign of the Leviathan. Spawned directly in the Infinite Samsara domain, she controls vapor, tide pressure, and fluid gravity without needing open water.
- Atmospheric Vapor Strike: Creates pressure pockets in the air that detonate instantly, dealing physical impact damage and knocking down players.
- Tide-Bending Slashes: Wields swift dual crescent water blades that release liquid slashing arcs with extreme tracking.
Special Domain 2 entries
A colossal, fearsome spider-queen hybrid. Spins massive web nets to restrict candidate movement and strikes from dark heights with venomous fangs.
- Web Bind Net: Shoots trailing sticky webs that slow movement speed and temporarily disable dodge mechanics.
- Venomous Strike: Delivers a swift sting that inflicts deep, stacking tick poison damage.
A ferocious beast known for raw power and speed. Tears through targets with rapid beastly lunges.
- Savage Rend: Slashes through shields and armor with beastly power.
Cloudland 8 entries
A massive metal behemoth forged in the deepest bedrock of the Nether. Fueled by pools of boiling magma.
- Volcanic Lavacast: Spits heavy lava lines that linger as area-denial heat maps.
- Ground-pound Shatter: Conducts slow, heavily-telegraphed overhead attacks that smash shields and instantly trigger guard-breaks.
The fossilized leviathan of the desert sands, re-animated by primordial spirits. Infuses storms and rocks.
- Sandstorm Blindness: Engulfs the arena in sandstorm mechanics, obscuring all targets beyond 4 blocks.
- Sand-Burrow Charge: Burrows underground, charging in straight lines to emerge and gush targets upward.
The absolute keeper of the void matrix. A high-mobility spatial warrior utilizing mechanical missile systems.
- Void Missile Stave: Deploys 8 seeking purple void rocket projectiles that sweep through terrain.
- Gravitational Shield: Raises a dark energy field that reflects 100% of physical projectile damage.
An advanced mechanical fusion of withering wither tech and industrial redstone engineering.
- Wither Blast Howitzer: Fires continuous clusters of explosive Wither bombs with extreme tracking.
- Thermal Laser Sweeper: Charges a highly concentrated red laser beam across a wide horizontal swath of the zone.
An ancient apex horror slumbering in deep abyssal waters. Controls tides, currents, and ocean floor vents.
- Abyssal Portals: Summons dark space portals underwater, lunging from blindspots to swallow targets.
- Vortex Blackhole: Generates underwater physical vortexes that drag players slowly to the center, draining oxygen.
A cursed warlock bound in ancient cryo-magic, seeking vengeance using ice shards and instant spatial magic.
- Frostbite Blinks: Teleports instantly, leaving trailing ice spikes that freeze current stamina bars on touch.
- Cursed Magic Barrage: Fires horizontal chains of unblockable icy skulls that inflict deep curses.
The high priestess of deep sea leviathans. Controls water magic and commands ravenous blood-sharks.
- Anchor Hook Pull: Cast heavy anchor hooks to yank players across the arena directly into her point-blank blast.
- Cyclone Geyser: Launches spinning sea whirlpools that block sight and deflect arrows.
The supreme volcanic champion. Clad in impenetrable heavy armor and wielding the monumental Incinerator.
- Armor-Shatter Magma Overdrive: A devastating ground smash that breaks defenses, ignores armor plates, and sets the zone on fire.
- Gravity Shield Flare: Generates a heavy fire orbit that drags nearby players in, capping incoming physical hits to a maximum rate.
??? 1 entry
Your shadow, reflecting every strength and every weakness you possess.
- Mirror Technique: Uses the same weapon-set you have currently equipped.
- Echo Skill: Triggers the same skill-set you are currently utilizing in combat.
83 Curios-slot artifacts. Standard = Artifact Essence pool ⭐ Golden = rarer, stronger Golden Artifact Essence. One per slot type unless noted.
Head 8 entries
| Accessory | Tier | Effect |
|---|---|---|
| Snorkel | Standard | Allows the wearer to breathe underwater for a limited amount of time |
| Night Vision Goggles | Standard | Allows the wearer to see in the dark slightly |
| Villager Hat | Standard | Decreases the trading prices of villagers |
| Superstitious Hat | Standard | Applies an extra level of looting to killed entities |
| Cowboy Hat | Standard | Increases the speed of ridden mounts |
| Angler's Hat | Standard | Applies an extra Luck of the Sea when fishing Applies an extra level of Lure when fishing |
| Novelty Drinking Hat | ⭐ Golden | 'Hey! I'm #1, and I let gravity do my drinking!' Decreases the time it takes to drink items Decreases the time it takes to eat items |
| Plastic Drinking Hat | ⭐ Golden | Decreases the time it takes to drink items Decreases the time it takes to eat items |
Neck 6 entries
| Accessory | Tier | Effect |
|---|---|---|
| Lucky Scarf | Standard | Applies an extra level of fortune to mined blocks |
| Panic Necklace | Standard | Increases the wearer's movement speed after taking damage |
| Shock Pendant | Standard | Has a chance to strike attackers with lightning Grants protection against lightning strikes |
| Flame Pendant | Standard | Has a chance to light attackers on fire Grants fire resistance after lighting an attacker on fire |
| Thorn Pendant | Standard | Has a chance to damage attackers |
| Charm of Sinking | Standard | Allows the wearer to move freely in water |
Hands 9 entries
| Accessory | Tier | Effect |
|---|---|---|
| Umbrella | Standard | Slows your fall when held Can be used as a shield |
| Digging Claws | Standard | Increases the wearer's base mining level to stone Increases the wearer's mining speed |
| Fire Gauntlet | Standard | Causes the wearer's melee attacks to deal fire damage |
| Pocket Piston | Standard | Increases knockback dealt by the wearer |
| Golden Hook | Standard | Increases experience dropped by creatures |
| Onion Ring | Standard | Grants a temporary boost to mining speed after eating food |
| Pickaxe Heater | Standard | Automatically smelts mined ores |
| Feral Claws | ⭐ Golden | Increases the wearer's attack speed When on hands: +0.4 Attack Speed |
| Power Glove | ⭐ Golden | One Handed Increases damage dealt by the wearer When on hands: +4 Attack Damage Epic Fight Attributes: Hit 1 Enemies per Swing [Left Shift] to see Innate skill |
Belt 14 entries
| Accessory | Tier | Effect |
|---|---|---|
| Championship Belt | Standard | Unarmed Attack Damage +6 / Unarmed Attack Speed +2.0 Per empty armor slot: Armor +4 / Movement Speed +5% / Dodge Chance +5% / Knockback Resistance +10% |
| Tool Belt | Standard | Block Reach +2.0m Block Placement Speed +100% When worn as belt: +2 Block Reach |
| Black Belt | Standard | Dodge Chance +15% When dodging: Attack Damage +4 / Movement Speed +20% for 5 seconds When worn as belt: +0.15 Dodge Chance |
| Life Jacket Belt | Standard | Ascend quickly underwater and float at the surface |
| Survival Belt | Standard | Step Height +0.5 Increases drops from animal-type mobs While sneaking, right-click a block with an empty hand to ignite it Stand near a fire to heal 1 HP every 2 seconds When worn as belt: +0.5 Step Height |
| Silver Cat Tail | Standard | Sprinting Speed +10% Negates fall damage unless it would be lethal |
| Waist Warmer | Standard | Negates freezing damage from Powder Snow Upon waking in the morning: Heal 10 HP and gain 2 min of Speed I, Haste I, and Strength I |
| Cloud in a Bottle | Standard | Allows the wearer to double jump |
| Obsidian Skull | Standard | The wearer becomes temporarily immune to fire damage when hurt by fire |
| Antidote Vessel | Standard | Greatly reduces the duration of negative effects |
| Universal Attractor | Standard | Attracts nearby items |
| Helium Flamingo | Standard | Allows the wearer to swim in the air for a limited period of time Press Left Control while in the air to start swimming |
| Chorus Totem | Standard | A fatal hit teleports you somewhere else instead |
| Crystal Heart | ⭐ Golden | Increases the wearer's maximum health When worn as belt: +10 Max Health |
Charm 31 entries
| Accessory | Tier | Effect |
|---|---|---|
| Royal Honeycomb | Standard | When attacked by mobs, Summon an enhanced bee for 8 seconds |
| Golden Egg | Standard | Throw a Golden Egg instead of a normal egg Golden Egg : 8 damage, spawns a Gold Nugget at the impact point |
| Snow Golem Doll | Standard | Snowball Damage +2 Generates snow at your feet while sneaking |
| Strong Sticky Slime Ball | Standard | Knockback Resistance +10% / Movement Speed -10% Can now climb block walls, crouching sticks you in place When worn as charm: -10% Speed +1 Knockback Resistance |
| Ancient Chisel | Standard | Mining Speed +50% When worn as charm: +0.5 Mining Speed |
| Cursed Doll Head | Standard | Every 20 seconds, applies a random Negative Effect for 20 seconds to mobs within 48.0m, including you |
| Withered Heart | Standard | Sets maximum HP to 1 |
| Magick Quiver | Standard | Arrow Damage +30% / Arrow Velocity +20% When worn as charm: +0.3 Arrow Damage +0.2 Arrow Velocity |
| Supreme Meat | Standard | Empowers your following wolves : Attack Damage +5 / Armor +10 / Movement Speed +30% |
| Amplifier Stone | Standard | When using a horn, plays an explosion sound and deals 2 damage to mobs within 24.0m |
| Fossil Shark Tooth | Standard | Armor Penetration +5 When worn as charm: +5 Armor Pierce |
| Soul Gem | Standard | Restore 2 HP upon killing a mob |
| Devil's Eyeball | Standard | Critical Damage +20% / Critical Chance +20% When worn as charm: +0.2 Crit Chance +0.2 Crit Damage |
| Sharp Fishing Hook | Standard | Deals 2 damage when the hook hits a mob or when reeling in Increases the ability to pull mobs with a fishing rod |
| Small Propulsion Device | Standard | Projectile Velocity +30% (excluding arrows) |
| All-Purpose Seasoning | Standard | When you eat food, you recover 1 HP and additionally recover 2 Food Level |
| Suspicious Mushroom | Standard | While under a negative effect, damage dealt increases by 15% When under a negative effect, heal 1 HP every 2 seconds for 10 seconds This ability has a cooldown of 10 seconds after the effect ends |
| Ninjutsu Manual | Standard | Sneaking Movement Speed +200% While sneaking, negate block effects and decreases nearby mobs detection range toward you by 60% Block effects : Cob Web / Sweet Berry / Cactus / Switch Plate / Tripwire |
| Bloody Knife | Standard | Increases damage dealt by 30% when attacking a mob from behind |
| Large Paddle | Standard | Boat Movement Speed +50% |
| Still Beating Heart | Standard | Hold Shift for details When worn as charm: +2 Attack Damage |
| Rose of Temptation | Standard | Attracts neutral mobs within a 16m radius The ability will be activated even when held in hand |
| Power Crystal | Standard | Draw Speed +30% When worn as charm: +0.3 Draw Speed |
| Rusty Guillotine Blade | Standard | Increases damage dealt to mobs with HP below 40% by 80% |
| Everlasting Beef | Standard | Not consumed when eaten |
| Eternal Steak | Standard | Not consumed when eaten |
| Sun Stone | ⭐ Golden | Effects apply only during the day Attack Damage +4 / Arrow Damage +20% / Attack Speed +1 Armor +4 / Critical Chance +20% / Mining Speed +25% Heal 1 HP every 6 seconds |
| Moon Stone | ⭐ Golden | Effects apply only at night Attack Damage +4 / Arrow Damage +20% / Attack Speed +1 Armor +4 / Critical Chance +20% / Mining Speed +25% Heal 1 HP every 6 seconds |
| Hero Emblem | ⭐ Golden | Armor +4 / Attack Damage +2 / Arrow Damage +10% HP ≤ 10 : Attack Damage +4 / Arrow Damage +20% / Movement Speed +20% HP = 1 : Attack Damage +6 / Arrow Damage +30% / Dodge Chance +20% / Critical Chance +20% / Neutralize Negative Effects |
| Ender Lens | ⭐ Golden | While using Spyglass, if you look at a mob within 320m for 2 seconds, you will be teleported to that coordinate Cannot teleport to flying mobs |
| Shiny Stone | ⭐ Golden | If you do nothing for 2 seconds, rapidly regenerate HP |
Feet 14 entries
| Accessory | Tier | Effect |
|---|---|---|
| Tabi | Standard | Walking Movement Speed +10% Double-tap a movement key to Quick-step in that direction Quick-step can only be activated while on the ground and with a hunger level of 7 or higher |
| Rocket Shoes | Standard | Pressing the jump key in the air will activate the booster and ascend Consecutive activations increase ascending power Lasts for up to 2.0 seconds and can be used again upon landing |
| Blade Shoes | Standard | Destroys plants and cobwebs at your feet |
| Durable Spring | Standard | Movement Speed +5% Increases jump height Take fall damage only from falls of 7+ blocks When on feet: +5% Speed |
| Anklet of Fortune | Standard | 50% chance to negate negative effects |
| Aqua-Dashers | Standard | Allows the wearer to walk on fluids while sprinting |
| Bunny Hoppers | Standard | Increases the wearer's jump height Grants immunity to fall damage |
| Kitty Slippers | Standard | Creepers avoid the wearer |
| Running Shoes | Standard | Increases the wearer's movement speed while sprinting Increases the wearer's step height while sprinting |
| Snowshoes | Standard | Allows the wearer to walk on Powder Snow Makes ice less slippery to walk on |
| Steadfast Spikes | Standard | Grants immunity to knockback When on feet: +10 Knockback Resistance |
| Flippers | Standard | Improves agility in water When on feet: +1 Swim Speed |
| Rooted Boots | Standard | Slowly replenishes hunger while walking on grass |
| Master Ninja's Tabi | ⭐ Golden | Movement Speed +15% Double-tap a movement key to long distance Quick-step in that direction Quick-step requires a food level of 7 or higher |
Any Slot 1 entry
| Accessory | Tier | Effect |
|---|---|---|
| Whoopee Cushion | Standard | Increases the wearer's flatulence |
23 armor pieces. Mix tiers freely or commit to a set. Armor = mitigation, Toughness = poise. See Stats & Builds for scaling.
Vanilla 3 entries
Baseline progression. Reliable, no special traits.
| Piece | Slot | Armor | Tough | Special | Description |
|---|---|---|---|---|---|
| Iron Helmet | Helmet | 2 | 0 | — | Drafty, heavy, but provides standard early protection. |
| Diamond Chestplate | Chestplate | 8 | 2 | — | Polished hard diamond alloy. Stable and dependable protective base. |
| Netherite Leggings | Leggings | 6 | 3 | — | Forged with netherite ingots. Excellent physical density and knockback resistance. |
Cataclysm 13 entries
Endgame boss-forged sets. Cursium = physical tank; Ignitium = full fire immunity (mandatory for Ignis).
| Piece | Slot | Armor | Tough | Special | Description |
|---|---|---|---|---|---|
| Ignitium Helmet | Helmet | 4 | 4 | 🔥 Fire immune ⚡ Stamina +15% | Infused with core fluids from Ignis. Grants absolute immunity to volcanic fire and lava. |
| Monstrous Helmet | Helmet | 4 | 5 | 🛡 Hyper-armor | Forged from the Netherite Monstrosity's skull. Grants passive unyielding poise and complete immunity to standard knockbacks. |
| Cursium Helmet | Helmet | 5 | 5 | ⚡ Stamina +20% | Forged from concentrated Cursium crystal. Provides top-tier physical damage mitigation and massive posture buffers. |
| Ignitium Chestplate | Chestplate | 10 | 5 | 🔥 Fire immune ⚡ Stamina +20% | Ultimate volcanic heavy armor. Extinguishes fire and scales raw melee damage outputs by +15%. |
| Monstrous Chestplate | Chestplate | 11 | 4 | 🛡 Hyper-armor | Massive heavy plating. Incoming heavy stagger animations are converted into minor posture depletes. |
| Abyssal Chestplate | Chestplate | 7 | 3 | 🌊 Underwater ✨ Eldritch +25% | Enables deep-ocean breath loops, offsets aquatic pressure slow-debuffs, and boosts ancient eldritch powers. |
| Cursium Chestplate | Chestplate | 12 | 6 | ⚡ Stamina +25% | The ultimate endgame physical torso plate. Halves incoming heavy attack multipliers when current health is above 80%. |
| Ignitium Leggings | Leggings | 8 | 5 | 🔥 Fire immune ⚡ Stamina +15% | Extremely durable. Bypasses lava heat pressures, letting you fight boss Ignis inside hot springs. |
| Leviathan Leggings | Leggings | 7 | 4 | 🌊 Underwater | Crafted with thick scales from the Leviathan. Allows swift physical movement underwater, completely ignoring ocean currents. |
| Cursium Leggings | Leggings | 9 | 5 | ⚡ Stamina +20% | Dense crystal greaves offering incredible protection and high movement flexibility under active combat strain. |
| Ignitium Boots | Boots | 4 | 4 | 🔥 Fire immune ⚡ Stamina +10% | Ground protection. Disables hot floor damage types such as magma cubes and geothermal vents. |
| Void Assault Boots | Boots | 4 | 4 | — | Allows long spatial dashes and provides native resistance to Cataclysm void fall effects. |
| Cursium Boots | Boots | 5 | 5 | ⚡ Stamina +15% | Endgame boots. Enhances spatial dash recovery times, allowing back-to-back iframe sidesteps. |
Iron's Spells 7 entries
Caster sets — each amplifies one spell school. Pair with matching spells for the Arcane Imbue multiplier.
| Piece | Slot | Armor | Tough | Special | Description |
|---|---|---|---|---|---|
| Tarnished Crown | Helmet | 3 | 3 | ⚡ Stamina +12% ✨ Blood/Holy +15% | The premier choice for hybrid Spell-blade/Epic Fight setups. Grants mana and spell cast rates without sacrificing raw armor rating. |
| Cultist Helmet | Helmet | 2 | 1 | ✨ Blood +20% | Dark hood used to sacrifice health in exchange for massive blood magic amplification. |
| Plagued Helmet | Helmet | 3 | 2 | ✨ Nature +25% | Smells of dead herbs. Enhances decay damage over time and provides toxic-gas immunity. |
| Cryomancer Chestplate | Chestplate | 6 | 2 | ✨ Ice +30% | Woven with frozen threads. Spells under the Ice school freeze bosses 40% deeper. |
| Pyromancer Chestplate | Chestplate | 6 | 2 | ✨ Fire +30% | Imbued with lava ash. Grants standard scaling to Fire spells like Fireball and Raise Hell. |
| High Priest Chestplate | Chestplate | 6 | 3 | ✨ Holy +35% | Blessed with angelic light. Increases healing output of Blessing of Life and Fortify durations on party mates. |
| Archevoker Leggings | Leggings | 5 | 2 | ✨ Evocation +25% | Grants high speed steps and lowers cooldown of summoner fang skills. |