Unexplored

Unexplored

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Sigils, Crafting, Achievements and more! V 1.17.4
By bjorndadwarf
A reference guide to many of the most common pieces of information an Unexplored player will want to consult.
   
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Introduction
Below you'll find a reference guide for many different facets of Unexplored. Much of this is information that scattered around between various places, including the Steam forums, reddit threads and google docs that people have created, but little of it is available in a single place. I started building this just as my own reference sheet for crafting and achievements, and figured I might as well put in on here as a guide, as it's proving valuable for me.

Please Note: Any Seeds listed as suggested starts are good for V 1.17.4 only. If there are any patches that affect dungeon generation, those seeds will likely no longer work.
Enchanting, upgrading and forging - Overview
There are a number of ways to upgrade equipment in Unexplored, and on any given run it's likely to use all of them to get the most out of your gear. This is a general overview and some tips to getting to getting these systems to work the best for you.

Normal equipment can generally be upgraded in two ways:

  • Be given a magic enchantment that adds damage through Enchant Scrolls or forging with the appropriate Ring
  • Be forged with a sigil to add both damage bonuses and a special effect

Forging with Rings is an important component of this, as it's a roundabout way to turn Skill Stones functionally into Enchant Scrolls since you can upgrade a ring before forging it with a weapon. Rings will only forge with their applicable items (Swordsmanship to swords, Melee to clubs/axes, Archery to Bows and Strength to Armor).

Unique items (often dropped by enemies or crafted from boss items) may or may not be able to be upgraded. As a general rule, they cannot be forged with sigils if they have any special ability. They may be able to be upgraded with a magic enchantment, though this isn't always the case. As an example, the Cleaver can be upgraded but it cannot be forged with Sigils. Fang can neither be upgraded nor can it be forged.

Sigils are a magical crafting item used at forges to apply a wide variety of effects to all types equipable items (weapons, armor, cloaks, helms and rings). Simply place the sigil and the item to enchant onto the Forge. If a combination has no effect, the items will not be changed or consumed. Attempting new combinations will never override a current enchantment with another base, it will only upgrade it if an upgrade is possible.

There are dozens of enchantments possible, and sigil use represents the primary way that a class develops in power and customization during a run.

As a general rule, an item will keep its enchant level if it is forged with a Sigil. So forging a +3 Sword with a Life Sigil will result in a +3 Sword of Cunning. Some sigils do not support multiple levels, such as Grim which is capped at +1. It is likely that the additional levels will be lost in such an upgrade.

Using an Enchant scroll on an item that both can be upgraded and has a charge bar (such as a Staff) will both upgrade the item and refill its charge bar.

Forging a Staff of Magic Missiles with a Sigil to change its enchantment will not refill its charge bar.

A special note regarding rings: In order to enchant rings, they must be regular, non-magic rings. These may be found rarely, but a Remove Curse scroll can be used on a cursed ring to make it non-magic.

The basis of this list was drawn almost entirely from the work of CyrusofChaos at reddit who put together this spreadsheet[docs.google.com]. Some uses may find the spreadsheet easier to read (I find the spreadsheet easier personally), while others may find a text list easier, hence duplicating their work here.
Sigils - Single and Same Type Combinations
If multiple items can have the same enchantment, the enchant is only defined the first time in the list.

Life

Axe - Cunning - A successful hit with a charged item of Cunning has a 50% chance of causing critical damage with additional damage bonus
Hammer- Cunning
Trident - Cunning
Spear - Cunning
Sword - Cunning
Dagger - Cunning
Bow - Cunning
Staff - Blinking - Shoots a magic target to which you teleport aft it hits something solid
Shield - Protection - Charged item. While you are defending with this item, it blocks blows coming from any direction
Notes: At +1, this is not a particularly useful enchantment. It only has 3 blocks in it before it is depleted and acts like a normal +1 shield. It recharges very slowly, particularly if it was fully depleted. At higher levels it may be better, but Life sigils may have better uses than this if it's only going to be a +1 Shield.
Heavy Armor - Clotting - Wards you against bleeding. 2 wards per enchantment level.
Light Armor - Clotting
Helmet - Clotting
Ring - Clotting
Cloak - Clotting

Life + Life

Axe - Mastery - Successful hit with a charged item of Mastery has a 50% chance of causing critical damage with additional bonus damage. There is also a 50 % chance a critical blow will disarm your opponent.
Hammer- Mastery
Trident - Unknown or Does Not Work
Spear - Unknown or Does Not Work
Sword - Mastery
Dagger - Disarm - When thrown and hits a creature, that creature will be disarmed.
Bow - Thorns - An arrow shot by a charged item of Thorns homes in on enemies and igonres arm and summons vines to strike at the target.
Staff - Unknown or Does Not Work
Shield - Absorption - While you are defending with this item, it blocks blows coming from any direction. In additoin, each scuccessful block will heal you.
Heavy Armor - Unknown or Does Not Work
Light Armor - Slashing/Dulling - While wearing this item, slashing damage is halved and you are warded against bleed. 2 wards per enchantment level.
Helmet - Slashing/Dulling
Ring - Slashing/Dulling
Cloak - Mending - While wearing this item, your wounds passively heal. Does not recharge without items.
Notes: Can be recharged with both Recharge and Enchant scrolls (Enchant does not upgrade it). Heals for 100HP before draining. In a run with multiple recharge scrolls, it's one of the best uses of Life Sigils.


Life + Life + Life

No Known Combinations - May exist and not have been documented

Metal

Axe - Hardened - A Hardened item is protected against corrosion and has a minimum bonus of +3.
Hammer- Hardened
Trident - Hardened
Spear - Hardened
Sword - Hardened
Dagger - Hardened
Bow - Splitting - An arrow shot by a charged item of Splitting will split into multiple arrows
Staff - Disarm - Shoots magic missiles that will disarm opponents.
Shield - Hardened
Heavy Armor - Hardened
Light Armor - Hardened
Helmet - Hardened
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Metal + Metal

Axe - Cutting - An enemy hit by a charged item of Cutting will suffer extra damage and the inflicted wounds will always bleed if an enemy can bleed.
Hammer- Cutting
Trident - Cutting
Spear - Cutting
Sword - Cutting
Dagger - Cutting
Bow - Spiking - Arrows shot by this item split into multiple arrows that summon a magic spike if they hit something.
Staff - Unknown or Does Not Work
Shield - Shield of Cutting - Enemies that hit an activated item of Cuttong with a melee attack are cut for extra damage, the inflicted wounds will always bleed if the enemy can bleed.
Heavy Armor - Rage - If you are hit while wearing this item, there is a chance you will enter a magically induced rage. The chance the spell will trigger increases if you have fewer hit points left.
Light Armor - Rage
Helmet - Rage
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Metal + Metal + Metal

Axe - Swinging - Swinging deals additional damage, has no cooldown and will always cause bleeding if possible.
Hammer- Swinging
Trident - Unknown or Does Not Work
Spear - Spiking - An item of Spiking summons a spike that pierces through multiple enemies
Sword - Swinging
Dagger - Spiking
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Unknown or Does Not Work
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Water

Axe - Ebbing - Ebbing deals extra damage, but diminishes its charge. It recharges quickly when submerged in water but ill not recharge outside of water. Many creatures attuned to fire are more vulnerable to its attacks.
Hammer- Ebbing
Trident - Ebbing
Spear - Ebbing
Sword - Ebbing
Dagger - Return - Unknown Description - Presume that it returns the dagger to the user
Bow - Ebbing
Staff - Marine Missile - Marine Missiles do additional damage to undead and fire-attuned creatures. It is the only staff that works when submerged in water. Unlike other water based items, it recharges like all other staves.
Shield - Shield of Ebbing - Blocks blows coming from any direction. Recharges quickly when submerged in water, but will not recharge outside of water.
Heavy Armor - Ward of Harm - Wearing this wards you against stuns and bleeding. 2 wards per enchantment level. Recharges in water, but not when outside of water.
Light Armor - Ward of Harm
Helmet - The Deep - This helmet allows you to breather underwater and makes you swim faster. Grants immunity to taking damage from hot and cold water.
Notes: Exceptional single sigil enchantment. Unlimited hiding underwater from enemies plus ability to traverse freezing and boiling water allows faster and easier navigation of what are otherwise sometimes very difficult levels.
Ring - Unknown or Does Not Work
Cloak - Ward of Harm

Water + Water

Axe - Tidal - Tidal deals extra damage but this diminish its charge. Recharges in water. Creatures attuned to fire are more vulnerable to its attacks.
Hammer- Tidal
Trident - Unknown or Does Not Work
Spear - Tidal
Sword - Tidal
Dagger - Unknown or Does Not Work
Bow - Tidal
Staff - Unknown or Does Not Work
Shield - Marine - Every time you actively block a blow, the shield will shoot one Marine Missile per enchantment level, double if you are standing in water. Marine Missiles have a chance to stun and do additional damage to undead and fire-attuned creatures. Recharges in water.
Heavy Armor - Ward Piercing - Wards against stuns and bleeding, any piercing damage suffered is halved. 2 wards per enchantment. Recharges quickly in water.
Light Armor - Ward Piercing
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Ward Piercing

Water + Water + Water

No Known Combinations - May exist and not have been documented
Sigils - Single and Same Type Combinations Cont.
Magic

Axe - Shocking - Charged item. Shocking will deal one additional magic damage per enchantment level that has an increased chance to stun.
Hammer- Shocking
Trident - Shocking
Spear - Shocking
Sword - Shocking
Dagger - Shocking
Bow - Sparks - Charged Item. An arrow shot by a Bow of Sparks is magically transformed into magic missiles
Staff - Unknown or Does Not Work
Shield - Shield of Shocking - Every time you actively block a blow with this shield, it will shoot one magic missile per enchantment level.
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Ward Magic - Halves magic damage. 2 wards per enchantment level.
Ring - Ward Magic
Cloak - Ward Magic

Magic + Magic

Axe - Sparks - An attack from an item of Sparks also shoots magic missiles
Hammer- Sparks
Trident - Lightning - Charged Item. An attack from an item of Lightning will also shoot a lightning bolt.
Spear - Lightning
Sword - Lightning
Dagger - Sparks
Bow - Lightning
Staff - Unknown or Does Not Work
Shield - Shield of Orbs - Defending with this shield will summon magic orbs to protect you.
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Ward Wizardry - Wearing this will halve any magic damage and recharge your magic items slightly. 2 wards per enchantment level.
Cloak - Unknown or Does Not Work

Magic + Magic + Magic

Axe - Unknown or Does Not Work
Hammer- Unknown or Does Not Work
Trident - Forked Lightning - Shoots lightning bolts
Spear - Sparked Lightning - Charged item. Shoots a lightning bolt that will explode into magic missiles.
Sword - Sparked Lightning
Dagger - Unknown or Does Not Work
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Shield of Lightning - Actively blocking attacks will cause a lightning bolt to shoot out
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Ward Major Magic - Grants immunity to magic damage. 2 wards per enchantment level.
Cloak - Unknown or Does Not Work

Fire

Axe - Glowing - An item of Glowing emits light and deals fire damage
Hammer- Glowing
Trident - Glowing
Spear - Glowing
Sword - Glowing
Dagger - Glowing
Bow - Bright - Arrows shot from a bow of bright inflict fire damage
Staff - Fireball - Staff of Fire Balls shoots exploding balls of fire at your enemies. Higher enchantment level means more damage and greater explosion radius.
Shield - Shield of Glowing - Shield of Glowing emits light and offers protection
Heavy Armor - Minor Fire - Minor Fire wards against flames. 2 wards per enchantment level
Light Armor - Minor Fire
Helmet - Minor Fire
Ring - Minor Fire
Cloak - Minor Fire

Fire + Fire

Axe - Flaming - Flaming weapons emit light, deal extra fire damage and have a chance to ignite target
Hammer- Flaming
Trident - Unknown or Does Not Work
Spear - Flaming
Sword - Flaming
Dagger - Dagger of Fire - Throwing a dagger of Fire results in an explosion at the point of impact
Bow - Bow of Fire - Arrows shot by a bow of Fire burst into flames upon impact and inflict additional fire damage
Staff - Fiery Doom - Fires ten explosive fireballs over the course of ten seconds. Each explosion is very large and does signifcant damage. Once the staff is activated it cannot be unequipped until all ten fireballs have been discharged.
Shield - Shield of Fire Protection - Defending with an item of Fire Protection nullifies flames and fire based damage
Heavy Armor - Unknown or Does Not Work
Light Armor - Major Fire - Major Fire wards against flames. 2 wards per enchantment level
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Fire + Fire + Fire

Axe - Fire - A charged Fire weapon will glow like a torch and deals fire damage. Everytime an opponent is hit, it will erupt in flames, likely setting it on fire.
Hammer-
Trident - Unknown or Does Not Work
Spear - Fire Lance - When you stab with a spear of Fire Lance, it will summon a lance of fire that extends its reach considerably
Sword - Fire
Dagger - Unknown or Does Not Work
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Shield of FireStorm - While you are defending with this shield, a magic aura protects you against flames and fire based spells. In addition, if you actively block with this shield it will trigger one fire bolt per enchantment level.
Notes: This item may be bugged. It drains charge continuously while guarding, and the drain continued once it was unequipped until it was depleted. Does not recharge on its own. Tested with Shield +3 that was found, not crafted.
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Death

Axe - Grim - Charged item. 25 percent chance to deal double damage.
Notes: Grim weapons only proc a charge when the effect goes off. Seems to regenerate at a reasonable rate. Grim weapons are functionally +1, but cannot be upgraded further except through additional sigils. On average, pays better dividends on higher damage weapons or at very high strength. At low strength, weapons below 9 damage would do more average damage at a nomral +3 enchantment. At 10 and above, Grim does more average damage.
Hammer- Grim
Trident - Grim
Spear - Grim
Sword - Grim
Dagger - Grim Dagger - Charged item. 33 percent chance to deal double damage.
Bow - Grim Bow - Charged item. 33 percent chance to deal double damage.
Staff - Life Steal - Shoots magic missiles much like an ordinary Staff of MM. However, a hit drains part of a target's life energy and transfers it to the user.
Shield - Grim - Damage attacker when successfully blocking an attack
Heavy Armor - Retribution - Summons spikes when hit
Light Armor - Retribution
Helmet - Poison - Unknown effect?
Ring - Poison - Unknown effect?
Cloak - Retribution

Death+ Death

Axe - Despair - Charged item. 25 percent chance to deal double damage and inspire fear.
Hammer- Despair
Trident Despair
Spear - Despair
Sword - Despair
Dagger - Despair Dagger - Charged item. 33 percent chance to deal double damage and inspire fear.
Bow - Despair Bow - Charged item. 33 percent chance to deal double damage and inspire fear.
Staff - Unknown or Does Not Work
Shield - Shield of Despair - Unknown
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Ward Death - Grants immunity to poison, draining and the effects of Slaying weapons. 2 wards per enchantment level.
Notes: Very good effect. Charge lasts longer when passing through poison gas.
Ring - Ward Death
Cloak - Unknown or Does Not Work
Sigils - Single and Same Type Combinations Cont. 2
Death + Death + Death

Axe - Slaying - Item of Slaying has a 25 percent chance to kill in a single hit. Upon proc, the item becomes depleted.
Hammer- Slaying
Trident - Slaying
Spear - Slaying
Sword - Slaying
Dagger - Slaying - Dagger of Slaying has a 33 percent chance to kill in a single hit. Upon proc, the item becomes depleted.
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Shield of Retribution - Summons magic spikes that drain target
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Ring of Eternity - Die wearing this ring and you are teleported and restored to life immediately. Every use increases chance of ring breaking.
Cloak - Unknown or Does Not Work

Earth

Axe - Stunning - Charged item. Has a 50 percent chance to stun an enemy
Hammer- Force - Charged item. Knock back and stun any enemy it hits
Trident - Unknown or Does Not Work
Spear - Stunning
Sword - Stunning
Dagger - Stunning
Bow - Stunning
Staff - Staff of Stunning - Shoots bolt that explodes in a flash of light, stunning most enemies. 3 seconds per enchantment level.
Shield - Shield of Stunning - Unknown description
Heavy Armor - Resilience - Wards against stun. 2 wards per enchantment level
Light Armor - Unknown or Does Not Work
Helmet - Resilience
Ring - Resilience
Cloak - Camouflage - Always hide near cavern walls and among plants
Notes: Not as good as higher grade stealth, but not terrible for a single sigil enchantment either. Does not silence user, so more likely to break moving.

Earth + Earth

Axe - Force
Hammer- Thunder - Knocks back and stuns any enemy hit. Also has 33 percent chance to stun all enemies around user.
Trident - Unknown or Does Not Work
Spear - Force
Sword - Force
Dagger - Force Dagger - When thrown, stuns target.
Bow - Shrapnel - Arrows shot by this bow violently explode into multiple pieces of shrapnel on impact
Staff - Unknown or Does Not Work
Shield - Thundering - Stuns enemies in vicinity if hit in close combat.
Heavy Armor - Toughness - Wards against stuns and any crushing damage is halved. 2 wards per enchantment level.
Light Armor - Unknown or Does Not Work
Helmet - Toughness
Ring - Toughness
Cloak - Unknown or Does Not Work

Earth + Earth + Earth

Axe - Unknown or Does Not Work
Hammer- Unknown or Does Not Work
Trident - Unknown or Does Not Work
Spear - Unknown or Does Not Work
Sword - Unknown or Does Not Work
Dagger - Unknown or Does Not Work
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Unknown or Does Not Work
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Stoneskin - Gain 3 strength, resist stuns and reduce all normal damage by half. Also makes user slower.
Cloak - Unknown or Does Not Work

Ice

Axe - Frost - Deals additional cold damage
Hammer- Frost
Trident - Frost
Spear - Frost
Sword - Frost
Dagger - Frost
Bow - Frost
Staff - Icicles - Shoots freezing shards at target. 3 shards at +1 with 2 additional shards per enchantment level
Shield - Shield of Icicles - Summons spikes to strike nearby foes
Heavy Armor - Ward Cold - Warded against cold. 2 wards per enchantment level.
Light Armor - Ward Cold
Helmet -
Ring - Ward Cold
Cloak - Ward Cold

Ice + Ice

Axe - Cold - Deals additional damage and surrounds you with a freezing vapor.
Hammer- Cold
Trident - Unknown or Does Not Work
Spear - Icicles - Summons three spikes that pierce through enemies and deal additional damage
Sword - Cold
Dagger - Icicles Dagger - Summons spikes at point of impact
Bow - Cold
Staff - Unknown or Does Not Work
Shield - Shield of Cold - Surrounds user with freezing vapor
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Ice + Ice + Ice

No Known Combinations - May exist and not have been documented

Air

Axe - Reaching - When swinging, reach is magically increased.
Hammer- Reaching
Trident - Unknown or Does Not Work
Spear - Reaching
Sword - Reaching
Dagger - Displacement - When target hit, target is teleported to a random location on same level
Bow - Unknown or Does Not Work
Staff - Howling Wind = Produces winds powerful enough to blow away smaller enemies
Shield - Shield of Returning - Arrows blocked by this shield are sent back to attacker
Heavy Armor - Unknown or Does Not Work
Light Armor - Silence - Move faster and silently
Helmet - Unknown or Does Not Work
Ring - Silence
Cloak - Cloak of Invisibility - When fully charged, thsi cloak makes you invisible for 15 seconds per enchantment level. Must stand still for it to activate.
Notes: One of the most powerful items in the game. At +3, gives 45 seconds of invisibility on demand, just need to not be in line of sight of enemy. Recharges at a reasonable rate.

Air + Air

Axe - Striking - When swinging, reach is magically increased and deals extra magic, armor piercing damage.
Hammer- Striking
Trident - Unknown or Does Not Work
Spear - Striking
Sword - Striking
Dagger - Unknown or Does Not Work
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Blinking - When blocking close combat attack, teleported to spot behind attacker
Heavy Armor - Unknown or Does Not Work
Light Armor - Steadiness - Wearer unaffected by wind
Helmet - Unknown or Does Not Work
Ring - Steadiness
Cloak - Unknown or Does Not Work

Air + Air + Air

No Known Combinations - May exist and not have been documented
Sigils - Mixed Type Combinations
It's unclear to me how complete this list is. There are dozens of combinations yet that could yield something. Please comment with any combinations not listed.

Life + Death

Axe - Vampiric Blade - Gain back some hit points each time damaging an enemy. Item does NOT recharge over time.
Notes: Can be recharged with both Recharge and Enchant scrolls. Amount healed is based on level of item: +3/ per Enchantment Level.
Hammer- Vampiric Blade
Trident - Vampiric Blade
Spear - Vampiric Blade
Sword - Vampiric Blade
Dagger - Unknown or Does Not Work
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Unknown or Does Not Work
Heavy Armor - Unknown or Does Not Work
Light Armor - Unknown or Does Not Work
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work


Life + Earth

Axe - Thorns - Charged item. Attack while on loose soil and summon one vine per enchantment level to strike target.
Hammer- Thorns
Trident - Unknown or Does Not Work
Spear - Thorns
Sword - Thorns
Dagger - Unknown or Does Not Work
Bow - Unknown or Does Not Work
Staff - Unknown or Does Not Work
Shield - Shield of Thorns - Blocking with shield on loose soil summons two vines per enchant level
Heavy Armor - Armor of Thorns - Being hit while on loose soil summons three vines per enchant level
Light Armor - Armor of Thorns
Helmet - Unknown or Does Not Work
Ring - Unknown or Does Not Work
Cloak - Unknown or Does Not Work

Life + Ring of Perception

Ring of Detect Life - Sense all living creatures on the current dungeon level

Metal + Earth

Axe -
Hammer- Shattering - Charged item. Deals extra damage and has 25 percent chance to destroy any non-magical armor it hits.
Trident -
Spear -
Sword -
Dagger -
Bow -
Staff -
Shield - Shield of Shattering - Any non-magical weapons that strike this shield while defending are destroyed.
Heavy Armor -
Light Armor -
Helmet -
Ring -
Cloak -

Metal + Ring of Perceptoin

Ring of Detect Life - Sense all gold on the current dungeon level

Metal + Cloak of Haste

Cloak of Movement - Never suffer encumbrance from wearing heavy armor

Water + Magic

Axe - Purity - Charged item. Shines with its own light, when charged it ignores most armor. Many undead and creatures attuned to fire are more vulnerable to its attacks.
Notes: Likely one of the best weapon enchants in the game, if not the best. Free light source and very good damage/effects.
Hammer- Purity
Trident - Purity
Spear - Purity
Sword - Purity
Dagger -
Bow -
Staff -
Shield -
Heavy Armor -
Light Armor -
Helmet -
Ring -
Cloak -

Water + Death

Axe -
Hammer-
Trident -
Spear -
Sword -
Dagger -
Bow - Bow of Poison - Arrows shot by this bow deal additional poison damage
Staff -
Shield -
Heavy Armor -
Light Armor -
Helmet -
Ring -
Cloak -

Magic + Fire

Axe -
Hammer-
Trident -
Spear -
Sword -
Dagger -
Bow - Bow of Blazing - Arrows expel light on impact and deal extra damage to creatures vulnerable to fire or light
Staff - Switching - Alternates between firing lightning bolts and fireballs.
Notes: Next shot can be determined by the color of the charge bar
Shield - Shiled of Blazing - Defending with this shield will expel a powerful surge of light that damages the undead or creatures of the night. It does NOT emit light when not guarding.
Heavy Armor -
Light Armor -
Helmet -
Ring -
Cloak -

Magic + Ring of Perceptoin

Unknown Name - Magic light is summoned and gain better chance to detect hidden things.

Death + Earth

Axe -
Hammer-
Trident -
Spear -
Sword -
Dagger -
Bow - Bow of Draining - Arrows shot by this bow slow their targets down
Staff -
Shield -
Heavy Armor -
Light Armor -
Helmet -
Ring -
Cloak -
Recipes for potions and consumables
There are an assortment of potions that can be crafted from material found in the dungeon. Besides the obvious benefit of having the potion, a secondary benefit can be being able to identify potions without using them. Potions will not be labeled after crafting, but if you make a red potion from a Healing Potion and Dragonscale, then you know that it is definitely a life potion. In the case of Incineration and Explosion potions, there's a unique chance to identify both if a player picks up a Bloat Gland. The Bloat Gland can be combined with an Incineration potion even if that potion isn't identified. If you pick up a Bloat Gland and haven't identified Incineration potions it, it can be worth trying to combine it with every unknown potion you have.

Recipes that list Blood as a component may require scooping up blood from the ground of the correct type of enemy. Blood can be gathered from the ground just like gathering water from a pond. Just equip an empty flask and swing it over the pool of blood left by an enemy.

To craft items, you just add one to another in your inventory, not crafting station is required. Please do note that this seems potentially somewhat buggy when using items in stacks. I lost a stack of 4 Light Scrolls to making a single Healing Potion.

There were several sources for many of these recipes, but once again the excellent work of CyrusofChaos from reddit and the notes[docs.google.com] they made public were particularly useful.

  • Antidote - Poison Blood and Ration
  • Drain Magic - Electric Jelly and Orc Tooth
  • Explosion - Incineration and Bloat Gland
  • Gunpowder - Sulphur and Saltpeter
  • Fire Immunity - Fire Ant Gland and Hot Water
  • Healing - Scroll of Light and Healing Water
  • Incineration - Oil and Sulphur
  • Invisibility - Saltpeter and Acid Blood
  • Levitation - Stone Tear and Sprite
  • Life - Healing Potion and Dragon Scale
  • Strength - Troll Blood and Ogre Heart
  • Tea - Hot Water and Tea Leaf
    -Note: Hot Water can be made by holding any normal flask over water over a heat source, such as a campfire (torches on walls may not be enough).
  • Unlife - Vampiric Ashes and Life Potion
    -Note: This may be bugged and hard or impossible to get. Vampiric Ashes come from destroying the hidden body of the Vampire Lord, which spawns in a crypt (or sometimes chest) after defeating it. Found multiple forum posts about the body of the Vampire not spawning correctly or not dropping ashes.
Recipes for gear, armor and weapons
Weapons and armor can be both improved through crafting and in a few cases, unique items made.

Weapons

Enchanting Weapons - Many weapons can be enchanted by combining them at a forge with their corresponding Ring. Basic enchantments give a +1 damage to the weapon without the special effects of Sigil forging, but in some cases can reach a higher level than forging with sigils. Higher level Rings confer their level to the item. A +3 Ring of Archery creates a +3 Bow from a non-magic, regular bow. All gear has a maximum craftable upgrade level from that ranges from +1 to +5 depending on the gear (most items are +3 max). If using Rings to upgrade an item at a forge, any leftover value in the ring will be returned to the player. Upgrading an Axe +2 with a Ring of Melee +2 will result with the player having an Axe +3 (maximum level for an Axe) and a Ring of Melee +1.

Ring of Swordsmanship - Enchant or improve swords
Ring of Melee - Enchant or improve hammers, maces, clubs and other comparable weapons
Ring of Archery - Enchant or improve bows

Armor

Enchanting Armor - Like the weapons above, a Ring can be combined with armor to improve it.

Ring of Strength - Enchant or improve armor

Fire Ant Armor - Crafted with Carapace from Fire Ant Queen and Leather Armor
Str:
Protection: 100 percent chance of block 3 piercing, slashing and crushing
Armor Class: Light
Unique Properties: Wearer becomes immune from burning status effect.
Sigil/Enchanting: Sigils cannot be used with the Fire Ant Armor. Unknown if it can be enchanted with scrolls.

Dragonscale Armor - Crafted with 6x Dragonscale and Chain mail
Str:
Protection:
Armor Class:
Unique Properties:
Sigil/Enchanting: Sigils cannot be used with the Fire Ant Armor. Unknown if it can be enchanted with scrolls.

Accessories

Orc Tooth Necklace - Crafted with six orc teeth and rope
Str:
Protection: Unknown
Armor Class: Unknown
Unique Properties: Crafting required to unlock Barbarian class
Sigil/Enchanting: Unknown
Rare or Unique Items, Weapons and Armor
There are a number of less common weapons and items in the game that may have unique properties. This list is very much a work in progress, as I haven't found a lot of information on these. I found at least a few forum posts that indicated that some unique items can't have sigils used on them, so until I can confirm whether that is still the case, that section will read as unknown.

Weapons

Cleaver - Unique slashing weapon dropped by the Elf-Chops the Goblin Butcher Boss.
Str: 13
Damage: 10
Weapon Class: Axes - Benefits from +Melee items for both cooldown and critical hit
Unique Properties: Has a higher rate than normal of proccing Bleed. Increasing +Melee indicates the standard critical hit progression (starts at 10 percent, +5 percent per Melee point). Unclear whether boosting critical affects the innate bleed rate of it.
Sigil/Enchanting: Sigils cannot be used with the Cleaver (tested with Life and Death) Can be enchanted by combining with +Melee rings, assume that Enchant scrolls also work.

Whip - Unique melee weapon
Str:
Damage: 3 Slashing
Weapon Class: Whip
Unique Properties: Has a very long reach, with a long cooldown, for a melee weapon. Causes Slashing damage and can proc Bleed.
Sigil/Enchanting: Unknown.

Grapple - Unique melee weapon
Str: 10
Damage: 3 Piercing
Weapon Class: Whip
Unique Properties: Has special ability to of pull the character towards walls or chests that it grapples. Makes for much easier and safer navigation of lava and chasm levels, allowing the player to reach more areas without burning consumables to do so. Has a very long reach, with a long cooldown, for a melee weapon.
Sigil/Enchanting: Sigils cannot be used with the Grapple (tested with Metal and Air). Unknown if it can be enchanted with scrolls or + Melee rings.

Rapier - Unique sword that does entirely piercing damage
Str:
Damage:
Weapon Class: Unknown
Unique Properties: Has long reach. May have additional stealth damage bonuses like Dagger (needs testing).
Sigil/Enchanting: Unknown

Armor and Accessories

Top Hat - Dropped by boss enemy who uses a Blunderbuss
Str:
Type: Helmet
Protection: None
Unique Properties: Looking snazzy
Sigil/Enchanting: Unknown.

Rusty Plate
Str: 16
Type: Heavy
Protection:
Unique Properties:
Sigil/Enchanting: Can be neither enchanted nor forged with a sigil. Tested with Scroll of Enchantment.
Altars - Pleasing the gods for fun and profit
Altars are conduits to the gods in Unexplored, provided you give the gods what they want. Gods serve a few functions functions. First, each has altars that will appear. Give a god what it wants, and (probably) be rewarded with an item or temporary buff. Second, gods serve as a kind of skeleton key to getting the player out of problems, particularly when level generation has made progression impossible. Using the Pray button will generally unlock a door or teleport the player, allowing them to continue. Finally, rarely a player will encounter a healing pond. If the player is more in favor with Sophie, the pond will act as a free Life Potion. If the player is more in favor with Grievous, the pond will summon spectral swords. Favor is predominantly earned through the quality of gifts made at altars.

Once again, the notes [docs.google.com]of CyrusofChaos on reddit have proved invaluable in understanding how altars work. The information below comes almost entirely from their notes.

Sophie

Altar Color: Green
Favored Animal: Owl (appears on amulet and sometimes a clue to a puzzle)
Prayers: No known cost for praying. Along with normal prayer effects, may heal at low health with no healing items.
Offerings: - Favors healing items and jade. Unlikely to give reward if currently in favor with Grievous. Higher likelihood of uncursing an equipped item than other gods.
  • Offer: Ration, Tea Leaves, Healing Water, Holy Water - Receive: Maybe Uncurse, Blessing, Strong Blessing
  • Offer: Made of Jade, Tea, Potion of Healing - Receive: Maybe Uncurse, Life/Water/Magic Sigil, 2x Enchanting, 6x Light, 3x Remove Curse, Potion of Life
  • Offer: Potion of Life - Receive: Uncurse, Cloak of Mending, Weapon of Purity, Dagger of Disarm, Ward Harm, Ward Slashing, Shield Blazing, Shield of Absorption, Strong Blessing

Density

Altar Color: Yellow
Praying to Density will always result in him taking 12 gold from you.
  • Offer: Lockpicks, Tools, Made of Marble, Iron, Sulphur, Saltpeter - Receive: Maybe Uncurse, Hasted, Strengthened, Invisibility
  • Offer: Amber or Silver Treasure, Mithril Piece, Made of Gold - Receive: Maybe Uncurse, Earth/Metal Sigil, Tier 1 ring, 2x Skillstone, Potion of Strength
  • Offer: Mithril Treasure Receive: Maybe Uncurse, Weapon of Force, Weapon of Mastery, Dagger of Return, Bow of Lightning, Ward Crushing, Shield of Shattering, Ring of Stone Skin, Hasted, Strengthened, Invisible
    ^ Never worth the 500 gold you need to sacrifice in order to get one of these mediocre items

    Grievous:
    He will give you something almost every time you make an offering
    If he gives you potions those potions will be 1 healing (which you will know immediately because you always start with healing identified), or incineration/explosion potions. If he gives you an unidentified potion label it ‘Fire’ and do not drink it
    After praying to Grievous he will often send Spectral Swords, Undead, Flesh Golems, or Blood Imps to attack you
    Grievous likes weapons with a lot of kills, the more the better
    Blood, Weapons < 10 kills, Orctooth: 2x Incineration, 2x Explosion, Healing Potion, cursed weapon or tier 1 weapon (BEST TO GIVE BLOOD)
    Orc Necklace, 10 kills < Weapon < 25 kills, Spider Queen Fang: Death/Fire Sigil, 5x Explosion, Cursed Weapon, Tier 2 Weapon (BEST TO GIVE A WEAPON)
    Ogre Heart: Uncurse and if not ^ rewards
    Weapon >= 25 kills, White Wyrm Spine, Living Heart: Vampiric Weapon, Bow of Draining, Bow of Poison, Shield of Firestorm, Weapon of Fire, Weapon of Despair, Staff of Fiery Doom, Cursed Weapon (BEST TO GIVE A >=25 WEAPON)
Achievements
Some achievements serve the purpose of unlocking new starting classes and gear that can be purchased before a run. This list was copied from the Achievement list that appears at the end of each run. I hadn't found a list that included what was unlocked for each achievement, and made this section for my own reference during a run.

Achievements for unlocking new options

  • A Long Way Down - Reach the Second Level of the Dungeon of Doom - Required to unlock other achievements - Unlocks additional rations to buy
  • Dare Devil - Quaff an unidentified potion - Unlocks random potions to buy
  • Knife Fighter - Defeat 20 enemies with the same dagger - Buy up to two daggers
  • Swordsman - Defeat 50 enemies with a single (swingable) sword - Unlock the Warrior
  • Feel the Force - Read a scroll of Detect Magic - Buy scrolls of Detect Magic
  • You Lucky Bastard - Identify Benevolent magic weapon or armor - Buy Scrolls of Identify
  • Better Safe than Sorry - Identify a Cursed magic item - Buy Scrolls of Remove Curse
  • Nimble Fingers - Pick a lock on a door or chest - Unlock Rogue and buy lockpicks
  • Like a True Tomb Raider - Disarm a trap - Buy tools
  • You Should Move to Hamelin - Kill 100 rats in a single run - Buy extra torches
  • Better Than the Pied Piper - Slay Giant Poisonous Rat - Buy Antidotes
  • Fighting Fire with steel - Defeat the Kobold Archmage - Buy Potions of Fire Immunity
  • Your Very First Goblin! - Defeat a Goblin - Buy scale mail
  • Batteries Not Included - Recharge a spent magic staff - Unlock Wizard and buy Scrolls of Recharge
  • Finders Keepers - Collect 48 arrows - Unlock Archer
  • Deep Delver - Discover 5 levels in the Dungeon of Doom - Buy extra Healing Potions
  • Rest The Bones - Put a Skeleton permanently to rest - Unlock Cleric
  • Simply Being British - Brew Some Tea - Buy a helmet before a run
    -Tip: Boil a flask of water and add a tea leaf. Water can be boiled by equipping a flask of it in your hand and holding it over any heat source
  • Tribal Teeth - Craft a necklace of orc teeth - Unlock Barbarian
    -Tip: Requires 6 Orc Teeth and 1 Rope. Combine in inventory.
  • Solid as a Rock - Defeat a Winged Gargoyle - Buy a shield
  • A Magical Secret... - Copy a Scroll of Enchanting - Buy Scrolls of Enchanting
  • The Fountain of Youth - Craft a Potion of Life - Buy Potions of Life
    -Tip: Takes a Healing Potion and Dragon Scale
  • Blood, Sweat, and Magic - Forge a runic item - Buy Magic Ring
    -Tip: Ring is determined by Seed. Re-roll seed to get a different ring if looking for particular synergy.
  • King of the Ocean - Defeat 20 enemies with same trident - Buy trident
  • Bombadier - Set off 12 bombs - Buy bombs
  • Quenched - Identify all types of potions in a single run - Potions at starting store are cheaper
  • Knowledgeable - Identify all types of scrolls in a single run - Scrolls at the starting store are cheaper
  • Dodge This! - Kill a boss witha pistol or musket - Unlock Musketeer
  • Impaler of Vlads - Kill the Vampire Lord - Buy Scrolls of Last Rites
    -Tip: This achievement may be bugged, found several forum posts indicating this and it wasn't clear if it was ever fixed. The body of the Lord must be found after defeating him and may not appear.
  • Like a True Odysseus - Slay the Cyclops - Buy Potion of Strength
  • Who's the Boss? - Kill the Conjurer - Buy Staff of Magic Missile
  • No More to Explore - Discover all levels in the Dungeon of Doom - Buy random sigil
  • Saint George - Slay a real Dragon! - Buy random sigil
  • Well-Prepared - As an Adventurer Class, defeat 4 bosses on Hard - Adventurer starts with 6 rations and 3 scrolls of Magic Mapping
  • Hawk Eye - As an Archer, hit 24 enemy creatures in a row without missing once on Hard - Archer starts with ring of archery +2.
  • Masterful - As a Barbarian, kill 50 enemies on Hard without healing or eating once - Barbarian gains 9HP from Potions of Life
  • Strict - As a Cleric, score 50 kills on Hard without using weapons that cause piercing or slashing damage - Cleric starts with Mace +1
  • Smug - Set off 24 sacks of gunpowder as the Musketeer on Hard - Musketeer starts with Rapier
    -Easy Unlock Seed: 542022704 on Hard w/ Puzzles + Bosses - "This will let you get the smug achievement in the first floor, there is a box containing 12 gunpowder in the room on the top left of the map." - From reddit user VforVendetta33
  • Assassin - As a Rogue, score 30 stealth kills against Kobolds, Goblins, Ratlings, Harpies, or Orcs on Hard - Rogue stars with 3 potiosn of invisibility
  • Master of Arms - As a Warrior, kill 100 enemies with your starting sword on Hard - Warrior starts with Ring of Swordmanship +1 and a better shield
  • Archmage - Create a fireball staff +5 as a Wizard on Hard - The Wizard starts with 2 scrolls of enchanting on all subsequent dungeon runs
  • Brave or Foolish - Discover 7 levels in a hard game after starting without any equipment (except for your cloak and class bound items). - Unlocks You have a wider range of colors for your starting cloak.
Tips and Tricks
There are a lot of good lists of tips and suggestions for Unexplored both in the Steam forums (make sure to look in the Tips subforum!) and on the subreddit for Unexplored.

  • Money in the starting store carries over from run to run. It took me too long to realize this, as I thought it only had the money from the previous run. I tended to spend down to 0 each time. So feel free to experiment, fail, try new things or chase achievements and just let some gold build up until you're ready for a serious run.
  • Sell one (or both) of your starting heal potions to buy 5-10 more rations. A heal initially is probably only going to be worth a maximum 25HP, while 5 rations (same cost as one heal) can be guaranteed to be worth 50HP.
  • Once you've unlocked buying a Ring or Sigils from the store, the exact type is determined by the Seed. Re-roll the seed to get a different ring or sigil if you want a particular synergy.
  • Crafting potions is an easy way to identify potions before using them.
  • Levels with large chasms or lava are the most difficult to explore, but the game gives you both obvious (blinking staff, grappling hook, levitation and fire resist potions) tools and less obvious. You can also navigate lava areas with any tools that can freeze lava. Ice Potions, Ice Staff and Weapons of Cold (provided you can lure an enemy exactly where you want them to proc the effect) can all temporarily freeze lava let you cross. Major Fire Ward on equipment (helm, armor, amulet and ring) allows for crossing lava. When the ward activates, it gives you a brief period of Fire Immunity, plenty of time for crossing small gaps).
  • Brick walls can have cracks in them (look a bit like a backwards Y). Bombs, Shrapnel Bow, and Staff of Fireball can all open up these walls. I had played for dozens of hours before realizing this. Mind (and wall) blown.
  • The Conjurer will probably end your run unless you know what you're doing. Avoid rather than fight barring a perfect gear setup.
  • An additional healing item is likely one of the most valuable pieces of gear to acquire. Cloak of Mending, Shield of Absorption, Staff of Life Steal and Vampiric Weapons will all allow for your heals to only be used in emergencies and turn extra Recharge and Enchant scrolls into heals.
  • You can be punished by Lady Sophie If you pray in her secret level (and maybe also her sanctum) while being a follower of Grevious. She will summon wardens to kill you.
  • You can also grab items, opponents, bosses, eggs or elves with the grapple to drawn them to you (or the opposite if they are too heavy).Therefore, it’s very effective to attract enemies to oneself when you are in front of lava, void (or water for hellhounds , fire elementals and Balrogs).
25 Comments
Wishwise Dec 4, 2023 @ 11:05pm 
Since I tried the listed seed for gunpowder and didn't find any, here's a recent seed that has 12 gunpowder on the first floor: 309142926 PB
Phytre Jun 14, 2023 @ 2:41pm 
Since March, I've been creating an update sigil list. Right now, my changes are on the fan wiki site: https://unexplored.fandom.com/wiki/Crafting

I've been updating that as I go. I have about 15 more to verify. Once I have that done, I'll make an updated guide on the steam page.
Герой Одиночества Jun 14, 2023 @ 5:05am 
Life+Earth+Cloak=Cloak of Vines: summons 3 vines all around you when you are hit on loose soil
Phytre Mar 14, 2023 @ 11:54am 
I found that Sulpher + Holy Water is also Potion of Invisibility, and a very humorous potion combo. I also recently found that throwing holy water at undead creatures causes damage. Its useful to have since they hit so strong.
Phytre Mar 14, 2023 @ 8:23am 
I've never been able to get Vampire Ashes. Twice when I've found the Vampire Lord sleeping in a crypt, I was able to pick them up and put them in my pocket and carry them there for the rest of the game lol

I miss the old Staff of Firey Doom where you knew it was fiery doom because as soon as you picked it up, it blinked indicating it only had one charge left. Took a few explosive deaths to learn that knowledge, and once I knew what it was, I could save it for a pinch.
Jason1527 Sep 12, 2022 @ 2:17am 
oh, and about the whole gods thing, ive noticed that the god you worship defaults to grevious after praying enough times. (maybe praying reduces a gods favor?)
Jason1527 Sep 12, 2022 @ 1:58am 
I believe that the shield of stunning has a 50% chance of stunning whatever hits it, even if they attack with a ranged weapon. (at least, i think. i got it a few days ago, so im not 100% sure.(still pretty sure tho))
iznax Jan 6, 2021 @ 1:01pm 
You can also forge sigils with blank amulet necklaces -- +Air = Silence, +Death = Poison Ward etc.
SmellyTwitchtip Apr 12, 2020 @ 8:51pm 
Just a little tip. When using the flame staff. (Flamethrower) You can shoot through doors if you cosy up right next to them. I killed a armored gargoyle through a locked door this way.
Soulstorm012 Nov 27, 2019 @ 4:58pm 
Staff of fireballs +1 and a Fire rune combine into the Staff of Fiery Doom