In Celebration of Violence

In Celebration of Violence

59 ratings
In Celebration of Guidance
By Nerava
This will, eventually, contain pretty much all I know about the game.
Still pretty WIP, and possibly a bit abandoned.
   
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Introduction
First off, thank you for viewing this guide, and all that.
It's important to note that, due to the nature of the game, this is going to be very likely crammed full of spoilers of one sort or another. Personally, I enjoy blind playthroughs and figuring everything out on my own, but of course that isn't everyone's preference.
That being said, I suppose it's probably best to start this guide off with the basics.
I'll be indicating game terms with bold text and terms of my own with italics.
The Basics
A few points to start off with, that'll probably be explained in more detail later.
  • Don't play too aggressively.
  • Focus on gathering mementos
  • Don't be concerned about gaining levels.
  • If you're not sure about something, assume it's dangerous.
  • Remember to spend any leftover experience before leaving the sanctuary.
  • Try to find a weapon that can break rocks.
  • Remember that you can dodge in any direction.
  • Use all of your surges in boss fights, they refill after.
  • Use the map.
  • Be flexible.
  • Don't smash potions near you until you've found, at the very least, which one explodes.
The Basics - Stats
First off, let's talk about stats, since they're pretty much the first thing you'll see.

Starting from the upper left of the list:
Dexterity - 100% means normal attack speed, 200% means double, etc.
Aggression - 100% is normal damage, 200% is double, etc.
Strength - 100% is normal breaking power/force, 200% is double.
Speed - 100% is normal walk/run speed, 200% is double. You can adjust how much of that speed you use with the scroll wheel.
Mobility - 100% is normal dodge distance and stamina regen, 200% is double. Not sure if this is adjustable with scroll wheel.
Piety - 100% is normal vision range, 200% is double. Also affects the rate at which shrine prices go up.
Health - Exactly what it sounds like, hit points.
Stamina - Increases maximum stamina.
Fortitude - Actually fairly complex, but basically reduces damage taken and increases healing from surges. I'll have a graph or something here later. The stats effect is now somewhat clearer, showing defense values, which, when moused over, show the % damage taken.
Knowledge - Magic costs are lowered, 100% is normal, 200% is half, etc.

The Basics - UI
Quick rundown, starting from the top left.
The icon in the upper left is your remaining surges. These can be used for healing or destroying nearby objects, although you should probably save them for healing.
The red bar next to that is your health. Technically, only the bright red part is your health. If you take enough damage to reach the darker red, you'll start bleeding to death. It's not very fast, but you should definitely do something about it. When damaged, a portion of the health bar turns yellow and starts going down very fast. It's mostly visual, but some effects can restore the yellow health. (The bleedout health is 50% of your normal health.)
Right on the end of the health bar is armor. It'll take damage before you do, and damage can't overflow through it. In other words, armor will protect you from the hit that breaks it.
The white bar is your stamina. This is basically what lets you do things, like parrying, running, attacking, and so on. Like health, the bright part is freely usable, and the darker part has a penalty. If you get hit, it will do power based damage to your stamina. If you're into the darker stamina and get hit, it'll stun you.
The three squares under those bars hold any spells you learn. When you cast them, a white number will appear. This is your experience debt, for lack of a better term. The yellow numbers in the lower screenshot are essentially the opposite of that, and are there due to a memento I had in that run.
The two signs hanging under those are your experience and keys. Experience is used for purchasing items before and during runs, as well as slight upgrades after them, and fueling spell overuse. Keys are for unlocking things, like chests and doors. If you've found the black key it'll be under these signs.
The vertical gauges in the lower left are, from left to right, hunger, noise, and temperature.
The hunger gauge fills up slowly over time, and is reduced by eating food. If it enters the upper two sections, you start suffering stat penalties. Usually you can find plenty of food, except in a few areas.
The noise gauge indicates, well, how much noise you're making. The lower section of it represents how much of your speed you're actually using. Moving slower means less noise.
Temperature shows how close you are to freezing/igniting. This is usually affected by taking cold/fire damage, although swinging an imbued weapon around fast enough can also affect it.
The small box in the lower left is where the potion you're carrying, if any, is. The effect is listed by it if known.
In the upper right you've got your resources: wood, metal, stone and glass. Wood is probably the first one you're likely to need any of, as it's required to fire bows (as indicated by the arrow under it). These all cap at 99.
And lastly, the lower right has your weapons' stats. You can sort of see the second card behind the active one if you have two weapons. Weapons get their own section.
The Basics - Fighting
Now, odds are good if you're looking at this one or more of the following has happened to you:
  • Been shot to death by archers who keep dodging away.
  • Murdered by a flock of batbirds hawks.
  • Died to those zippy, bouncing spiders.
  • Finished a Blood Mage ritual, and got battered by all sorts of horrors.
  • Got gored by a boar.
  • Didn't expect that statue/tree/bush/rock/river/fire/chest/etc. to try to kill you.
  • You get the idea.

Now, let's start out with the disappointing bit: that'll (mostly) keep on happening.
However, there are a lot of less immediately obvious tricks that can keep you alive through the game, with a little luck.

Knowing when to fight and when to run away is probably the first thing to learn. Not every fight is winnable, and often you'll need to find more/less open ground to fight in, depending on your weapons and enemies. For example, archers of all types will be much more dangerous in wide open areas and long hallways, and much less of a threat if they're forced into close quarters. On the other hand, you'll be at a disadvantage if you're using a sword the size of the entire hallway, since you'll keep hitting the walls and stunning yourself.

The second important thing would probably be to figure out how you prefer to play. Fights flow very differently if you use heavy weapons, polearms, daggers, etc. While I prefer weapons in the medium to light range, that may not be your preference. Heavy weapons tend to be reliant on making an opening to end fights in one hit, either by killing enemies or flinging them away. Polearms are dependent on their reach, and are only effective towards the end of it. Bows are pretty straightforward, but difficult to land shots with, and reliant on wood for ammo. Throwing weapons are high risk, but capable of doing a lot of damage if you can manage to keep recovering them mid-fight. Light blades and daggers depend on constantly pressuring the enemy to keep them from recovering. There are also some weapons that are unusual and don't really fit into those categories, and if you end up favoring one of those, you'll figure out what it's best suited for.

Jump attacking - With the right timing, you can dodge while preparing an attack, allowing you to cover ground and/or evade enemy attacks. Dodging forward is best for dealing with enemies with more reach than you (especially archers), while dodging back is better for enemies that are faster than you. It's also possible to parry during a dodge, which can help if you expect a weapon blow to hit you.

Long parry - Holding the parry button after you've already parried an attack will keep your weapon out longer, allowing you to block more attacks. It seems that later attacks either do not extend that time, or extend it less.

The Basics - Weapons
Some general details
  • Every weapon has three different attacks available to it.
  • Hammers/blunt weapons tend to have higher power (more on that in a bit) and destroy rock more easily.
  • Axes destroy wood more easily.
  • The moveset is often more important than the numbers.
  • You'll want a weapon capable of destroying rocks, which needs power 100(?)

This is going to be easier to explain with pictures, so let's use this sword here as an example.
The pale boxes on the left/right have the numbers for the attack you get with left/right mouse, respectively. Unfortunately, the tertiary attack you get from attacking at a full sprint is not shown here.
The numbers at the top represent the weapon damage. The base damage is modified by aggression, and the result is shown here.
Damage is straightforward enough; when you hit things, they get hurt by this value, adjusted by their armor. If your weapon isn't doing nearly as much damage as it should, try a different damage type.
The numbers at the bottom represent the weapon power. Again, the base power for the weapon is modified by strength, and shown here. Power represents how much force you're hitting with. This determines if you can break objects you hit, and just how far you send enemies when you hit them.
In this case, the sword has a notably higher power on its main attack, and slightly higher damage as well.

Weapons can be imbued with various elements by hitting various small obelisk sort of things.
This particular sword was imbued with cold once, giving it the modest "Chilled", which slightly cools anything it hits. This is not a particularly good choice of element for a weapon towards the heavy end, but it was handily nearby when I was writing this bit.

For another example, let's take this gravehammer.The gravehammer is definitely a heavy weapon, with absurdly high power and rather high damage. Its primary and secondary attacks have quite different values, which almost always means the weaker one is either faster or easier to hit with. In this case, the primary is a slow swing, while the secondary is a somewhat faster spin. The tertiary actually throws the dang thing, but that's not very important here. You'll notice that this is labelled as a "Gravehammer +1". While you will occasionally find weapons with various +n bonuses, the most reliable way to get them is upgrading weapons with a grindstone.
The Basics - Mementos
Mementos are the somewhat enigmatic objects you'll often see in crystals with price tags, or after repetitive prayer at a shrine, or even rarely as enemy drops. These provide various benefits, some of which are simple stat boosts, and some of which are semi-active, requiring conditions to activate. It is usually a good idea to collect all possible mementos on the map, as they will provide the majority of your power in any given run.
There are 3 tiers of mementos, based on their price and power. The white bordered ones cost 25 experience, and usually give some small benefit, like extra stats, or are activated by something costly. Pink bordered ones cost 50, are stronger, and may start to shape how you play a run, depending on which ones you find. Purple bordered ones cost a rather substantial 100, but typically give very strong effects that trigger fairly often.
When any memento triggers, its icon is shown near the relevant area. Hunger based ones will show up next to the hunger gauge, power/damage ones by the weapon cards, and so on. If they just boost a stat directly, it's just directly stated upon pickup. Collecting mementos will fill in their mouseover description in the notes, completing after finding 25. The notes persist across all runs, so that's not as crazy at it might sound.
The Basics - Magic
Spells are found in crystals, similar to the ones you buy mementos from. They're also available from spellbooks for 40 experience. Buying a spellbook will open into three spells, which you can then select one of. They have a pretty large variety of abilites, some of which are fairly situational.

Casting a spell will put it on a cooldown of sorts, during which it will take experience that you gather until it reaches zero again. All three of your spells will have their cooldowns reduced whenever this happens, so using all of your spells before gathering experience is often a good idea. Using a spell that is on cooldown will cost the full cooldown in experience, regardless of how far along it is, and put a crack in the spell. Once it has too many, the spell will be destroyed. Also, trying to cast a spell that's on cooldown without the experience needed will cast it, but destroy the spell. The memento "The Quill" will allow you to accumulate bonus experience in spells, allowing them to recharge faster or even be used twice without cost, if the spell's cheap enough.

Every spell will create a magic circle, which can be triggered to cause various effects, depending on the element. Only one such circle may exist at a time.

Green circle - Nature magic, no idea how this one works.

Yellow circle - Lightning magic, causes a thunder strike if an enemy steps on it. Don't use lightning when enemies are right next to you.

Black circle - Death magic, triggers when an enemy is killed in it, seems to steal a point of aggression from nearby enemies.

Blue circle - Plain magic, triggers when another spell is cast in it, creating a shockwave that knocks things back, and does a bit of damage.

Pale blue circle - Ice magic, freezes the first enemy to touch it.

Red circle - Fire magic, blows up when fire enters it. Careful with this one, it'll kill you fairly often if you use fire magic.

Pale red circle - Blood magic, triggers when blood (even yours) is spilled inside it. Heals you by a pretty good amount.
The Basics - Environment
There are quite a lot of objects around, pretty much all of which can be smashed given a heavy enough weapon. The boring sorts of objects are basically just breakable, usually dropping some of the resource they're made of. This'll be detailing the less boring ones, in no particular order.

Elemental Crystals may appear in extremely conspicuous areas. Hitting these with a weapon will imbue it with that element, stacking up to three times with increasing power if you use the same type thrice. Hitting a different element will change the weapon's element and power to the first tier of the new element.

Crates and barrels are pretty dull, but may contain food, so if your hunger is getting high, start smashing. Red barrels are slightly less boring than normal barrels, in that they explode if lit on fire. Breaking them open makes a pool of flammable oil.

Spellbooks can be either opened with experience to gain a new spell, or smashed to gain experience. Some will already be open, containing a spell crystal, which you can either use to gain a spell, or smash to gain glass, and often a magic related memento. Smashing them will leave a spell trace. Trying to cast a spell while standing on a spell trace will instead cast the spell shown, and remove the trace.

Forges allow you to convert one stone and one experience into one metal, as many times as you want.

Memento crystals come in three main varieties: Ones that hold a random memento and are opened with experience, ones that hold a random memento and are opened with brute force, and ones that show up in a group with other crystals, in a sort of memento shop. The third type allows you to buy only one of the mementos before it vanishes. They also have a circle in the middle of them that allows you to teleport to circles in other memento shops that you've tagged (just stand on it for a bit). The circle will linger for a bit after purchase, to allow you to return to your previous location.

Shops allow you to purchase any quantity of the four displayed objects, although they often cost some amount of resources in addition to experience. They also allow you to buy a limited amount of three resources, and sell a limited amount of the fourth, all for experience. A sign next to the bins full of resources shows the resource you can sell at the next shop.

Chests come in four main types: regular, locked, golden, and black. The regular chests contain various pickups, and often also have one or more potions in them (or just a rat). Smashing them can yield some pickups, but is more of a mistake than an alternative. Locked chests require a key to open, and have weapons in them most of the time (or just a rat). Smashing them can yield keys, armor, and metal. Golden chests always have very good loot in them, such as well upgraded weapons, upgrade plates, level crystals, etc. (or just a rat). I've yet to smash any, but they probably yield various pickups like other chests. The black chest is only found outside of dungeons, and always holds the black key, which allows you to enter dungeons. Smashing it yields mainly disappointment, but sometimes pickups.

Dead adventurers have weapons or equipment near their bodies.

Altars allow you to give sacrifices to the gods for stat boosts, which vary from god to god. With enough favor, they'll give you mementos, spells and even intervention sometimes. Sacrifices are usually in experience, although Sow and Obelisk take resources, Veil takes maximum health, and Thousandfold takes current health. The amount required increases each time you use an altar, increasing by more the lower your perception. The increase is per altar, so if you find a new one, it'll be down to the base ten again. Resource offerings cap at 99, if you can somehow keep offering that, and health offerings have no safety.

Portals lead to and from boss arenas, and are the most common form of area transition. The alternative is ladders, which lead either to a dungeon, or out of it, depending on which way they're going. Exiting a dungeon will lead to where you were going before entering it. The exception to that is the ladder to the Sewers.

Diaries allow you to save experience for use in a later run, or for leveling up. Usually the advantages of having experience on hand are better than having it banked, so only use these if you think you're going to die.

Pressure plates and other traps are (usually) bad news, and you shouldn't step on them. They're invisible normally, but will reveal themselves gradually when within your vision range. When a white circle shows up around you, hold still and wait to see what you found. Some walls are breakable, and found in the same manner.

The sealed door that may show up in dungeon-type areas has very good loot behind it, but is tricky to open. It's connected to four devices, which may be any combination of: blue pressure plates which must be held down, sort of lightbulbish things that are switched on/off by hitting, or torches that must be lit.

Massive ritual circles may show up, usually with a dead adventurer in the middle. Getting enough blood on these will grant you (and everyone else nearby) unholy power, reducing your perception while increasing both strength and agression. They will then begin spewing forth horrors from beyond for a while, so you might want to run when they start doing that.
Areas
Sanctuary - The starting area, a safe* place to pray to the gods and prepare for your journey. There are shrines to Free, Song, Veil, Baerog, Shield, Obelisk, Sow, Naught**, and Thousandfold***
*Enemies to expect: Undead, Soldiers, Exiled Soldier, Flaming Cores, Ghosts, Death Elemental
**Naught's shrine is very hidden, and often inaccessible prior to looping.
***Thousandfold's shrine only shows up if you've got a good win/lose ratio in the last several runs.
The Gods
Throughout the game, and especially in the sanctuary, you'll find shrines to various gods. They are surrounded by tiny candles that are either unlit, burning white (good), or burning black (bad). The candles indicate your favor with that god, but it's important to know that some gods hate each other, so you'll never get on everyone's good side. It seems that -50% of the favor you gain/lose with a god's enemy goes to the other god, for example, smashing an altar of Veil lit two black flames, and lit one white one at Song's altar. Also, you *are* aiming to kill one of them, so expect that to spoil their opinion a bit if you pull it off.
Extremely high favor is indicated by the shrine itself sparkling, and allows for divine intervention under certain circumstances. The mementos associated with a god are more likely to appear if you have high favor with them, so choose wisely.

Brearg, The Shackled God
Altars cost experience, and grant you a strength boost.
Destroying altars creates a fire crystal, and turns the nearby area into a scorched wasteland. That's on fire.
At high favor, may grant strength and fire related mementos and spells.
Enemy of Shield.
Intervention - ? trigger, sets pretty much everything on fire, probably other effects.

Free, The Cripple
Altars cost experience and grant maximum stamina.
At high favor, may grant heavy weapons, lightning spells, and archery mementos.


Naught, "The God of Chaos"
At least dislikes one or more of: Free, Obelisk, Shield, Brearg

Veil, The Inevitable End
Enemy of Song
Intervention - Triggers on taking damage, you radiate a large aura of destruction, instantly destroying all (?) breakables and severely poisoning enemies. Ground is turned to bare dirt.
This will destroy memento crystals and other nice things, so be careful if you have a lot of favor with Veil.


Obelisk, The First God
Altars cost crystal and give you knowledge.
At high favor, may grant Magic spells and mementos.
Destroying altars may drop those same mementos, but it's worth nothing they're much more durable than other shrines.
Enemy(?) of Tremodyr.
Intervention - Triggers on spell shatter, provides mementos and spells.

Shield, Usurper
Altars cost experience and give you armor. The effect is greater the higher your favor.
At high favor, may grant weapons, shields, and armor mementos.
Destroying altars may drop armor pickups.
Enemy of Brearg.
Intervention - Seems to trigger while outnumbered, summoning reinforcements and increasing defenses.

Thousandfold, God of Violence
Altars cost health and give you a slight boost to all stats.
Destroying altars will hurt you.
At high favor, may grant berserking mementos and spells.
Was slightly disliked by all gods, not sure if that's still the case.
Intervention - Seems to trigger on taking damage, gives quite a long lasting berserk effect,and turns you into A Monster.

Tremodyr, King of Winter
Altars cost experience and give you fortitude.
Destroying altars will create a cold crystal, complete with the frozen area around it.
At high favor, may grant weapons, potions, or cold based mementos and spells.
Opposed to Obelisk.
Intervention - If you get lit on fire, a large blast of cold will occur, changing the weather into snow. You'll convert ground into ice for a short while, and probably other effects as well.

Sow, The World Tree
Altars cost wood, and grant you a modest perception boost.
Destroying altars may drop nature based mementos
At high favor, may grant nature based mementos and spells.
Dislikes cutting down trees (?)
Dislikes Brearg and Shield(?)
Intervention - Triggers on casting a nature spell or being lit on fire, summons allied plants, creates grass, causes rain, and drops wood at random.

Song, Goddess of Life
Altars cost experience, and heal you for more the more favor you have.
Destroying altars may drop health pickups and surges.
At high favor, she may give you health based mementos and spells.
Enemy of Veil
Intervention - ? trigger, probably low health. Creates fleshy ground around you, complete with tumors that rupture into homing health pickups for you.

Equipment
Shields and other apparel generally give major mechanical changes, but you can only carry one at time. There's not much to say about these other than their effects, so I'll just list them here.

Belt of Strength - Allows you to hold an attack with any weapon, not just bows.

Blindfold - Parrying/attacking will reflect arrows directly back along their path.

Crystal Shield - Replaces parry with block, most effective against magic.

Frozen Crown - Leave an ice trail, chilling enemies that step on it.

Horseshoe - Chests are double or nothing.

Lantern - Makes underground areas brighter.

Magic Quiver - Makes arrows seek targets.

Magic Spectacles - Let you see through walls. Works very well with the Blink spell.

Mirror - Replaces parry with block, most effective against lightning.
Dying with this equipped with make your next character A Monster.

Scabbard - Switches the movesets of your weapons. Doesn't work well with bows.

Steel Shield - Replaces parry with block, weak against lightning.

Skull Lantern - Your weapon cannot collide with walls, and seems to have 100% cleave.

Steel Boots - Halves damage from spike traps. Seems to slow you down a bit.

Stone Shield - Replaces parry with block, most effective against lightning,fire, and physical. Slows you down while blocking (more than other shields).

Torch - Moderately lights underground areas, and is an open flame.

Tower Shield - Replaces parry with block, most effective against physical, weak to lightning.
Lists and such
Past this point is where you'll find, as you might guess, lists and other lengthy things. Searching for whatever you're looking for is highly recommended.
Mementos - The List, A - H
I'll be updating this list as I finish Notes and/or figure them out indisputably.
Since most of these have pretty straightforward stacking, I'll just mention the notable ones to save space. Known gods linked to a particular memento will be mentioned.

A Child's Muddy Boots - Stamina recharges faster in the rain.

Adventuring Hat - May give experience when you spot a new tile.

A Hundred Spider Eggs - Spawns an allied spider when you kill any enemy that leaves a corpse.

Alarm Bell - Getting hit will spawn a fire fly.

Autumn Leaf - Increases mobility.

Banana Peel - Living enemies knocked into other enemies deal damage.

Battle Plans - Increases interrupt damage bonus. (Hit enemies while they're in mid-swing)
Stacking effect: Larger boost (?)

Bifocals - Increases perception.

Black Powder Barrel - Explosions are bigger.
Stacking effect: Even bigger explosions. Can get out of hand very quickly.
Stand back.

Blackened Horn - Surges deal fire damage.
Stacking effect: More fire damage. May cancel out cold effect from Horn of the Northern Wind(?)

Blood Moon - (?)Powerup at night?

Bloodshot Eye - Increases critical hit chance.

Bloody Shield - Taking health damage may give you a point of armor.

Bloody Stake - Hitting enemies restores a little health.

Blown Glass - Spells take more casts to shatter.

Bone Saw - Attack faster at lower health.

Brass Knuckles - Deal more damage the more enemies are nearby.

Broken Bottle - Damage enemies that hit you (?)

Broken Wing - Increases speed.

Bucket of Water - Increases fire resist.

Burning Blood - Your spilt blood deals slight fire damage to enemies that touch it.

Burnt Effigy - Your stamina recovers more quickly while... on fire?

Charming Mask - Enemies are less likely to dodge your attacks.

Chipped Blade - Increases aggression.

Chitinous Scale - Healing may also give you armor.

Colored Chalk - Increase size of magic circles formed by spellcasting.
This can be good or bad, depending on what element you favor.

Conjoined Hearts - Sometimes doubles the healing from health pickups.
Stacking effect: More chances, not sure if one pickup can be affected multiple times.

Cooked Chicken - Extends the hunger gauge, allowing you to go longer without food.

Copper Rod - Increases lightning resist.

Cracked Mirror - Taking damage has a chance of making you berserk.

Crown - Increases strength.

Crusader's Medallion - Hitting enemies sometimes triggers a free surge.

Crystal - Spells have a chance of being cast for free.

Dancing Shoe - Dodging an attack gives you an attack speed bonus on your next attack.

Dinner Plate - Food pickups are more effective at reducing hunger.

Doorknob - Picking up any metal pickup (keys/metal/armor) arcs a weak bolt of lightning into a nearby enemy.

Duelling Hilt - Parrying an attack gives you a damage bonus on your next attack.

Dying Candle - Increases stealth damage bonus.

Egg - Revives you once. Will work against death by blinking into a wall.

Empty Tankard - Deal damage on contact.
Best used with some form of defense so you come out ahead from that contact.

Empty Vial - Provides and identifies a potion when picked up.

Enchanted Bow - Gain an archer companion. They will follow you across areas, but can die.

Ethereal Key - Chance of not using up a key when opening locked objects.

Faded Mittens - Seems to chill nearby enemies. (?)

Family Recipe - Experience pickups reduce hunger.

Fang of the Beast - Hitting an enemy will recover a large portion of yellow health.

Faulty Timepiece - Time slows down when you hold still.

First Aid Kit - Heals you upon entering a new area (portal or ladder).

Frozen Chain - Contact chills, and eventually freezes, enemies.

Ghost Blade - Gives you an extra weapon that swings/fires when you use your weapon. If it's a bow, it will eat through your wood supply pretty quickly.

Golden Lock - Increased chance of rare loot.

Guillotine - Deal more damage to enemies that are under half health.

Half of a Shield - Weapons deal more damage after hitting an enemy, during that swing. Usually this only mitigates the penalty, but it can go into positives.

Head of a Statue - Gives critical hits splash damage.

Headsman's Axe - Seems to kill enemies that are bleeding out.

Heavy Ball - Orbits you, knocks things around.

Heroic Medal - Deal more damage and hit with more power while at high health. (?)Might be a penalty at low enough health.

History Book - Enemies drop more experience.

Holy Scripture - Hitting enemies restores a little stamina.

Horn of the Northern Wind - Adds cold damage to the blast from surges.
Stacking effect: More damage, may cancel out fire effect from Blackened Horn(?)

Hourglass - Increases knowledge.

Human Heart - Increases health.

Mementos - The List, I - Z
Leather Belt - You may turn invisible when an enemy would spot you.

Leather Patch - Increases bludgeoning resistance.

Leech - More blood from pretty much anything.

Lightning Wand - Casting a spell under a cloud will cause lightning to strike.
Stacking effect: More lightning bolts.

Lost Childhood - Attacks may set enemies on fire.

Magnifying Glass - Broken containers may have better contents.

Map Scroll - Drops a map at your feet upon entering a new area.

Meat Hook - Human enemies can drop raw meat.

Monocle - Broken containers drop 1 exp.

My Best Friend's Grave - Experience in motion deals damage to enemies.

Nail of a Giant - Increased weapon sizes, which is good in open areas, bad in tight quarters.
Careful about stacking these, your weapon's handle/hilt can start to get large enough to cause problems hitting nearby enemies.

Needle - Stamina starts recharging earlier.

Notice of Bank Error - Purchases sometimes are partially refunded.

Oar - Negates movement penalty from water.
Stacking effect: Starts to increase speed in water.

Ordinary Cloak - Enemies need to be closer to spot you.

Poison Apple - Increases poison resistance.

Propeller - Picking up metallic pickups (keys, metal, armor) causes you to levitate for a short time.

Plague Tick - Enemies that get too close will start taking poison damage over time. This will spread between enemies and corpses.
Stacking effect: Increases damage and spread range.

Pickaxe - Stone objects may drop metal when destroyed.

Piece of Nothing - Can cause enemies to flee when you hit them.

Pile of Ash - Dead enemies have a chance of exploding.
If the body starts flashing, get away from it.

Rat Tail - Deal more damage at low health, (?)less at high health.
Opposite of the Heroic Medal.

Rallying Horn - Increases size and maximum number of surges.

Red Leather Belt - Chance to turn invisible when you get hit.

Red Wine - Increases stamina.

Red Wine? - Restores some hunger when you kill enemies.

Rusted Gear - Delays the activation of traps.

Sacred Breastplate - Healing beyond your maximum health will give you a little armor.

Sap - Enemies are stunned for longer.

Sawblade - A sawblade orbits you, dealing damage to enemies it touches.

Scary Eyes - Slows down enemies you're facing.

Scarred Buckler - Blocking an attack increases the damage of your next attack.

Scalpel - Injured enemies are more vulnerable to critical hits.

Scrap of Armor - Increases slashing resistance.

Shard of Glass - Increases magic resistance.

Shiny Coin - Has a small chance of completely blocking any hit.

Spoiled Meat - Breaking a container gives you a fly. They're basically homing shots.

Stepping Stone - You move faster while attacking.

Stiletto - Deal more damage to stunned enemies.

Stomping Boot - Getting hit during an attack will push away enemies.

Strip of Leather - Slows the rate at which yellow health depletes.

Swollen Tongue - Increases dexterity and speed while standing in blood.

The Fury - Gain maximum stamina on every kill.
Stacking effect: All copies will accumulate stamina from every kill.

The Quill - Allows spell cooldowns to be filled in advance by 1 experience. This does not stop you from gaining that experience.
Stacking effect: Allows spells to be charged by 1 more experience per copy.

The Triumph - Shoot magic bolts whenever you attack with full health.

Teacup - Increases cold resistance.

Tea Leaf - Stamina recharges faster.

Torn Chainmail - Increases piercing resistance.

Tortoise Shell - Grants very brief invulnerability upon taking damage.

Twig - Increases dexterity.

Training Dummy - Aggression increases on successful attacks, and decreases on complete misses. Hitting objects seems to cause no change.

Traitor's Brand - Very low health / fleeing enemies may switch to your side.
You will probably need to use a surge/potion to heal them if you want to keep them, unless you Terrified them into joining you.

Unstable Crystal - Cracking(?) a spell causes an explosion, damaging anything near you.

Vampire Skull - Every kill increases your maximum health

War Banner - Increases fortitude. Provides a surge on pickup.

Watchman's Lantern - A small light orbits you at a fair distance, and can reveal hidden objects.

Weighted Stick - Weapon power adds partially to damage.

Wheel of a Ship - Push everything further.
Enemies
Weapons - The List
So as to not write out the words 100+ times, everything here will follow the format:
Weapon Name
Weapon type, weapon style, damage type
Cleave value, counter bonus, bleed damage
Attack 1 Damage/Power/Speed/Critical
Attack 2 Damage/Power/Speed/Critical
==================================
Ballista
Bow, Bow, Piercing
90%,100%,0
16/80/45%/8%
8/40/70%/0%
==================================
Battering Ram
Hammer, Heavy, Bludgeoning
70%,80%,0
15/120/50%/0%
12/70/60%/1%
==================================
Battle Axe
Axe, Heavy, Slashing
85%,100%,0
11/60/70%/5%
9/50/80%/3%
==================================
Bladed Bow
Bow, Special, Piercing/Slashing
40%,100%,0
8/35/80%/1%
6/30/160%/3%
==================================
Chakram
Throwing, Light, Slashing
50%,100%,0
10/25/200%/5%
5/15/100%/3%
==================================
Weapons - Advanced
Weapon Elements

Veil / Death:
Tier 1 - Hollow: Increases damage by 25%, decreases power by 25%.
Tier 2 -

Cold:
Tier 1 - Chilled: Makes weapon blueish, applies tiny amount of cold to you and enemies hit when swung.
Tier 2 - Frozen: Applies a notable amount of cold to enemies hit, which can freeze them. Frozen enemies take greatly increased damage from the next hit they take. Applies slightly more cold to you when swung.
Tier 3 - Glacial: More cold, and fires a cone that severely chills any enemies it hits.

Fire:
Tier 1 - Embered: Makes weapon orangish, applies tiny amount of heat to you and enemies hit when swung.
Tier 2 - Flaming: Can light things on fire, more fire damage. Applies slightly more heat to you when swung. Holding the weapon over raw meat will cook it.
Tier 3 - Blazing: Your weapon's pretty much just a massive fire hazard now. Either use caution or fire resistance.

Lightning:
Tier 1 - Shock: Gives a chance of a 2 damage bolt of lightning arcing through random nearby targets (ally/enemy/self).
Tier 2 -

Blood
Tier 1 - Bloody: Heals you very slightly when you hit an enemy, but lowers power.
Tier 2 - Sanguine: Heals you more, and applies a damage over time effect to enemies that can bleed.
(Convoluted wording because they do not actually bleed.) (?)Lowers power more.
Tier 3 - Blessed: Heals you more, improves damage over time, (?)maybe another effect.

Curse/Violent:
Tier 1 - Cursed: Drains 1 HP per swing, increases power and damage by 25%.
Tier 2 -

Achievements
17 Comments
rogantheoldman Jun 2, 2022 @ 12:29am 
Nice!! Sweet heart:steamhappy:
Nerava  [author] Sep 1, 2018 @ 10:54am 
Yeah, there's still quite a bit missing here, I haven't worked on this in a while.
Stevepunk Sep 1, 2018 @ 4:45am 
Your forgot Curse. Deals 1 point of damage to yourself per swing but increases power (I think?)
DennyM Apr 15, 2018 @ 10:43am 
Thanks :steamhappy:
Nerava  [author] Apr 15, 2018 @ 9:41am 
Ah, those are picked up throughout the game. You'll sometimes get scrolls with sort of scribbly lines on them, and on collection you can purchase the corresponding weapon in all future playthroughs.
DennyM Apr 15, 2018 @ 1:49am 
I'm talking about the multiple rows of wooden tables with empty weapon slots and the smith above them. The guy is saying i can give him blueprints but it seems like i'm either never found one or totally missed the way to create one?
Nerava  [author] Apr 14, 2018 @ 8:54pm 
The only "workbench" I can think of is the whetstone, which requires experience and materials to upgrade your current weapon. Is that what you're asking about?
DennyM Apr 13, 2018 @ 11:09pm 
Nice one, thanks mate. By the way could you please add a few words about crafting? I see a number of workbenches in the sanctuary but no idea how to use them.
没有名字z Apr 8, 2018 @ 3:32am 
a useful skill: traps can be removed by digging and left 2 metal bars
Metal-Orca Mar 19, 2018 @ 6:41am 
thank you very much,this guide is usefull for a noob like me.