Caveblazers

Caveblazers

255 ratings
Caveblazers - Master Guide
By hddkn_ and 2 collaborators
This is the Master Guide for Caveblazers game.
All the Effects, Secrets, Bosses, Weapons, etc will be shared here along with all the information needed to Complete 100% of the game.
Unsheathe your sword, ready your arrows and let's go Caveblazing!

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*guide is a constant wip*
*if you have any correction/info please share so we can correct*
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Caveblazing!
This is the Master Guide for Caveblazers game.
All the Effects, Secrets, Bosses, Weapons, etc. will be shared here
along with all the information needed to Complete 100% of the game.

Unsheathe your sword, ready your arrows and let's go Caveblazing!

WARNING, THERE WILL BE SPOILERS.



*guide is a constant wip*
*if you have any correction/suggestion/newinfo please share so we can correct*
Bindings
Lots of streamers ask for my Controller Bindings, so here they are.
Make note that THESE ARE NOT the default ones.

They are fully customized for my own playstyle.
Feel free to share and use them.

Daily Runs
What is the Daily Run?
The Daily Run is a unique run generated every day. You start with specific Traits, Blessings and Items. Even if you don't have full game items unlocked, you can still get them on in game loot.
Looting is also different for everyone, so no 100% Spoiling chance.
You can get DLC blessings in the daily run, even without DLC.
The run can only be played once per day.



Daily Run is accessed on the Small Red Gate near the Main Gate.
It reopens at Midnight // GMT+0 TimeZone
(you can check Reset Time on Gate when closed.)

Daily Traits:
  • Angry Jumpers
    Angry version of a basic Jumper, color Red. Deals 19-22 damage, causes burning

  • Cheaper Blood Shrines
    Blood Shrines have half the usual HP cost

  • Harder Bosses
    Take 2x Damage from Bosses and more HP

  • More Orcs
    More Orc Camps, and more frequent Spawns

  • Move Slower
    Reduces your movement speed by 10%

  • No Altars
    There won't be Altars to combine your items

  • No Ranged Blessings
    Only Melee, Magic and General Stats Blessings are available

  • No Health Shrines
    Health Shrines are no longer present on the Run

  • Slimepocalypse
    Slimes! Slimes everywhere! On every stage!

  • Take More Damage
    Take 2x Damage from all sources (except bosses)

  • Time Limit
    Corruption floods the cave from the top. Slowly but deadly if caught in its path.

  • Vibrant Blood
    Blood Color changes according to Enemy killed. Also looks more saturated, more colorful and more frequent.

  • More Monsters
    More monsters spawn in the caves. Kullos and Drazes can be found in level 1 and 2.

  • Smaller Levels

  • Less Food

  • Less Treasure

  • Pay for Blessings
    All blessings cost gold.

  • Explosive Boxes
    Explosive boxes can be found throughout the level that detonate on hit.

  • Gatekeeper
    A gatekeeper monster has to be defeated before the door to the next level opens.

  • No Melee Blessings
    No melee blessings.

  • Jumpers Galore
    More jumpers.

  • No Spikes

  • No Jumpers
    No cry

  • Extra Health
    Start with more health.

  • Larger Levels
    Levels are deeper.

  • Monster Mashup
    All kind of monsters can be found in all levels.

  • No Bosses
    Disables all bosses but The Overlord

  • Melee Focused Orcs
    Orcs don't use ranged attacks

  • Less Levels
    Half the levels.

  • More Blessings

  • Start With 1 Health
    Start the run with 1 max health.

  • Deal More Damage
    Deal double damage.

  • Heal Before Bosses
    You heal up to 50 health before each boss fight.

  • Extra Life!
    Survive a lethal hit and be healed to 50 health

  • Bigger Explosions!
    ALL explosions are bigger

  • Less Negative Potions
    No poison, burning and instant poison (-20hp) potions

  • Spelunker
    Start with a pickaxe and dig your way through the level

  • Elite Orcs
    Some orcs are stronger and have more hp, signified by a red outline.

  • Deck Builder
    Cards (from the arena DLC) spawn in the levels

  • Vegan Mode
    Meat becomes tofu, eggs become eggplants

  • Witches
    Witches spawn in the caves

  • Outsiders
    Shrouded Lands monsters spawn in the caves

  • Battlegrounds
    At each level exit, an arena with several waves of enemies has to be defeated before you can leave.

  • Run the Gauntlet
    Each level contains an obstacle course.

  • Explosive Spikes
    As if dropping on spike traps wasn't bad enough, now they also explode.
Score - Calculation and Tips
Score Calculation
The score you get at the end of the run consists of your kills, blessings collected, gold remaining, level reached, a negative starting offset, a win bonus and a relic multiplier.

Action
Points
Starting Offset
-100
1 Kill
10
1 Blessing
60
10 Gold*
1
Winning
1000
1 active Relic
+10%
*remaining at the end of the run. Gold you spent is not counted towards score.

The level score is not linear and calculated by
Points(Level) = (Level-1)^3
Level:
1
2
3
4
5
6
7
8
9
10
11
Points:
0
1
8
27
64
125
216
343
512
729
1000

Scoring Tips
You obviously want as many kills, blessings and gold as you can, as well as reaching level 11 and winning the game.

Play with 4 Relics
Take all but Twilight. Four relics give you a 40% score bonus. Taking the Twilight Relic will limit your time, so you will likely not get all kills, gold and miss arenas and probably take lots of damage.
Please refer to the relics guide on how to find and unlock them.

Do Arenas
There are two Arenas that have plenty of monsters to kill and reward you with tier 1 and tier 2 Champion Blessing. The first is accessed in level 1 by shooting all four arrow symbols, which will spawn a door.
The second arena is found in level 7 but needs a key from level 6 that requires one or multiple bombs. Take a look at the relic guide for more information on how to access these arenas.

Wait for Respawns
Each stage has a limited amount of respawns that will run straight to you. If you waited for a while and nothing comes your way, take a tour through the level as they sometimes get stuck somewhere. If nothing is there, you can move on.

Take Your Time
As time does not factor into the score, you can play as slowly and carefully as you want. Not taking damage means you don't need to buy health shrines or healing items, if you play with Blackjack relic. You will also want to have full health to use blood shrines (see below).

Use Blood Shrines
Play carefully and save/increase your health whenever you can, so you can buy blood shrines. Each one gives you a blessing, i.e. 60 points.

Kill Fast
Monsters that jump into spikes, lava or die to falling damage don't count as your kills, so be quick to kill them around environmental hazards.

Blessing of Riches
Take it whenever you come accross it. More gold = more score. Get Blessing of Looting if you play with Blackjack, since loot can be sold.

Blessing of Generosity
If you have this blessing, the little ghost will reward you with gold, items or blessings for multikills, i.e. kills in rapid succession. Try to line up your kills into streaks instead of doing single kills, by luring monsters to each other.
Take a look at Blessings (Part 2) for a detailed description on how rewards work.

Use Bombs
Only save 1 bomb (sticky or poison if possible) to get the arena key in level 6. Use other bombs to get to monster groups, treasure and blessings trapped underground. There is no other use for bombs anyways.

Dragon Glass
Level 9 has an area that you need to bomb open to get Dragon Glass. It can be tossed into lava pools to drain them, so you can safely destroy treasure chests and urns around them without losing the gems to the lava. Do this also, if you see respawns constantly jumping in there and dying. Lastly, if you play with the Blackjack relic, the shards can be sold.
Stages
Bosses
Boss fights are an arena style fight against a random 1 of 8 bosses. Bosses are guaranteed at the end of every 2 stages. Bosses health and attack will increase slighly every time you encounter one, and after killing them, you will be given at least one item and one blessing, depending on which boss was killed.


Felfang

The Venomous, Malformed Half-Spider



Attacks:
  • Poison Bombs
When the player(s) is far enough away, Felfang will fire 4-5 Poison bombs in both directions that expload on impact. The bombs will do 10-15 base damage, and will create a poison cloud that will poison the player when stepped in, causing them to take 4 seconds of poison damage.
  • Leg Stab
When the player is too close to Felfang, she will attempt to stab them will her leg blade. It deals about 9-13 base damage, and she will only attempt this up to 3 times, after then, will use a different attack.
  • Fleeing
After a short time, Felfang will flee by jumping away, and she will summon several small spiders that will jump at the nearest player. Killing all of them will re-summon Felfang, however if you take too long to kill the spiders she will come back with the spiders still present.
  • Laser Beam
After coming back from fleeing, Felfang will charge up a laser beam to shoot at the player. The beam takes about 2 seconds to charge, and will do a large about of damage overtime. However, if you attack here while she is charging, she will go down, and be weak to all damage

Patterns:
When she is first spawned when the fight begins, she will most likey fire her poison bombs 1-3 times, depending on how close the player is. She will stop all patterns to stab at the player if they get too close, and will flee after she has finished firing her bombs. When she comes back, she will attempt a laser beam charge, and wether or not she gets hit, she will repeat the pattern.

Strats:
Melee can be dangerous due to her poison bombs. When she starts her pattern is the safest time to deal some melee damage because she will attempt to stab you. If you are directly next, or under her, her stabs will not affect you. but don't stay there for long because she will fire her bombs not too long after. After you attack her with your melee, take some arrow shot at her from a distance.

Best weapons:
Any bow that can pierce enemies is good. This is mostly due to her Spiders.
Poison and explosion resistence is also a good pick.

Immunites:
Poison

Azguard

The Diobolical Bloodthirsty Demon

Azgard is a floating demon that is one of the more easier bosses. He has 2 stages, that he will enter after losing enough health. In his first stage, he will have his armour on, wich makes him immune to most negative effects. After he loses enough health, his armour will dissapear, making him weak, and making him take 100% more damage from all sources, and lose his immunities.

Attacks:
  • Explosive Orbs
Every so often, Azguard will summon 6 red orbs that will float around him, until about 3 seconds later, he will launch them at the player. Thes orbs fire one after another, and will do 8 base damage each. While he is charging his orbs, he will take double damage.
  • Bomb drop
Azguard will dash to one side of the room, and drop 5 explosive bombs that detonate on impact. These will do 8-10 base damage each, as well as knock back the player.
  • Body Slam
After he has done his previous 2 attacks, Azguard will slam to the ground, creating shockwaves in both directions. He will say there for a short time, and during this time, he will be weak to all damage from all sources.

Pattern:
Azgaurd is a very simple boss, and is easy to predict. Most of the time his attacks are in order the order above, however sometimes he may break it.

Strats:
When he slams into the ground, dodge the shockwave and downward-stab on his head. Keep stabbing until he flies away.
Run from the bomb drops, then shoot him while he's summoning his orbs.
Once the orbs are up, run to the side farthest away from him and anticipate the attack.
Jump as soon as he fires his first orb and again as soon as you land. The first orb will hit the ground, 2nd and 3rd go above your head, 4th hits the ground and so on.

Immunities:
  • Stage 1: All, Excluding Curse
  • Stage 2: None

Goliath
The Choatic Stone Berserker
Goliath's apperence consists of 3 unbreakable stone blocks, and an eye. Goliath only has 1 means of attack, being his 2 stone fists. After he takes enough damage from all sources, he and his stone block body will drop to the floor, making him take 100% more damage.

Attacks:
  • Stone Slam
Goliath will slam his stone fist from either 4 directions, by throwing them at a fast speed. These do about 10-11 base damage.
  • Rage
After attacking during Goliath's weak point, His eye will explode, knocking the player back. Afterwards, his fists will charge up twice as fast, and will propel through the air even faster. This effect lasts about 7-8 seconds, and Goliath's eye will close, making him immune to damage. The damage dealt does not increase.
  • Crushed
If you get between Goliath and his fists, you get crushed, instantly killing you. Not even an ankh or hand blessing will save you. This can also happen when he transforms after a vulnerability phase when his hands are inside of him.

Strats:
Immediately jump on one of his fists and let it carry you up to jump on top of him.
If the eye is on top, hit it 9 times with your bow, then downward-stab it. It takes 10 ranged hits, 3 melee hits or 1 downward-stab to make him vulnerable, so 9 & 1 gives you the most damage. The counter slowly resets if you don't attack.
Once he's on the ground, start attacking the eyeball. It takes 10 magic hits or 6 regular hits of any kind to make him vulnerable. If the eye is on top, downward-stab it 6 times. Count your stabs and don't stab a 7th time to retain air-maneuverability. Try to land on top of him and wait out the rage.

If the eye is initially on the bottom, melee hit it from the fist, then start shooting the eye with your bow. Do so from a diagonal angle to prevent a fist blocking the vulnerable eye.
If the eye is on the bottom in the vulnerable phase, hit it 5 times and jump on top of Goliath to wait out the phase. Keep jumping to possibly avoid the knockback.

Should you fall down with enraged fists, don't panic. The vertical fists should be easy to dodge as they strike randomly. The horizontal fist will fly on your level and charge. The key to dodging it is to jump after it starts charging. If you try to climb a wall or jump too early, it can easily follow you and will most likely hit you.

Patterns:
Since he only has 1 attack, he has no patterns.

Immunities:
Slowness, Fire

Chrono'boid
The Obsidian Plated Cuboid

Chrorna'boid is a large cube shaped boss that is immune too all damages during times, and immune to all status effects; including curse.

Attacks:
  • Directional Zap
Chrono'boid will send electrical zaps in all 8 directions about 3 times, and they will do about 10 base damage.
  • Core Shots
Version 1:
Chrono'boid will aim a trajectory directly at the player. It will not move after it has locked, and will shoot a machine gun-like flurry of projectiles that do 6 base damage each.
Version 2:
Chrono'boid will track the player with a trajectory, and will fire a explosive projectile every second that does about 10 base damage and will set the entity on fire.
  • Fiery Mine
Chrono'boid will fire 5 explosive mines that will explode when any entity touches it, or after 10 seconds. These do 10-12 base damage, and light the entity on fire.
  • Bomb Strike
Like the Fiery Mines, he will fire 5 bombs that explodes on impact, and do 9-11 base damage. These do not set entities on fire.
  • Shadow Fire
Chrono'boid will open up, and fire several homing projectiles, revealing his vunerable centure. Attacking the middle directly will pull Chrono'boid out of his armour. The orb will fire a homing projectile once every so often. Attacking the orb enough will make it drop, making him take more damage.

Patterns:
Most of the time Chrono'boid will start with his Directional Zap, and then open up, making him able to take damage and a tremendously reduced rate. He will swich between firing any type of mine, followed by any type of shooting, twice, and then attempt Shadow Fire.

Strats:
Attacking while his core is red is not worth taking a large amount of damage for. Simply dodge all the attacks, and attack when vunerable.
When dodging, walls are your best friend. Shimmying on the walls can make you near impossible to hit with mines, and hard to hit with any Core Shots.

Immunities:
All
Bosses 2
Grubbington
The Titanic Tiki Grub


Attacks
  • Drill
Grubbington's drill head causes damage to the player whenever he breaks out of the ground or through the walls and when he reburrows, causing 10 damage.
  • Shot
When Grubbington stops partway out of the ground he shoots at the player from every body segment with a protruding orifice. Each shot deals 9-11 damage.
  • Triple Shot
Once a segment's crust is broken, the green flesh underneath is revealed and shoots three projectiles that spread and hit for 9-11 damage each.

Patterns
Grubbington repeatedly burrows and unborrows, trying to hit the player with his drill attack. Once in a while he stops moving partway out of the ground and starts to shoot at the player from his orifices.

Strats
Dodge Grubbington's drill attack. If he's underneath you, he will always try to break out right where you're standing. Look for the breakout indicator which flashes shortly before he breaks through. Immediately move back towards him and stand "inside" his body. This will prevent you from getting hit when he re-enters the ground. If he stops moving to shoot at you, standing inside him will protect you from getting hit. Do upward slashes to not accidentally move out of his protective hitbox.


Medusa
The Crazed Moonjelly Monstrosity


Attacks
  • Lightning Strikes
A wave of rapid lightning strikes goes across the arena from one side to the other, dealing 10 damage.
  • Lightning Bolts
Medusa shoots lightning bolts in all directions, dealing 10 damage each.
  • Slam
Medusa positions herself above the player and slams down about three seconds after. If she hits the player, she gobbles him up and deals three times 5-8 damage.

Pattern
To start the fight, the player has to shoot one of Medusa's offspring that float around the arena. Medusa will then drop down and starts floating above the player, drifting left and right and sometimes up and down. She will then cast either lightning strikes or bolts a couple of times before she tries to slam down on the player. If the slam hits, she will gobble up the player, deal damage to him and spit him out, then return to her floating state where she casts her lightning attacks. If the player dodges, she becomes stunned on the ground for a short time. After one hit, she goes back in the air, still confused. If the player shoots her four times, she crashes down and turns vulnerable for 5 hits.

Strats
Shoot Medusa with your bow and dodge her lightning attacks while waiting for the slam. If she squints her eye and starts to shake, she will cast her lightning bolts. Move away from her to make the gaps in the circle of bolts wider and dodging them easier. If she casts lightning strikes, run away from them to the opposite wall. Hugging the wall will avoid getting hit. If you're somewhat in the center of the arena, you can always make it in time. Another way is to run through it the opposite way. While this is safe most of the time, you may get hit.
When she prepares her slam attack, she moves above you and follows you around for about 3 seconds before she slams down. Start moving left and right and count to 3 and she will miss. If she still hits, try the same again. You will get a feeling for it and be able to dodge it. Once she's on the ground, attack her once and then shoot her down to make her vulnerable. In her vulnerable state, use downward stabs for maximum damage.

Recommended items
A ruby or shadow wand lets you avoid all of Medusa's damage reliably. You can use them to dash through lightning strikes and bolts and easily avoid her slam attack with them.

Iron Face
The Savage Skeletal Abomination

Attacks
  • Magic Projecitle
Iron Face charges his defensive constructs one by one to emit a magic projectile that flies straight outwards. He may also charge all of them at once.
  • Laser
One or two constructs will start glowing red and send a laser beam outwards, while spinning at increased speed.
  • Separate Construct
One of Iron Face's defensive constructs splits off and starts attacking the player with homing projectiles.
  • Construct Vengeance
Upon Iron Face's death, his remaining constructs will shoot off in all directions and start to attack the player with homing projectiles. They will also zap him and knock him back in melee range.
  • Renew Constructs
Iron Face renews all missing constructs if only 3 remain around him.

Pattern:
Locked in place, Iron Face's constructs slowly circle around him while shooting projectiles in all directions throughout the fight. He then uses his laser attack and separates a construct shortly after. If three of his constructs are destroyed, he will renew all of them. After defeating the main boss, the remaining constructs all separate from the corpse and start attacking the player with homing projectiles.

Strats:
Position yourself underneath him and shoot with your bow while dodging the constructs' projectiles. Avoid his laser attack by jumping around him over the scaffold. When a construct separates, position yourself underneath it and destroy it with your bow.
After he's dead and the constructs separate, they activate one by one. Try to find the first to activate and shoot it immediately. The constructs will move towards you, so use the scaffold and walls to avoid them as they zap you in melee range.

Recommended Items:
Crystal skull is a great way of avoiding damage on this fight. It blocks all projectiles as well as the lasers.
Bosses 3
Deathrig
The Ashen Wraith

Attacks

  • Homing Missiles
Deathrig shoots out four magic bolts that linger in the air for a second before launching themself at the player
  • Magic Barrage
Deathrig rapidly fires magic projectiles in a spiral around him
  • Shadow Vomit
Deathrig moves towards the player while vomiting downwards. This attack leaves his head vulnerable to attacks from above.
  • Summon Adds
After his vomit attack, Deathrig submerges and summons six adds that shoot slightly homing magic projectiles at the player.
  • Magic Projectiles Phase 2
In phase 2, each one of the orbs shoots magic projectiles. One will target the player, the other fires alternating in diagonal and cardinal directions.

Pattern:
Deathrig will start out in the middle of the room and use either his homing missiles or barrage attack. He then positions himself above the player and begins to vomit. After a certain time, or if the player hit his head and made him vulnerable, he will submerge and summon his adds. Again after a certain time, or if the player destroyed all the adds, he will emerge and use the other attack he didn't use the first time (barrage/missiles). Once this form is defeated, he splits up in two and starts attacking the player with directional projectiles from one and aimed projectiles from the other part. After a few attacks they stop for a moment and then switch the attacks around.

Strats:
Start out the fight by positioning yourself at diagonal shooting range to Deathrig. If he uses homing missiles, move as they fly towards you to dodge and wait out the phase. If he uses the barrage, just shoot at him diagonally. You won't get hit on either side. When he prepares his vomit attack, move towards the far wall and wait for him to start vomiting. You want him to be about half a screen away from the wall. If you're confident, you can squeeze in a few shots here. When he's close to the wall, stab the top of his head by jumping on it from the wall. Do five stabs, position yourself against the wall and hit him a sixth time, then shoot at him with your bow until he disappears. Doing six stabs will catapult you into the ceiling that is covered with shadow stuff.

Six adds will appear that need to be disposed of quickly. Their shots are not very accurate so you should not have a big problem dodging them. They also do friendly fire to each other. Unlike Iron Face, these adds can be melee'd.

In phase 2, focus on not taking damage. You can use the parts as shields and they will deal damage to each other and block projectiles. If the part that aims for you is close to the floor, melee it and keep jumping over it. It adjusts its aim very slowly and will always miss.
Bosses - The Overlord

Attacks:

Phase 1:
  • Slash
A regular sword slash for ~30 damage.
  • Downward Stab
A downward stab if the player is beneath him.
  • Lightning
A lightning strike for 15 damage in one of 8 directions around the Overlord, aimed at the player.
  • Energy Burst
Used if the player engages in melee combat. Knocks the player back a short distance and make the Overlord invincible for a second.

Phase 2:
In phase 2 he retains all his phase 1 attacks
  • Magic Projectiles
The Overlord creates a barrier around him which deflects projectiles and pushes the player away while sending out waves of magic projectiles that target the player or go off in random directions. They create a small explosion on impact for 15 damage each.

Phase 3:
  • Lightning
The soul will aim at the player, indicated by a thin white line, and shoot a powerful lightning strike.
  • Shadow Bombs
The soul drops five timed shadow bombs on the ground that detonate on touch and curse the player, dealing damage over time.
  • Magic Projectiles
Three magic projectiles that shoot for the player after a short time.
  • Projectile Burst
A burst of of projectiles that shoot for the player after a short time.

Phase 4:
  • Lightning
Same as in phase 3, the middle orb that floats around the skull will target the player with a thin line before striking lightning as his location.
  • Protective Barrier
When the middle orb is destroyed, the skull will create a protective barrier around itself, which deflects projectiles and pushes the player away
  • Projectile Burst
When the middle orb is destroyed, the skull sends out a burst of magic projectiles that shoot for the player after a short time.
  • Attack Orb
Along with the barrier and the projectile burst, the skull summons an attack orb, or maybe it's just his targeting indicator and he strikes the player with his mind. It follows the player around and strikes frequently. With its relatively slow turning speed, it can easily be outmaneuvered by moving in circles.

Patterns
Phase 1
The Overlord runs towards the player, trying to melee him. He will use his downward stab if he has the opportunity. If the player stays at range, he will use his lightning attack. Every few melee hits he casts energy burst, pushing the player away and making himself invincible for a second.

Phase 2
The same behavior as in phase 1, but he will occasionally fly to a random location, create a barrier around him and bombard the player with a waves of magic projectiles.

Phase 3
The soul flies around the area, seemingly trying to stay away from the player and randomly uses one of its attacks.

Phase 4
The skull repeatedly shoots lightning at the player until the middle shielding orb is destroyed. He then summons a barrier around himself, protecting him from projectiles and pushing the player away, while at the same time sending a burst of projectiles at the player and summoning an attack orb that will follow the player and try to strike him. After a while the barrier wears off and the skull can be attacked (while still dodging the orb), before he resummons his protective orbs.

Strats
Phase 1
The safest way is to just shoot him from range and dodge his lightning attacks. They are very predictable. Whenever he comes close, jump over him and move to the other side. Due to pathing issues, it will always take him a bit to get over the scaffolds and the blocks in the middle of the room. Meleeing him is another way that is usually safe, as he can be stunlocked by rapid strikes, just be careful with slow weapons.

Phase 2
Same as phase 1. Whenever he casts projectiles, find a spot far away from him, preferably with a stone block to hide behind. Hugging the mound of blocks in the middle of the arena when he is close can also protect you. Remember that the projectiles explode on impact, so they might damage you if they don't hit you directly. Another way is to just keep moving and climbing up/sliding down walls.

Phase 3
Shoot at the soul with your bow. It's helpful to climb up the blocks to see what kind of attack he uses. Use melee carefully. If you are in melee range while he casts any of his attacks with multiple projectiles, they may all hit you at once. If he uses his lightning attack, find a block to hide behind. This is by far the most difficult phase, as he often flies off screen and you can easily get caught by a stray projectile.

Phase 4
Stand left of the middle, close to the one block that hangs one tile wide up in the air. Shoot the skull with your bow and hide behind that block whenever he prepares his lightning strike.
Once his protective orbs are destroyed, you have to dodge his projectile burst. As with all of these attacks, they hover in the air for a second and then shoot off in your direction. Simply running towards the wall and/or climbing up will do the trick. Do not run too early or you won't have space to run to. Once you're confident with dodging this burst, you can squeeze in some shots for extra damage.
Then you have to dodge the orb that follows you around. It moves fast but turns somewhat slowly. You can easily avoid it by jumping in circles, e.g. move a bit right on the ground, jump left, move right and so on. You can also jump on and off the wall.
At some point the barrier around him disappears, while the orb is still chasing you. Keep doing your jumping routine and add in a few shots when you can.
Cheese:
Stand in the spot shown on the right and destroy the orbs on the right side then keep shooting the skull without destroying the middle orb. Hide behind the block from lightning.
Shrouded Lands Bosses
These bosses are found in Shrouded Lands, which replaces Level 9 and 10 if all five relics are active.

Dominae
The Shrouded Protector

Attacks:
  • Jab
A worm's head turns yellow and jabs at the player with great speed and precision.

Pattern:
Dominae's worms come out of the skull and go in seemingly random directions. Every so often their heads turn yellow and they will jab at the player unless shot in the yellow part.

Strats:
Stand diagonally or directly under the skull and shoot at the worms. If one of them turns yellow, quickly move into position to shoot the yellow head for increased damage. If you cannot shoot it because it's coiled up, move far away and prepare to dodge in the last moment.

Eye of Israphel
An Ancient Adversary


Attacks:
  • Magic Blast
One eye will be charged up, aim at the player and fire a powerful blast that does high damage and knocks the player back
  • Directional Lasers
The small eyes begin to rotate around the center eye, while the four corner eyes are being charged up before firing laser beams similar to Iron Face's. The lasers deal high damage, knock the player back and can hit multiple times at once.
  • Summon Adds
Israphel summons five red orbs around him that will stay stationary and shoot slightly homing projectiles at the player for 10 damage. Upon death they knock the player back.
  • Magic Projectiles
During his vulnerability phase, Israphel will fire certain patterns of magic projectiles at the player.

Pattern:
Israphel casts lasers and adds alternatingly while using his magic blast in between. After his lasers, one of the outer eyes glows orange for a few seconds. If attacked, all the eyes will shoot off (dealing no damage), revealing the vulnerable center eye. While exposed, Israphel fires a pattern of magic projectiles at the player before resummoning his protective eyes and casting either adds or lasers again.

Strats:
Equip the Icarus Feather you found, else this fight cannot be done, it gives you infinite jumps, making you able to "fly" around the room. Dodge the lasers by jumping around Israphel and shoot the orange eye right after. Stand on a platform below him and dodge his projectiles by moving left and right while shooting upwards. Memorize the pattern as it is always the same.
Whenever there are adds up, they are main priority, even if he is vulnerable. Israphel will mercilessly keep on summoning them which gets you overrun quickly if you don't deal with them. Be aware of their knockback on death. It can easily get you knocked into other projectiles or lasers. Meleeing them is not advisable.
If you have food or an ankh, put it on a quickslot.

Recommended Items
You want a strong ranged weapon, ideally a mega shadow bow, but an ultra shadow bow, a triple shot with lots of magic damage or a super hand cannon can work as well.
If you use the dual wield perk, which lets you equip two magic items, a shadow or titan star can be placed inside the center eye during his vulnerable phase for massive damage.
Shrines / Altars / Stations
Shrines are various statues the player can spend collected gold or health at.
Altars are the place to combine your items (weapons, magic items or rings) to get a Super version of it.
Stations are the place to Craft your Shadow Weapons. Only active with Oblivion Relic ON.
Usually they appear at the second level of a Stage, except in the Jungle area.

Health Shrine
This Shrine has the figure of a Hooded Angel.
When payed it will heal the player exactly 100 health points, and it breaks after 1 use.
The Gold cost changes according to damage taken in level.
(if it costs 100 at 50HP, it will cost more or less if your HP during that stage)


Intact vs Broken

Random Shrine
The player pays the Gold cost and the Shrine drops a Random Item.
It breaks after 1 to 3 uses.

Item Shrine
The players pays the Gold cost to buy the shown item.
Usually the cost is worth it, and cheaper than in the Shop.
It breaks immediately.

Blood Shrine
The player sacrifices is own HP to get a Demonic Blessing.
Usually worth getting, specially if there is an Health Shrine in the same Stage.
(you can pop the Blood and then Heal at Health Shrine, assuming you have the Gold)
It breaks immediately.


Intact vs Broken

Altar
The player can drop two identical items on it to combine them to create a Super item.
It only works with Weapons, Magic Items and Rings. Shadow items are included.

Shadow Station
The player can drop two Ranged or two Melee Weapons to craft a Shadow Weapon.
After the crafting, the player can combine them in an Altar to make a better version of it.
Shadow Weapons have 4 Tiers: Normal, Super, Ultra and Mega.



Runes
Name
Description

Teleportation Rune
Teleports you back up to the top of the current level.

Shield Rune
Give shields to yourself and all nearby friendly characters which will block 1 hit.

Health Rune
Restores 20 health to yourself and all nearby friendly characters.

Demon Rune
Steals 10 of your health, but increases your maximum health by 20.

Surge Rune
Increases your melee and ranged damage by 10%, and your melee and ranged speed by 10%. This effect lasts until the end of the current level, and can be stacked up to 4 times.

Boost Rune
Eats all of your active shields, gaining +1 melee damage, +1 ranged damage, +1 magic damage and +5 max health for each shield eaten.

Bloodlust Rune
Gain 5 health from every kill for the next 20 seconds.

Poison Rune
Poisons all nearby enemies.
Potions

On your adventures, you may encounter potions.
Potions can have various positive and negative effects, temporary or permanent.

Every session the effects of potions will change, meaning that one time the red potions could be healing, but the next session they could be poison.

Once drank, the meaning of a potion is revealed and will be shown on potions of the same kind for the remainder of session.

The possible consequences from drinking a potion are as following:
Name
Kind
Description
Health Potion
T+
Restores 30 health.
Instant Poison
T-
Take 20 points of damage.
Strength Potion
P+
Permanently increase melee damage by 2.
Fortitude Potion
P+
Permanently increase maximum health by 10.
Weakness Potion
P-
Permanently reduce maximum health by 10.
Finesse Potion
P+
Permanently increase ranged damage by 2.
Potion of Valor
P+
Permanently increase melee and ranged damage by 2.
Slow Poison
T-
Take 20 points of damage over 10 seconds
Slowness Potion
T-
Temporarily reduce movement speed.
Haste Potion
T+
Temporarily increase movement speed.
Burning Potion
T-
Sets you on fire.
Potion of Invincibility
T+
Temporarily makes you invincible.
Potion of Frailty
P-
Permanently reduce melee and ranged damage by 1.
Potion of the Guardian
T+
Gives you a shield which will protect you from 1 hit.
Potion of Rage
T~
Temporarily doubles all damage taken and all damage dealt.
Affinity Potion
P+
Permanently increase magic damage by 2.
Hex Poison
T-
Reduce damage resistance by 10%
Devilry Potion
P~
Reduce one random stat, and increase two random stats
While this means that your chances of getting a positive effect out of a random potion are just about 50%, a thing to note is that only up to 13 different potions can be encountered in a single session, so the actual chance can be anywhere between 30% and 70%.

As result, it can be preferable to avoid the risk and instead throw the potions in front of orcs or goblins, which will gladly pick up and drink them, allowing you to see what a potion does without drinking it by yourself.
Arcane Boxes
Arcane Box is a mysterious looking box which causes a random event when opened.

There are two kinds of these:

100% chance of positive events.
20% chance of positive events.
80% chance of negative events.

Positive Events:
  • Blue Monkey
    Currently does nothing. It follows you around. Can be used to Life Drain, or just for one extra kill point.

    Trivia: Someone on Twitter made a random creature generator which generated a creature for each of their followers. The blue monkey was the dev's creature.
    Its official name is Blunkey.

  • Chickens
    Spawns 5 Chickens. Can be used to Life Drain, if you have Blessing or Crimson Blade. Also can be used to get Secret Challenge.

  • Health Cloud
    Green Cloud that heals for 20hp. Can be confused with Poison Cloud but this one has a positive sound effect.

  • Random Blessing
    It spawns a random Blessing bubble.

  • Random Gold
    Spawns a random amount of Gold (~70 on average)

  • Shield Cloud
    Gives all nearby entities +1 shield (stacking), similar to Shield Rune.

Negative Events:
  • Blood Explosion
    A small blood explosion. Does not have any apparent effect on nearby entities.

  • Explosions
    Spawns several small bombs across the area. Similar to Promegranate Bow

  • Explosion with Tracking Projectiles
    Spawns an Explosion that shoots several tracking projectiles. Similar to Gold Wand.

  • Needle Explosion
    Fires 20 needles in all directions. Each needle deals 8 damage, making this event for the top reason not to stand on top of a negative effect box.

  • Fire Cloud
    Sets nearby entities on fire.

  • Poison Cloud
    Poisons nearby entities. Not to be confused with the similar-looking healing cloud.

  • Enemy spawn
    Spawns 5 enemies. These can be small slimes, big slimes, bats, or hobgoblins.

  • Terrain drill
    Digs up 10 blocks downwards below the arcane box. This does not damage entities (except through fall damage), but can destroy altars.
Super Items: Melee
Name
Normal
Super

Steel Sword
Medium damage and speed.
9-11 damage
Speed: Medium
Medium damage and speed.
19-21 damage
Speed: Medium

Moonstone Sword
20% chance to cause targets to bleed.
13-15 damage
Speed: Medium
+50% Fire Resist
+10% Damage Resist
20% chance to cause targets to bleed.
27-29 damage
Speed: Medium
+50% Fire Resist
+20% Damage Resist

King's Sword
Combo attacks fire magic projectiles.
13-15 damage
Speed: Medium
Combo attacks fire magic projectiles.
27-29 damage
Speed: Medium

Spike Sword
30% chance to cause bleeding.
16-18 damage
Speed: Medium
30% chance to cause bleeding.
29-31 damage
Speed: Medium

Fire Sword
15% chance to set targets on fire.
10-12 damage
Speed: Medium
15% chance to set targets on fire.
21-23 damage
Speed: Medium

Poison Sword
15% chance to poison targets.
10-12 damage
Speed: Medium
15% chance to poison targets.
21-23 damage
Speed: Medium

Dragon Sword
Massive combo attacks knock back targets while setting them on fire.
18-20 damage
Speed: Slow
Massive combo attacks knock back targets while setting them on fire.
39-41 damage
Speed: Slow
+100% Fire Damage

Reaver Sword
15-17 damage
Speed: Medium
-5 Ranged Damage
-5 Magic Damage
-2 Melee Knockback
29-31 damage
Speed: Medium
-2 Melee Knockback

Butcher's Sword
Causes user to take extra damage from hits.
15-17 damage
Speed: Medium
-25% Damage Resist
50% chance to cause targets to bleed.
27-29 damage
Speed: Medium
+100% Bleed Damage

Crimson Blade
Regain 3 health from kills using this sword.
9-11 damage
Speed: Medium
Regain 5 health from kills using this sword.
19-21 damage
Speed: Medium
+20 Max Health

Crystal Sword
15% chance to slow targets.
11-13 damage
Speed: Fast
+5 Magic Damage
-10% Damage Resist
15% chance to slow targets.
24-26 damage
Speed: Fast
+10 Magic Damage
+10% Magic Charge

Holy Relic
Damage dealt with this weapon charges your magic item 100% faster.
7-9 damage
Speed: Slow
+5 Magic Damage
+10 Max Health
Damage dealt with this weapon charges your magic item 100% faster.
15-17 damage
Speed: Slow
+15 Magic Damage
+10 Max Health
+2 Melee Knockback

Soul Reaper
Absorb the souls of your targets, each one temporarily increasing your melee & ranged damage by 2. Absorbing 5 souls at a time will give you a permanent stat boost.
6-8 damage
Speed: Medium
+10 Magic Damage
-2 Ranged Damage
Absorb the souls of your targets, each one temporarily increasing your melee & ranged damage by 2. Absorbing 5 souls at a time will give you a permanent stat boost.
9-11 damage
Speed: Medium
+10 Magic Damage
-2 Ranged Damage

Lightning Rod
A very powerful weapon which has massive knockback effects. Hitting inanimate objects with this weapon will electrify the object, creating a powerful bomb.
10-12 damage
Speed: Slow
A very powerful weapon which has massive knockback effects. Hitting inanimate objects with this weapon will electrify the object, creating a powerful bomb.
19-21 damage
Speed: Slow
+1 Ring Slot

Yellowstone Staff
The damage dealt by the Yellowstone Staff increases with your magic damage.
Damage dealt with this weapon charges your magic item 100% faster, and the staff's third combo attack has largely increased knockback.
5-7 damage
Speed: Medium
The damage dealt by the Yellowstone Staff increases with your magic damage.
Damage dealt with this weapon charges your magic item 100% faster, and the staff's third combo attack has largely increased knockback.
14-16 damage
Speed: Medium
+1 Ring Slot

Spiked Stick
5-7 damage
Speed: Medium
14-16 damage
Speed: Medium
+1 Ring Slot

Orc Battleaxe
10-12 damage
Speed: Slow
19-21 damage
Speed: Slow
+5 Melee Knockback

Skull Stick
Every 2 kills with this weapon will increase your maximum health by 1.
3-5 damage
Speed: Medium
Every kill with this weapon will increase your health and maximum health by 1.
8-10 damage
Speed: Medium
+5 Magic Damage

Iron Mace
20% chance to cause targets to bleed.
14-16 damage
Speed: Slow
-10% Damage Resist
Combo attacks knock back targets, causing bleeding & slowness.
25-27 damage
Speed: Slow
+50% Bleed Damage

Polearm
A very long weapon, which has extended hit range and increased knockback. Heavy attacks deal increased damage.
12-14 damage
Speed: Slow
-10% Move Speed
-10% Ranged Speed
A very long weapon, which has extended hit range and increased knockback. Heavy attacks deal increased damage.
22-24 damage
Speed: Slow
-10% Move Speed
-10% Ranged Speed

Whip
A long leather cord with a sharp metal tip.
14-16 damage
Speed: Medium
+1 Melee Knockback
+1 Ring Slot
A long leather cord with a sharp metal tip.
23-25 damage
Speed: Medium
+1 Ring Slot
+25% Melee Speed

Arc Staff
Throws 3 arcane bolts. Damage dealt is based on your magic damage.
3-5 damage
Speed: Slow
Throws 3 arcane bolts. Damage dealt is based on your magic damage.
7-9 damage
Speed: Slow

Torment Staff
Combo attacks curse targets, slowing movement and causing damage over time. Damage dealt is based on your magic damage.
4-6 damage
Speed: Slow
-10% Damage Resist
Combo attacks curse targets, slowing movement and causing damage over time. Damage dealt is based on your magic damage.
8-10 damage
Speed: Slow
-10% Damage Resist

Lumber Hatchet
The perfect weapon for murdering creatures and trees alike.
14-16 damage
Speed: Medium
+1 Ring Slot
The perfect weapon for murdering creatures and trees alike.
24-26 damage
Speed: Medium
+1 Ring Slot
+15% Melee Speed

Demon Blade
Blocks incoming melee attacks in front of you.
10-12 damage
Speed: Medium
-10% Move Speed
+20% Damage Resist
Blocks incoming melee attacks in front of you.
16-18 damage
Speed: Medium
-10% Move Speed
+20% Damage Resist

Pickaxe
10-12 damage
Speed: Slow
Stuns enemies on hit.
15-17 damage
Speed: Slow
Super Items: Ranged
Name
Normal
Super

Recurve Bow
Medium damage and speed.
4-6 damage
Speed: Medium
Medium damage and speed.
9-11 damage
Speed: Mediums

Bomb Bow
Causes small explosions on impact.
8-10 damage
Speed: Slow
Causes large explosions on impact.
14-16 damage
Speed: Slow

Poison Bow
15% chance to poison targets.
5-7 damage
Speed: Medium
100% chance to poison targets.
11-13 damage
Speed: Medium

Piercing Bow
Pierces through up to 2 targets.
5-7 damage
Speed: Medium
Pierces through up to 2 targets.
15-17 damage
Speed: Medium

Fire Bow
15% chance to set targets on fire.
5-7 damage
Speed: Medium
100% chance to set targets on fire.
11-13 damage
Speed: Medium

Ice Bow
25% chance to slow down targets.
4-6 damage
Speed: Medium
25% chance to slow down targets.
11-13 damage
Speed: Medium

Hallowed Bow
Fires lightning-fast holy arrows.
6-8 damage
Speed: Medium
Fires lightning-fast holy arrows.
17-19 damage
Speed: Medium

Metal Bow
3-5 damage
Speed: Fast
9-11 damage
Speed: Fast

Elven Bow
50% chance to pierce targets.
7-9 damage
Speed: Medium
Pierce through 1 target.
18-20 damage
Speed: Medium

Master Bow
9-11 damage
Speed: Medium
17-19 damage
Speed: Medium
+10% Ranged Speed

Crossfire Bow
Fires 3 arrows at once.
3-5 damage
Speed: Very Slow
Fires 5 arrows at once.
5-7 damage
Speed: Very Slow
+10% Ranged Speed

Trident Shot
Does very little damage from direct hits. Fire this weapon at the ceiling to rain bolts down on your enemies. Damage is affected by your magic damage.
11-13 damage
Speed: Slow
Does very little damage from direct hits. Fire this weapon at the ceiling to rain bolts down on your enemies. Damage is affected by your magic damage.
24-26 damage
Speed: Slow

Divine Bow
This bow can only be fired when charged. Its arrows create a large explosion which suspends nearby entities in stasis for 3 seconds.
5-7 damage
Speed: Recharge
This bow can only be fired when charged. Its arrows create a large explosion which suspends nearby entities in stasis for 3 seconds.
14-16 damage
Speed: Recharge

Bazwood Bow
Fires a cluster of 5 needles with a large spread.
1-3 damage
Speed: Very Slow
Fires a cluster of 5 needles with a large spread.
4-6 damage
Speed: Very Slow

Ardent Bow
Fires slow, but powerful arrows.
10-12 damage
Speed: Slow
+3 Ranged Knockback
+3 Magic Damage
Fires slow, but powerful arrows.
19-21 damage
Speed: Slow
+5 Ranged Knockback
+7 Magic Damage

Pomegranate Bow
Fires an arrow which explodes, dropping a cluster of small bombs. Does not work at close range.
7-9 damage
Speed: Super Slow
Fires an arrow which explodes, dropping a cluster of small bombs. Does not work at close range.
14-16 damage
Speed: Super Slow
+50% Explosion Size

Hand Cannon
Slow firing, but very fast & powerful projectiles.
14-16 damage
Speed: Very Slow
-10% Move Speed
-5 Magic Damage
Fires a cluster of very fast & powerful projectiles which have a 10% chance to stun targets.
19-21 damage
Speed: Very Slow
-10% Move Speed

Xandu Blaster
Fires a barrage of small projectile. The firing speed of the blaster is not affected by your ranged speed.
3-5 damage
Speed: Extreme
-25% Move Speed
-50% Jump Height
Fires a barrage of small projectile. The firing speed of the blaster is not affected by your ranged speed.
6-8 damage
Speed: Extreme
-25% Move Speed
-50% Jump Height

Bolt Lance
Fires lightning which has a 15% chance to stun targets. Damage dealt is based on your magic damage.
10-12 damage
Speed: Slow
Fires lightning which pierces through 1 target, and has a 25% chance to stun targets. Damage dealt is based on your magic damage.
19-21 damage
Speed: Slow
+10% Move Speed
+10% Magic Charge
+10% Magic Resist

Powitzer
Hold to charge the Powitzer for much larger, more powerful projectiles. Damage dealt is based on your magic damage.
24-26 damage
Speed: Charge
Hold to charge the Powitzer for much larger, more powerful projectiles. Damage dealt is based on your magic damage.
33-35 damage
Speed: Charge

Bomb Sling
Throw small bombs which explode on impact with entities.
7-9 damage
Speed: Slow
Throw small bombs which explode on impact with entities.
15-17 damage
Speed: Slow
+20% Explosion Resist
+20% Explosion Size

Occulent Orbs
Toss a cluster of 3 sticky orbs which explode within 1-2 seconds. Damage dealt is based on your explosive & magic damage.
5-7 damage
Speed: Slow
-10% Move Speed
Toss a cluster of 5 sticky non-self-harming orbs which explode within 1 second. Damage dealt is based on your explosive & magic damage.
10-12 damage
Speed: Slow
-10% Move Speed
+10% Explosion Size

Reflex Lance
Fires powerful arrows which have a slight homing effect.
12-14 damage
Speed: Slow
Fires powerful arrows which have a slight homing effect.
17-19 damage
Speed: Slow

Tripleshot
Fires 3 magic shots. Damage dealt is based on your magic damage.
5-7 damage
Speed: Slow
Fires 3 explosive magic shots. Damage dealt is based on your explosive & magic damage.
9-11 damage
Speed: Slow

Marker
Shots fired by this bow 'mark' targets for 20 seconds. Marked targets will then take 50% more damage from all melee attacks.
1-3 damage
Speed: Slow
Shots fired by this bow 'mark' targets for 20 seconds. Marked targets will then take 100% more damage from all melee attacks.
2-4 damage
Speed: Slow

Drill Bow
Arrows fired by the drill bow will stick to targets. 3 arrows stuck in a single target will explode, causing extra damage.
4-6 damage
Speed: Medium
Arrows fired by the drill bow will stick to targets. 3 arrows stuck in a single target will explode, causing extra damage.
8-10 damage
Speed: Medium
+15% Explosion Size
+10% Ranged Speed

Lifeleech Bow
Regain 1 health from kills using this bow.
4-6 damage
Speed: Medium
Regain 1 health from kills using this bow. 10 kills will boost a random stat.
8-10 damage
Speed: Medium
+10 Magic Damage

Hellpike
Demonic throwing weapons which will deal more damage based on how low your health is.
5-7 damage
Speed: Slow
Demonic throwing weapons which will deal more damage based on how low your health is.
9-11 damage
Speed: Slow

Snare Bow
Deals little damage from direct hits, but creates traps when fired in to blocks. Only 5 trap arrows can be active at any time.
8-10 damage
Speed: Slow
Deals little damage from direct hits, but creates traps when fired in to blocks. Only 5 trap arrows can be active at any time.
11-13 damage
Speed: Slow

Offhand Dirk
Not usable as a ranged weapon, but boosts your melee potential.
+10% Attack Damage
+4 Melee Damage
+8% Melee Speed
+10% Magic Charge
Not usable as a ranged weapon, but boosts your melee potential.
+20% Attack Damage
+6 Melee Damage
+12% Melee Speed
+10% Magic Charge

Crimson Bow
Has a chance to heal 1 health when hitting enemies. Chance increases based on damage dealt.
4-6 damage
Speed: Medium
Has a chance to heal 2 health when hitting enemies. Chance increases based on damage dealt.
7-9 damage
Speed: Medium

Rattling Bow
Fire rate increases exponentially while firing.
3-5 damage
Speed: Super Slow
-10% Move Speed
Fire rate increases exponentially while firing.
8-10 damage
Speed: Super Slow
-10% Move Speed

Finisher Bow
Deals double damage to enemies that are poisoned or burning.
4-6 damage
Speed: Medium
Deals triple damage to enemies that are poisoned or burning.
9-11 damage
Speed: Medium

Draze Wing
2-4 damage
Speed: Extreme
4-6 damage
Speed: Extreme
+50% Fire Damage
Super Items: Magic
Name
Normal
Super

Ruby Wand
An oak wand with a ruby gemstone.
Use:
Dash forward damaging everything in front of you.
9-11 damage
An oak wand with a ruby gemstone.
Use:
Dash forward damaging everything in front of you.
19-21 damage

Golden Skull
A gold skull which follows you around.
Use:
The golden skull attacks nearby targets.
9-11 damage
A gold skull which follows you around.
Use:
The golden skull attacks nearby targets.
19-21 damage

Crystal Skull
A crystal skull which follows you around.
Use:
The crystal skull creates a barrier around you which blocks projectiles.
A crystal skull which follows you around.
Use:
The crystal skull creates a barrier around you which blocks projectiles. Characters within the shield will gain a 20% ranged speed increase.

Gold Wand
A solid gold wand.
Use:
Launch magic projectiles which seek nearby enemies.
7-9 damage
A solid gold wand.
Use:
Launch magic projectiles which seek nearby enemies.
15-17 damage

Emerald Pendant
A large shiny emerald gemstone attached to a leather cord.
+1 Melee Damage
+1 Ranged Damage
A large shiny emerald gemstone attached to a leather cord.
+5 Melee Damage
+4 Ranged Damage
+1 Ring Slot

Spectral Blade
Use:
Summons a spectral blade which spins around you.
9-11 damage
Use:
Summons a spectral blade which spins around you.
19-21 damage
+3 Melee Damage

Quicksilver Arrow
Use:
Causes your next arrow to be an explosive magic projectile, dealing extra damage and stunning entities.
7-9 damage
Use:
Causes your next arrow to be an explosive magic projectile, dealing extra damage and stunning entities.
19-21 damage
+3 Ranged Damage

Fire Totem
A hand-carved totem with golden relics attached.
Use:
Place a totem on the ground beneath you which launches fireballs at nearby foes.
7-9 damage
A hand-carved totem with golden relics attached.
Use:
Place a totem on the ground beneath you which launches fireballs at nearby foes.
14-16 damage

Flying Eyeball
A flying eyeball which follows you around and fires a magic projectile at a nearby target.
4-6 damage
A flying eyeball which follows you around and fires a magic projectile at a nearby target.
9-11 damage

Demonic Eyeball
A flying demonic eyeball which follows you around and fires lightning alongside your arrows.
4-6 damage
A flying demonic eyeball which follows you around and fires lightning alongside your arrows.
8-10 damage

Aether Boots
Leather boots infused with aether, giving them magical properties.
Use:
Increases your movement speed for 3 seconds.
Leather boots infused with aether, giving them magical properties.
Use:
Increases your movement speed for 6 seconds.
+10% Move Speed

Golden Quiver
A glimmering golden quiver.
Use:
Doubles your ranged attack speed for 3 seconds.
A glimmering golden quiver.
Use:
Doubles your ranged attack speed for 7 seconds.
+3 Ranged Damage

Vortex Ball
A pulsating vortex ball.
Use:
Propels lightning orbs in all directions.
11-13 damage
A pulsating vortex ball.
Use:
Propels lightning orbs in all directions.
21-23 damage

Burst Pendant
A mysterious pendant. Its jewel seems to oscillates between red, green and blue.
Use:
Creates multiple shockwaves, knocking back entities and causing various effects.
A mysterious pendant. Its jewel seems to oscillates between red, green and blue.
Use:
Creates multiple shockwaves, knocking back entities and causing various effects.
+50% Fire Damage
+50% Poison Damage
+1 Ring Slot

Fire Wand
A firey gemstone atop a golden wand.
Use:
Launches a large fireball from the tip of the wand.
14-16 damage
A firey gemstone atop a golden wand.
Use:
Launches a large fireball from the tip of the wand.
29-31 damage

King's Amulet
A gleaming amulet which simultaneously makes the wearer more powerful and more vulnerable.
+10% Ranged Speed
+3 Melee Damage
+3 Ranged Damage
-25% Damage Resist
-100% Poison Resist
-100% Fire Resist
A gleaming amulet which simultaneously makes the wearer more powerful and more vulnerable.
+15% Ranged Speed
+6 Melee Damage
+5 Ranged Damage
-100% Poison Resist
-100% Fire Resist
+1 Ring Slot

Emerald Bracer
A metal bracer which increases the wearer's strength.
Use:
Creates a powerful shockwave in front of you.
9-11 damage
+2 Melee Damage
A metal bracer which increases the wearer's strength.
Use:
Creates a powerful shockwave in front of you.
21-23 damage
+5 Melee Damage
+2 Melee Knockback

Titan Star
A large sparkling holy relic.
Use:
The titan star ascends above you and fires magic bolts in all directions.
5-7 damage
A large sparkling holy relic.
Use:
The titan star ascends above you and fires magic bolts in all directions.
11-13 damage

Dark Feather
A cursed feather.
+50% Explosion Damage
+10% Damage Resist
A cursed feather.
+50% Explosion Damage
+20% Damage Resist
+50% Explosion Resist
+4 Melee Damage

Golden Feather
An elegant golden feather which gives you a feeling of weightlessness.
Use:
Massively increases the strength of your next jump.
An elegant golden feather which gives you a feeling of weightlessness.
Use:
Massively increases the strength of your next jump.

Demonic Prayer Beads
Prayer beads which reek of old witches.
Use:
Absorb the souls of nearby dead things. Each soul temporarily increases your damage by 2. Absorbing 5 souls at once will give you a permanent stat boost
Prayer beads which reek of old witches.
Use:
Absorb the souls of nearby dead things. Each soul temporarily increases your damage by 2. Absorbing 5 souls at once will give you a permanent stat boost
+15 Magic Damage

Cleric's Orb
A hot glowing yellow orb filled with gaseous ectoplasm.
Use:
Restore 12 health and temporarily increase your melee and ranged damage by 2.
A hot glowing yellow orb filled with gaseous ectoplasm.
Use:
Restore 20 health and temporarily increase your melee and ranged damage by 5.

Bonebreaker Gauntlet
A big hulking gauntlet imbued with orcish magic.
Use:
Creates a large spectral fist which hits enemies in front of you.
14-16 damage
A big hulking gauntlet imbued with orcish magic.
Use:
Creates a large spectral fist which hits enemies in front of you.
27-29 damage
+4 Melee Damage

Orcish Talisman
A talisman worn by orcs to increase their strength.
+5 Melee Damage
-5 Magic Damage
-30% Ranged Speed
A talisman worn by orcs to increase their strength.
+6 Melee Damage
+2 Melee Knockback
+20 Max Health

Poison Pouch
Use:
Imbues your next 10 projectiles with poison, making them explode on impact and poisoning enemies.
Use:
Imbues your next 10 projectiles with poison, making them explode on impact and poisoning enemies.
+100% Poison Damage

Chichi Beetles
Use:
Drop a bunch of chichi beetles on the ground. These volatile beetles will explode upon contact with enemies.
9-11 damage
Use:
Drop a bunch of chichi beetles on the ground. These volatile beetles will explode upon contact with enemies.
24-26 damage
+100% Poison Damage

Grapple Hook
Use:
Fire a grappling hook ahead of you, pulling you towards the landing point, and stunning enemies.
Faster grapple speed.
Use:
Fire a grappling hook ahead of you, pulling you towards the landing point, and stunning enemies.
+4 Melee Damage

Lightning Poles
Use:
Use your ranged controls to fire 2 lightning poles. These lightning poles will zap any enemies between them.
9-11 damage
Use:
Use your ranged controls to fire 2 lightning poles. These lightning poles will zap any enemies between them.
24-26 damage

Book of Eidolon
Use:
Create explosive orbs around you which will fire at nearby enemies.
9-11 damage
Use:
Create explosive orbs around you which will fire at nearby enemies.
19-21 damage
+50% Explosion Damage
+10% Damage Resist

Boost Band
Use:
Create a boost field around you. Yourself and friendly characters will gain 50% attack speed and 25% damage while inside.
Use:
Create a boost field around you. Yourself and friendly characters will gain 50% attack speed and 75% damage while inside.

Powerglass
Use:
Drops a floating crystal which will explode when shot or when touching an enemy.
19-21 damage
Use:
Drops a floating crystal which creates a large cluster explosion when shot or when touching an enemy.
39-41 damage

Grinder
Use:
Gives you a throwable item which can be thrown using your ranged controls. The item will explode when thrown at an enemy or wall, or will become a temporary turret when attached to a ceiling, or will become a poison trap when placed on the ground.
15-17 damage
Use:
Gives you a throwable item which can be thrown using your ranged controls. The item will explode when thrown at an enemy or wall, or will become a temporary turret when attached to a ceiling, or will become a poison trap when placed on the ground.
24-26 damage

Fizzle Flunk
Use:
Gives you a throwable bomb which explodes on contact with enemies.
16-18 damage
Use:
Gives you a throwable bomb which explodes on contact with enemies and causes burning.
25-27 damage

Magic Mirror
Use:
Powers up the mirror, which will negate all damage next time you take a hit, and reflect 100% of the damage back to the enemy plus your magic damage.
Use:
Powers up the mirror, which will negate all damage next time you take a hit, and reflect 200% of the damage back to the enemy plus your magic damage.

Lightbringer
Having the Lightbringer equipped halves health gained from food. Charge speed is based on your current health.
Use:
Restores 10 health and pushes back nearby enemies.
Having the Lightbringer equipped halves health gained from food. Charge speed is based on your current health.
Use:
Restores 15 health and damages nearby enemies.
9-11 damage

Interluder
Use:
Stuns all nearby enemies and slows down time slightly for 7 seconds.
Use:
Stuns all nearby enemies and slows down time slightly for 10 seconds.

Time Crystal
Use:
Slows time for 10 seconds.
Use:
Slows time for 15 seconds.

Rebound Emblem
Causes your arrows to bounce 3 times.
-10% Move Speed
-10% Damage Resist
Causes your arrows to bounce 5 times.
+5 Ranged Damage
-10% Move Speed
-10% Damage Resist

Arrow Splitter
Use:
Your next 5 ranged attacks will fire 3 additional projectiles.
Use:
Your next 5 ranged attacks will fire 5 additional projectiles.

Lucky Charm
Increases all positive chances by 10%
Increases all positive chances by 20%
Super Items: Rings
Name
Normal
Super

Ruby Ring
A gold ring with a ruby gemstone.
+20 Max Health
A gold ring with a ruby gemstone.
+30 Max Health
+10% Damage Resist

Poison Ring
A ring of thorns with an enchanted emerald. Gives your attacks a 10% chance to poison targets.
+2 Melee Damage
+25% Poison Damage
A ring of thorns with an enchanted emerald. Gives your attacks a 40% chance to poison targets.
+4 Melee Damage
+25% Poison Damage

Sapphire Ring
A silver ring with a sapphire gemstone.
+3 Ranged Damage
A silver ring with a sapphire gemstone.
+4 Ranged Damage
+10% Ranged Speed
+10% Move Speed

Emerald Ring
A gold ring with an emerald gemstone.
+1 Melee Damage
+1 Ranged Damage
+5 Max Health
A gold ring with an emerald gemstone.
+2 Melee Damage
+2 Ranged Damage
+10 Max Health
+10% Move Speed

Ruby Band
+2 Melee Damage
+1 Melee Knockback
Melee kills with this ring equipped will restore 1 health.
+3 Melee Damage
+1 Melee Knockback
-10% Ranged Speed

Emerald Band
+2 Ranged Damage
+1 Ranged Knockback
+3 Ranged Damage
+10% Ranged Speed
+10% Move Speed
-2 Melee Damage

Obsidian Ring
A protective ring which reduces the wearer's damage taken.
+10% Damage Resist
A ring with powerful defensive properties.
+15% Damage Resist
+25% Explosion Resist
+25% Magic Resist
+10% Melee Resist

Spiked Ring
A sharp metal ring, deals 3 damage to all melee attackers.
A sharp metal ring. Gives your attacks a 25% chance to cause bleeding to targets.
+50% Bleed Damage
+2 Melee Damage

Crown Ring
A solid gold ring that causes your heavy attacks to stun targets.
A solid gold ring that causes your heavy attacks to stun targets.
+10% Melee Speed
+25% Explosion Size

Royal Ring
A ring given to heirs to the throne of Elysian Fields.
+5 Magic Damage
A ring given to heirs to the throne of Elysian Fields.
+8 Magic Damage
+5% Magic Charge
+10% Magic Resist

Fire Ring
An elemental ring which increases your aptitude with fire.
+50% Fire Resist
+100% Fire Damage
An elemental ring which increases your aptitude with fire.
+75% Fire Resist
+150% Fire Damage

Ring of Affliction
A very powerful elemental ring.
+50% Fire Damage
+50% Poison Damage
+50% Bleed Damage
+2 Magic Damage
A very powerful elemental ring.
+80% Fire Damage
+80% Poison Damage
+80% Bleed Damage
+4 Magic Damage

Orcish Ring
+3 Melee Damage
+10% Damage Resist
-5 Magic Damage
-20% Ranged Speed
+4 Melee Damage
+10% Damage Resist
+2 Melee Knockback

Dex Ring
+15% Ranged Speed
+1 Ranged Damage
-1 Melee Damage
+20% Ranged Speed
+2 Ranged Damage
+10% Move Speed

Magician's Ring
+10 Magic Damage
+20% Magic Charge
Gives your magic attacks the capacity to pierce through an additional target.
+10 Magic Damage
+20% Magic Charge

Blast Ring
Reduces explosion damage dealt to yourself by 50%
+30% Explosion Size
+25% Explosion Damage
Reduces explosion damage dealt to yourself by 50%
+40% Explosion Size
+40% Explosion Damage
+20% Explosion Resist
+10% Magic Resist

Spectral Ring
Gives the wearer one additional jump.
+5 Magic Damage
+15% Magic Resist
+10% Move Speed
Gives the wearer three additional jumps.
+10 Magic Damage
+20% Magic Resist
+10% Move Speed

Dull Ring
Can be combined with potions at an altar to absorb their effect.
Can be combined with potions at an altar to absorb their effect.

Regeneration Ring
Chance to restore 5% of your maximum health when hitting enemies.

This effect can only occur 5 times per level.
-10% Damage Resist

Cursed: cannot be unequipped
Chance to restore 10% of your maximum health when hitting enemies.

This effect can only occur 5 times per level.

Cursed: cannot be unequipped

Strength Ring
+3 Melee Damage
+10% Melee Speed
+1 Ring Slot
+7 Melee Damage
+15% Melee Speed
+1 Ring Slot

Fortitude Ring
Deal 10% more damage for every 100 health that you have.

Killing enemies has a chance to increase your maximum health by 1.
+10 Max Health
Deal 15% more damage for every 100 health that you have.

Killing enemies has a chance to increase your maximum health by 2.
+10 Max Health

Finesse Ring
+10% Ranged Speed
+1 Ring Slot
+20% Ranged Speed
+4 Ranged Damage
+1 Ring Slot

Ring of Valor
+10% Attack Damage
+1 Ring Slot
+20% Attack Damage
+1 Ring Slot

Haste Ring
Gives the wearer one additional jump.
+10% Ranged Speed
+10% Melee Speed
+10% Move Speed
Gives the wearer two additional jumps.
+10% Ranged Speed
+10% Melee Speed
+10% Move Speed
+1 Ring Slot

Glowing Ring
Allows the wearer to equip one additional magic item.
+5 Magic Damage
Allows the wearer to equip two additional magic item.
+5 Magic Damage
+10% Magic Resist

Guardian Ring
Gain a shield at the start of each level.

Deal 10% more damage for each active shield.
Gain two shields at the start of each level.

Deal 15% more damage for each active shield.

Ring of Rage
Increases your attack damage based on how low your damage resist is.
-50% Damage Resist
Increases your attack damage based on how low your damage resist is.
-100% Damage Resist
+1 Ring Slot

Affinity Ring
+2 Magic Damage
+100% Magic Charge
+5 Magic Damage
+100% Magic Charge
+1 Ring Slot

Acid Ring
The first time you hit an enemy, your attack will deal 2x damage.
The first time you hit an enemy, your attack will deal 3x damage.

Weakness Ring
Deal 30% more damage while your health is below 30%.
Deal 50% more damage while your health is below 40%.

Corruption Ring
Poison enemies the first time you hit them.
Poison enemies the first time you hit them.
+100% Poison Damage

Slowness Ring
Hitting enemies has a chance to slow them down temporarily.
Stun enemies the first time you hit them.

Hitting enemies has a chance to slow them down temporarily.

Ring of Burning
Your attacks have a chance to set enemies on fire.
+75% Fire Damage
Your attacks have a chance to set enemies on fire.
+75% Fire Damage

Frailty Ring
The first time you damage an enemy, reduce their resistance to that type of damage by 30%.
The first time you damage an enemy, reduce their resistance to that type of damage by 50%.
+1 Ring Slot

Hex Ring
Each time an enemy hits you, reduce their damage resistance by 50%.
Each time an enemy hits you, reduce their damage resistance by 80%.
+1 Ring Slot

Devilry Ring
-10 Magic Damage
-10% Move Speed
+5 Melee Damage
+5 Ranged Damage
+15% Ranged Speed
-7 Magic Damage
-8% Move Speed
+9 Melee Damage
+9 Ranged Damage
+20% Ranged Speed
Super Items: Consumables
Yep, the eggplant has a super. It's only available in vegan mode during daily runs or in custom mode. The super version's max health bonus is affected by blessing of nourishment and gives +125/+150 max health with tier 1 and 2 respectively.
Name
Normal
Super

Eggplant
+20 Health
+5 Max Health
+100 Health
+100 Max Health
Items Without Super
Name
Normal

The Odd Ring
Wearing this ring will make your health deteriorate by 1 ever 5 seconds.
+10 Magic Damage
+5 Melee Damage
+15% Ranged Speed
+25% Damage Resist

Ankh
You will be resurrected to 50% health upon death if you have the ankh equipped. Breaks after first use.
Items: Unlimited Upgrades
When one Crowbill item is upgraded, all other Crowbill items of the same type will be upgraded with the same stats. So, if you have two Crowbill Rings in your inventory, upgrading one of them will upgrade both.
Name
Base Stats
Stat Increase per Upgrade

Crowbill Darts
Ranged Weapon
Can be upgraded by placing on an Altar,
destroying the Altar in process.
12-14 damage
Speed: Medium
+4 damage
+3 random stats from the following:
+2 Ranged Damage
+2 Melee Damage
+2 Magic Damage
+10% Melee Speed (up to 30%)
+10% Ranged Speed (up to 30%)
+10% Movement Speed (up to 20%)
+1 Ring Slot (max 1)

Crowbill Scythe
Melee Weapon
Can be upgraded by placing on an Altar,
destroying the Altar in process.
12-14 damage
Speed: Medium
+4 damage
+3 random stats from the following:
+2 Ranged Damage
+2 Melee Damage
+2 Magic Damage
+10% Melee Speed (up to 30%)
+10% Ranged Speed (up to 30%)
+25% Bleed Chance (up to 100%)
+1 Health per Kill (up to 5)

Crowbill Ring
Ring
Can be upgraded by placing on an Altar,
destroying the Altar in process.
+2 Ranged Damage
+2 Melee Damage
+2 Magic Damage
+2 random stats from the following:
+2 Ranged Damage
+2 Melee Damage
+2 Magic Damage
+10% Ranged Speed (up to 30%)
+10% Melee Speed (up to 30%)
+10% Magic Charge (up to 50%)

Tomlock: Tier 1
Ranged Weapon
Vortex perk starting item - not obtainable otherwise
Can be combined multiple times with any ranged
weapon at an altar in order to upgrade the weapon tier.
7-9 damage
Speed: Medium
+2 damage
+1 random stat from the following:
+2 Melee Damage
+2 Magic Damage
+10% Ranged Speed (up to 30%)
+10% Magic Charge (up to 50%)
+10% Explosion Size (up to 50%)
+1 Ring Slot (max 1)
Shadow items
Shadow items are only encountered with Oblivion relic enabled.
Name
Normal
Super

Shadow Ball
A cute shadowy ball which follows you around. Automatically steals life from a nearby enemy when charged.
4-6 damage
A cute shadowy ball which follows you around. Automatically steals life from up to 3 nearby enemies when charged.
4-6 damage

Shadow Star
A deep shadowy star relic.
Use:
The stadow star ascends above you and fires magic bolts in all directions.
7-9 damage
A deep shadowy star relic.
Use:
The stadow star ascends above you and fires magic bolts in all directions.
14-16 damage

Shadow Fetish
Use:
Place a shadow totem on the ground beneath you which launches cursing magic bolts at nearby foes.
7-9 damage
Use:
Place a shadow totem on the ground beneath you which launches cursing magic bolts at nearby foes.
14-16 damage

Shadow Wand
Use:
Dash forward through walls damaging everything in front of you.
9-11 damage
Use:
Dash forward through walls damaging everything in front of you.
19-21 damage

Shadow Pendant
Increases the power of all other equipped shadow items by 20%
+5 Magic Damage
+10% Ranged Speed
+10% Melee Speed
-10% Damage Resist
Increases the power of all other equipped shadow items by 40%
Use:
Knocks back and damages nearby enemies.
9-11 damage
+10 Magic Damage
+10% Ranged Speed
+10% Melee Speed

Shadow Hook
Use:
Fire a shadow hook ahead of you, pulling you towards the landing point, damaging and stunning enemies.
19-21 damage
Use:
Fire a shadow hook ahead of you, pulling you towards the landing point, damaging and stunning enemies.
34-36 damage

Shadow Scarabs
Use:
Drop 5 shadow scarabs on the ground. Scarabs will explode upon contact with enemies.
9-11 damage
Use:
Drop 7 shadow scarabs on the ground. Scarabs will explode upon contact with enemies and curse those caught in the blast.
24-26 damage

Shadow Book
Use:
Create 6 explosive orbs around you which are drawn towards nearby enemies.
9-11 damage
Use:
Create 10 explosive orbs around you which are drawn towards nearby enemies.
15-17 damage

Shadow Orb
Use:
Creates a blast which deals damage to nearby enemies, while healing yourself and nearby friendlies.
9-11 damage
Use:
Creates a blast which deals damage to nearby enemies, while healing yourself and nearby friendlies.
19-21 damage
Shadow weapons are crafted by combining pairs of non-shadow weapons on shadow altars, and then combining same-tier shadow weapons together:
Name
Info

Shadow Bow
Increases the power of all other equipped shadow items by 20%
8-10 damage
Speed: Medium

Super Shadow Bow
Increases the power of all other equipped shadow items by 20%
14-16 damage
Speed: Medium
+5 Magic Damage
+10% Move Speed

Ultra Shadow Bow
Fires an extra arrow on every 2nd shot.

Increases the power of all other equipped shadow items by 20%
16-18 damage
Speed: Medium
+8 Magic Damage
+10% Move Speed
+10% Ranged Speed
+1 Ring Slot

Mega Shadow Bow
Fires 3 arrows with minimal spread.

Increases the power of all other equipped shadow items by 20%
19-21 damage
Speed: Medium
+10 Magic Damage
+10% Move Speed
+10% Ranged Speed
+1 Ring Slot
+20% Arrow Speed

Shadow Sword
Increases the power of all other equipped shadow items by 10%
11-13 damage
Speed: Medium

Super Shadow Sword
Increases the power of all other equipped shadow items by 20%
15-17 damage
Speed: Medium
+5 Magic Damage
+10% Damage Resist

Ultra Shadow Sword
Heavy attacks curse targets, dealing damage based on your magic damage.

Increases the power of all other equipped shadow items by 30%
21-23 damage
Speed: Medium
+6 Magic Damage
+15% Damage Resist
+10% Magic Resist

Mega Shadow Sword
Heavy attacks curse targets, dealing damage based on your magic damage.

Increases the power of all other equipped shadow items by 40%
32-34 damage
Speed: Medium
+10 Magic Damage
+15% Damage Resist
+20% Magic Resist
+20% Melee Speed
Experimental Weapons
These weapons can only be found in custom mode if experimental weapons are enabled. They are found in special containers in the levels, which have to be destroyed with an explosion like a bomb or a jumper to get the item inside. On level 1, there will always be a bomb close to the container.
Experimental weapons cannot be upgraded at an altar.




Name
Stats
Description

Boomerang
Ranged Weapon
12-14 damage
Speed: Slow
A boomerang that bounces off walls and returns to the player, damaging everything in its path. Travels through walls and ground on its way back.

Boomstick
Melee Weapon
19-21 damage
Speed: Slow
The boomstick causes large explosions when it comes in contact with things.
Downward stab destroys environment.

Cluckster Bombs
Ranged Weapon
Small bombs which transform things in to chickens. Does not work on bosses. Hitting yourself turns you into a chicken - game over.

Fractured Quartz
Equippable
When equipped, time only moves when you do.

Goozooka
Ranged Weapon
1-3 damage
Speed: Fast
Fires a rapid spray of yellow goo. Renders player immobile while firing.

Lazer Blazer
Ranged Weapon
7-9 damage
Speed: Charge
Fires a large, powerful beam after charged up.

Midas Touch
Equippable
Use:
Converts nearby enemies and objects to gold!
"Be careful not to transform your friends in to gold..."

Multibomber
Ranged Weapon
4-6 damage
Speed: Slow
Small vibrant bombs which cause various effects when they explode: Stun, stasis, curse, burn, poison, bleed.

Thunderspear
Melee Weapon
10-12 damage
Speed: Slow
Causes a powerful blast when plummeted in to something from a great height.
Relics
You can find an excellent guide on relics here:
https://steamcommunity.com/sharedfiles/filedetails/?id=934071054
Challenges Pages 1, 2
All the Challenges and the respective Rewards.
Some Strats also given!


Page 1
1 - Orc Smash: Kill 50 enemies using an Orcish Battleaxe Reward: Knight Blessing Strats: Grab an Orcish Battleaxe and give them hell!
2 - Two Bats One Arrow: Kill two Bats with a single arrow Reward: Knockback Blessing Strats: Piercing Bow or Piercing Blessing will do the trick, just make sure there are two together or align it good! Explosive arrows or Bomb Bow also do the trick
3 - Unlucky: Discover 3 bad Potions in a row Reward: Blessing of Nourishment Strats: Drink unidentified potions until you identify three negative ones in a row. Orcs and goblins will drink potions they pick up and you can see the effect over their head. This way you can find out if a potion is positive or negative without drinking it. Only drinking potions yourself identifies them.
4 - Lucky: Discover 5 good Potions in a row: Reward: King's Sword Strats: Find 5 good ones, save them, and take them together.
5 - Masterful: Defeat a boss without taking any damage Reward: Master Bow Strats: Good luck! Ruby's Wand best option, or Dashy Perk
6 - Swifty McGee: Defeat a boss in under a minute Reward: Fire Totem Strats: Be OP.
7 - Close Call: Defeat a boss with less than 10% health remaining Reward: Toughness Blessing Strats: Felfang is great for it, take the poison (gets you to 1HP) and then give him your vengeance!
8 - Popular: Have 3 or more Friendly Characters at once Reward: Goat Head Strats: Bribe them with items to become friends, or save 3 Ressurects
Page 2
9 - Double-Blessed: Recieve the same Blessing twice Reward: Ankh Strats: Get lucky :D
10 - Tough Skin: Reach 250 Health Reward: Blowback Blessing Strats: You have to reach 250 Health, not Max Health. Use Skull Stick to build Max HP, or get lucky Demon Runes
11 - Agility Test: Complete a level without taking any damage Reward: Powerhoof Blessing Strats: Dashy Joe to rush level. Reaper Perk to rush damage.
12 - Pacifism: Complete a level without killing anything Reward: Ring Slot Blessing Strats: Dashy Joe to rush level. Cleric for Health (charge on pots and boxes)
13 - Deadeye: Using your ranged weapon, kill 10 enemies in a row without missing Reward: Dexterity Blessing Strats: Twofold is the best damage output for it. Just take your time to hit. Stage 1 is the best for it (Goblins)
14 - Big Scorer: Achieve a score of over 5000 Reward: Odd Ring Strats: Get Lucky and save Gold :D
15 - Massacre: Reach 1000 total kills Reward: Regeneration Blessing Strats: No strats here. Just kill everything.
16 - Danger Joe: Kill a Jumper using Ruby Wand Reward: Red Feather Hat Strats: Dash to his face! Dashy Joe is the easy way.
Challenges Pages 3, 4, 5
Page 3
17 - Face Off: Kill an orc with Spiked Stick Reward: Skull Mask Strats: Grab a Spiked Stick, hit him in the face! IMPORTANT: Super Spiked Stick doesn't work! It needs to be a regular Spiked Stick!
18 - The Magma Core Reach the Magma Core 3 times Reward: Fire Mask Strats: Nothing here, just reach it 3 times.
19 - Big Spender Spend a total of 100,000 gold Reward: Antler Hat Strats: Buy everything you can!
20 - Keep Trying: Die 100 times Reward: Spike Blessing Strats: Well,GG.
21- Kaboom: Kill 10 enemies in single explosion Reward: Pomegranate Bow Strats: Best done in Jungle or Grotto. Slimes are the best ones for this one. Use the Arenas to your advantage, Slive wave is prolly the best
22 - Animal Cruelty Lure chicken into spike trap (the use item, NOT the spikes that appear in the level) Reward: Chicken Mask Strats: Arcane Box, if you are lucky with it.
23 - Thrifty: Reach the Forsaken Jungle without spending any gold Reward: Magic Piercing Blessing Strats: Quite easy if you use a Protection or Juggernaut Blessing.
24 - Atheist: Defeat a Boss without any blessings Reward: Spectral Ring Strats: Just don't pick them up, after Stage 1 you're good to go :D
Page 4
25 - Eagle Eyes Malone: Discover a secret area Reward: Hand Blessing Strats: You can check my Secrets Relics tab on this guide.
26 - Shadow Killer: Defeat 50 phantoms Reward: Purple Hair Tint Strats: Oblivion Relic must be on. They behave like Orcs except arrows go straight.
27 - Pyro Kill 20 enemies using fire Reward: Occulent Orbs Strats: Best way is to use Fire Totem or Fire Wand
28 - Super Crafter: Use Altars to create 20 Super Weapons Reward: Primer Blessing Strats: Pretty straightforward. Just combine 20 items.
29 - Diversity: Discover 5 different magic items Reward: Occulent blessing Strats: Just pick up 5 different ones.
30 - Backstab Kill a poor unsuspecting goblin with a downward stab Reward: Blessing of Might Strats: Grab a nice sword, and one hit him. They have to be standing on their camps.
31 - Yer a Wizard: Kill 50 enemies using magic Reward: Arcane Blessing Strats: Kill them with your magic items. Pretty sure Ruby wand won't work. Best item is Golden Skull
32 - Soul Eater: Absorb 10 souls at once using the Demonic Prayer Beads Reward: Orange Bufoons Strats: Slimes, jumpers and Kullos don't have souls. Find a big orc camp for it. Use the arenas to your advantage, the goblin waves are probably the best.
Page 5
33 - Bloodsucker Complete 20 levels as a Vampire Reward: Red Tint Hair Strats: Rush for healing.
34 - Marathon Travel a marathon distance Reward: Jade Pantaloons Strats: Just run as much as you can :D
35 - Guinea Pig Try out 150 undisovered potions Reward: Green hair tint. Strats: This counts drinking currently-unidentified potions, so will take a number of runs with careless potion gulping to unlock in a timely manner.
36 - Beffudlement Discover 3 secret areas Reward: Blue Hair Tint Strats: Check my Secret Relics tab.
37 - Splortsman Kill 100 Splorts Reward: Black Skull Mask Strats: Splorts are found in Shrouded Lands, which in turn replace the Magma Core levels when playing with all 5 relics active. They are also found in the arena (requires Arena DLC).
38 - Pogo Downward stab 3 enemies without touching the ground. (kill 3 enemies with downward stab) Reward: Sub Mask Strats: Level 3 and 4 have lots of hobgoblins and hobgoblin warriors. Find a wooden platform and wait on it for 3 to gather underneath you. Drop through the platform and keep stabbing until you killed 3.
39 - Damage Dealer Deal over 200 damage in a single hit Reward: Gold Shirt Strats: The easiest way is the new fury blessing that increases your next hit's damage by 1000% after not attacking for 10 sec. Simply wait for it to trigger and hit something.
40 - Established Win 5 consecutive daily runs. This means you have to finish the daily run on five consecutive days. According to reports, skipping a day invalidates the achievement. Reward: Pink Hair Tint Strats: Play carefully and don't take risks.
Secret
This challenge doesn't show up in the challenge menu.
Unnamed Complete a 5 relic run with every perk. Reward: Eyeball (hat) Strats: Git gud.
Achievements
All achievements can be earned without DLC.

Gameplay Achievements
Just play the game and you will get these eventually

Caveblazin'
Finish the tutorial


Executioner
Kill 100 enemies


Brute Force
Smash 50 treasure chests


The Harder They Fall
Defeat a boss


Quaffer
Drink 100 potions


Giant Slayer
Defeat all of the regular bosses
Regular bosses means all bosses that can appear between stages, excluding the end boss The Overlord. See boss sections 1-3.

Super Powered
Create a super weapon
Find two of the same weapon and drop both on an altar to create a super version.


Besties
Revive a friend
This can probably be done in co-op. In the caves you will find NPC adventurers. If you kill enough monsters around them or give them enough items by dropping them on them, they will become friendly, indicated by an overhead message "friendly!" and a green outline. Once you have a friend, take him along and it won't take long for him to die. Use a resurrection wisp to revive him. You can also make a neutral NPC friendly by reviving him, if you have 2 wisps. Turning the pumice crystal off is advisable as it reduces the number of NPCs found in the caves.

Habitual Caveblazer
Play for a total of 20 hours


Complete!
Finish the game
Defeat The Overlord after level 11.



Co-op
All co-op achievements are local with split screen and can be solo'ed.
Tip for solo co-op: Set the resolution to 3840×1080 (32:9) and screen splitting to vertical.

Cooperation
Complete 10 levels with both players alive in co-op mode
Simply leave a level with both players alive 10 times. They don't need to be consecutive.


Coordination
Reach the Forsaken Jungle in co-op mode without dying
Forsaken Jungle is the 5th level and you have to defeat 2 bosses before you get there.


Partnership
Finish the game in co-op mode
Defeat The Overlord after level 11 in co-op mode. It is not necessary that both players are alive.



Relic-Related Achievements
All these achievements require you to unlock and play with the relics that change the game's rules and generally make it more difficult.


Arena Champion
Become the champion of an arena
The Arena DLC is not required for this achievement. It has nothing to do with it.
The first arena can be entered in level 1 by activating all four symbols found in the level. The second one needs a key from level 6 to unlock a door in level 7. Failing the jumping challenge here will teleport you to arena number 2. Survive all waves in either arena for this achievement. For more information, have a look at the relics section.

Mega Powered
Create a mega shadow weapon
The Oblivion Relic is required for this achievement as you can't create shadow weapons without it. Two melee weapons or two ranged weapons can be dropped on a shadow station to create a shadow sword or bow respectively. Two shadow weapons on an altar make a super shadow weapon, two super shadow weapons an ultra and two ultra a mega shadow weapon. In total it takes 16 melee or ranged weapons.

Historian
Discover all 5 relics
There are five relics and you have to unlock them all for this achievement.


Hardcore
Defeat a boss with all 5 relics active
Sounds simple but is quite a challenge and you may need a few tries and a bit of luck.

True Purpose
Reach the Shrouded Land
Shrouded Land replaces the Magma Core in levels 9 and 10 if all five relics are active. Quite a difficult task since it's rather RNG dependent.

Hero
Complete the game with all 5 relics active
The most difficult challenge in the game. You have to reach Shrouded Land, clear it and defeat the final boss. This may take you well over 100 hours to complete.

Monster Hunter
Fill up the monsters section of your journal
Killing monsters often enough will give you their journal entry. This achievement is listed under relics because there are a few monsters exclusive to Shrouded Lands, which requires you to play with all relics.
If you own the Arena DLC, you can get the entries in the arena instead, making this achievement a lot easier.

Completionist
Achieve 100% game completion
This is the last achievement you get, as it requires you to have all other achievements, as well as all journal entries. Once you obtain 100% completion, you have to open the progress page for this to pop.
Blessings
Where available, additional information (in parentheses) is as of v1.1.0 and is subject of change/clarification.
Visual
Description
Blessing of Lightning
T1: Occasionally zap nearby enemies, causing 10 damage. (once per 4..6s)
T2: Zap enemies more often, and further away. (once per 2..4s)
Charge Blessing
T1: Magic items charge 30% faster.
T2: Magic items charge 50% faster.
Piercing Blessing
T1: Increase your arrow pierce by 1.
T2: Increase your arrow pierce by 2.
Ascending Blessing
T1: Increase your number of jumps by 1.
T2: Increase your number of jumps by 2.
Blessing of the Slug
T1: Any entity which damages you is slowed for 2 seconds.
T2: Any entity which damages you is slowed for 4 seconds.
Blessing of Endurance
T1: Reduce all damage taken by 10%.
T2: Reduce all damage taken by 15%.
Blessing of Celerity
T1: Using any magic item increases your ranged speed by 20% for 2 seconds.
T2: Using any magic item increases your ranged speed by 30% for 4 seconds.
Blessing of Looting
T1: Enemies have a chance (5%) of dropping an item.
T2: Enemies have a higher chance (10%) of dropping an item.
Blessing of Riches
T1: Enemies drop gold. (~7.5g/enemy on average)
T2: Enemies drop more gold. (~15g/enemy on average)
Life Drain Blessing
T1: Killing an enemy with melee restores 2 health.
T2: Killing an enemy with melee restores 3 health.
Blessing of Bleeding
T1: Melee attacks have a chance (20%) to cause bleeding, dealing 10 damage over 3 seconds.
T2: Melee & ranged attacks have a chance (20%) to cause bleeding, dealing 15 damage over 3 seconds.
Blessing of Thorns
T1: Deal 5 damage to any melee attackers.
T2: Take 20% less damage from all melee attacks, and deal 10 damage to any melee attackers.
Chain Blessing
T1: Melee attacks also hit nearby enemies for half the damage.
T2: Melee attacks also hit nearby enemies.
Blessing of Luck
T1: Increase all positive chances by 5%.
T2: Increase all positive chances by 10%.
(clarity: also affects chances of weapon and blessing effects happening)
Volatile Blessing
T1: Chance (15%) of firing an explosive arrow.
T2: Higher chance (25%) of firing a highly explosive arrow.
Master Sword Blessing
T1: Melee attacks fire projectiles when you have more than 80% health.
T2: Melee attacks fire projectiles when you have more than 50% health.
Tenacious Blessing
T1: Deal extra damage (50% more) and take less damage (50% less) when you have 20% health or less.
T2: Deal extra damage (50% more) and take less damage (50% less) when you have 30% health or less.
Blessing of Immunity
T1: 50% resistance to poison effects.
T2: Immune to all poison effects.
Knight's Blessing
T1: Killing 5 enemies with melee gives you a shield which protects you from 1 hit.
T2: Killing 2 enemies with melee gives you a shield which protects you from 1 hit.
Martyrdom Blessing
T1: Enemies have a chance (20%) of exploding when killed with a ranged attack.
T2: Enemies always explode when killed with a ranged attack.
Twofold Blessing
T1: 20% chance of firing an additional arrow.
T2: Always fire an additional arrow.
Blessing of the Aerolite
T1: Gives your arrows a slight homing effect.
T2: Gives your arrows a slight homing effect and a 15% chance to slow targets.
Ricochet Blessing
T1: Arrows bounce off blocks.
T2: Arrows bounce off blocks twice.
Fiery Blade Blessing
T1: Chance (20%) of burning entities with melee hits.
T2: Higher chance (35%) of burning entities with melee hits.
Fiery Arrow Blessing
T1: Chance (20%) of firing fire arrows.
T2: Higher chance (35%) of firing fire arrows.
Blessing of the Ballista
T1: Occasionally (20%) fire larger, more powerful arrows.
T2: Higher chance (35%) of firing larger, more powerful arrows.
(ballista arrows have 2x damage, 2x knockback, and slightly bigger hit radius)
Blessing of the Sayek
T1: Increased projectile size, easier to hit your targets.
T2: Increased projectile size and damage.
Glide Blessing
T1: Your arrows are unaffected by gravity.
T2: Your arrows have increased speed (+50%), and are unaffected by gravity.
Blessing of Sorcery
T1: Increase your magic damage by 5.
T2: Increase your magic damage by 10.
Blessing of Kings
T1: Increase your melee & ranged damage by 1.
T2: Increase your melee & ranged damage by 3.
Blessing of Nourishment
T1: Increase the health gained from food by 25%.
T2: Increase the health gained from food by 50%.
Archer's Blessing
T1: Increase ranged damage by 2, and knockback by 1.
T2: Increase ranged damage by 3, and knockback by 2.
Tesla Blessing
T1: Once every 10 seconds, fire a lightning bolt when using your ranged weapon.
T2: Once every 5 seconds, fire a lightning bolt when using your ranged weapon.
(lightning bolt deals (10 + magic damage) damage)
Magic Bomb Blessing
T1: Gives you 3 additional bombs. Bomb explosions now produce a number of magic projectiles.
T2: 50% explosion resistance.
Blessing of Generosity
T1: Creates a ghostly wraith which follows you. Impress him and he may show his generosity.
T2: Your ghostly wraith will now fire projectiles at nearby targets.
Impressing the wraith means killing enemies in a timely matter. A point system is used,
- Killing an enemy is 1 point.
- Killing an enemy with magic (incl. blessing effects) is 2 points.
- Using a magic item is 1/5 of a point.
- Points drain towards 0 at rate of about 1 point per 3.3 seconds.
- When reaching 5 points, some gold (avg 45), a potion, or an item is bestowed
Points are set to -10 after generosity, requiring 10 more kills or 30s wait.
Bullseye Blessing
T1: Increase your ranged damage by 1 with every hit, up to a maximum of 5. This damage bonus is lost when you miss a shot.
T2: Increase your ranged damage by 2 with every hit, up to a maximum of 10. This damage bonus is lost when you miss a shot.
Aerial Blessing
T1: Fire more powerful, more damaging shots when you use your ranged weapon mid-air. 3 additional damage, 1 additional knockback.
T2: Fire more powerful, more damaging shots when you use your ranged weapon mid-air. 5 additional damage, 2 additional knockback.
Ring Slot Blessing
T1: One additional ring can be equipped.
T2: Two additional rings can be equipped.
Knockback Blessing
T1: Your ranged attacks have increased knockback.
T2: Knockback caused by this blessing may also stun enemies.
Blowback Blessing
T1: Being close to death (<15% health) causes a large explosion, knocking back & stunning enemies. This effect can happen once per minute.
T2: Being close to death (<15% health) causes an extra large explosion, knocking back & stunning enemies. This effect can happen once every 30 seconds.
Powerhoof Blessing
T1: Falling from a height will damage nearby enemies.
T2: Increased range & damage from the shockwave.
Morning Star Blessing
T1: Creates a spinning morning star around you which damages nearby enemies.
T2: Your spinning morning star spins faster & deals more damage.
Dexterity Blessing
T1: Ranged attack speed increased by 10%.
T2: Ranged attack speed increased by 20%.
Judgement Blessing
T1: Killing 2 enemies will increase your maximum health by 1.
T2: Every kill will increase your maximum health by 1.
Toughness Blessing
T1: Health & maximum health increased by 25.
T2: Health & maximum health increased by 50.
Regeneration Blessing
T1: Restore 10 health at the start of each new level.
T2: Restore 10 health, and gain 10 maximum health at the start of each new level.
Spike Blessing
T1: Spikes will no longer harm you.
T2: Landing on spikes will destroy the spikes and restore 10 health.
Brawler Blessing
T1: Melee damage increased by 3, melee attack speed increased by 10%.
T2: Automatically parry incoming melee attacks in front of you.
Hand Blessing
T1: The Almighty Hand of Truth will protect you... once.
T2: The Almighty Hand of Truth will protect you... once more.
Arcane Blessing
T1: Your melee & ranged weapons will deal 2 extra damage for every 5 magic damage.
T2: Your melee & ranged weapons will deal 3 extra damage for every 5 magic damage.
(T2 essentially adds as much extra magic damage as you currently have based on equipped items)
Dahy-Uhn Blessing
T1: Melee & ranged damage increased by 4. Magic damage increased by 5. Fire damage increased by 25%.
T2: Melee & ranged damage increased by 7. Magic damage increased by 8. Fire damage increased by 40%.
Bohlt Blessing
T1: Killing an enemy creates 3 demonic bolts which fire at nearby enemies.
T2: Killing an enemy creates 5 demonic bolts which fire at nearby enemies.
(each bolt deals (5 + magic damage) damage)
Arh'vas Blessing
T1: Accumulate 5 demonic orbs over time which will be fired alongside your arrows.
T2: Accumulate 8 demonic orbs over time which will be fired alongside your arrows.
(each orb deals (5 + magic damage / 2) damage)
Dahy-Ah Kus Blessing
T1: Increases the power of your downward stab, causing area damage & burning.
T2: Significantly increases the power of your downward stab, causing area damage & burning.
Primer Blessing
T1: Gives you two Primers which can be used at Altars.
T2: Gives you two more Primers which can be used at Altars.
A'tae Tae Blessing
T1: Equip one additional magic item.
T2: Your magic attacks will pierce through 1 additional target.
Thautic Blessing
T1: Defeating a boss will restore 30 health.
T2: Defeating a boss will restore 50 health.
Mahntis Blessing
T1: Gives you a small demonic spirit which will fire at your targets.
T2: Your demonic spirit will fire twice as many bolts at greater speed.
(spirit bolts deal (4 + magic damage / 5) damage)
Occulent Blessing
T1: Equip one additional magic item.
T2: Double your current magic damage.
Magic Pierce Blessing
T1: Your magic attacks will pierce through 1 additional target.
T2: Your magic attacks will pierce through 2 additional targets.
Champion Blessing
T1: Melee attack speed increased by 10%, heavy melee attacks will stun targets.
T2: Melee attack speed increased by 20%, every 5th ranged attack will stun targets.
Offering Blessing
T1: Potions can be sacrificed at Shrines to reduce the cost by 20%.
T2: Potions can be dropped on Altars in order to identify them.
Magnetism Blessing
T1: Gold and gems are pulled towards you from a short distance.
T2: Gold and gems are pulled towards you from a greater distance and through walls.
Nimble Blessing
T1: Movement speed increased by 10%.
T2: Movement speed increased by 20%, jump height increased by 10%.
Calamity Blessing
T1: Each kill will temporarily (3s) increase your melee and ranged attack speed by 10%.
T2: Each kill will also temporarily (3s) increase your melee and ranged damage by 2.
Blessing of the Heffer
T1: Fire, magic & explosion resistance increased by 15%.
T2: Fire, magic, explosion & melee resistance increased by 25%.
Blessing of Might
T1: Killing 10 enemies will boost a random stat.
T2: Killing 5 enemies will boost a random stat.
Possible effects are:
+1 melee damage
+1 ranged damage
+1 magic damage
+5 max health
+5% magic charge
+2 health (better luck next time!)
Kan-Kus Blessing
T1: Melee attacks will curse targets, causing damage over time based on your magic damage.
T2: Ranged attacks have a 20% chance to curse targets.
(curse damage is (2 + magic damage / 5) per tick)
Clash Blessing
T1: Increase your melee damage by 4.
T2: Increase your melee damage by 7 and your melee speed by 10%.
Elemental Blessing
T1: Increase your poison & fire damage by 75%, increase your magic damage by 4.
T2: Increase your poison & fire damage by 120%, increase your magic damage by 10.
Barrier Blessing
T1: Gives you five shields, which will each protect you from one hit.
T2: Gives you five more shields, which will each protect you from one hit.
Dynamite Blessing
T1: Increase your explosive damage by 100%.
T2: Increase your explosive damage by 150%, your explosion size by 40% and your explosion resistance by 30%.
Crackerjack Blessing
T1: Doubles the damage dealt by your downward stab attack.
T2: Triples the damage dealt by your downward stab attack.
Virtuoso Blessing
T1: Increase your damage dealt by 10%.
T2: Increase your damage dealt by 20%.
Dho'dahn Blessing
T1: Increase your damage dealt by 20%, and reduce your damage taken by 10%.
T2: Increase your damage dealt by 30%, reduce your damage taken by 10% and increase your melee and ranged speed by 10%.
Re-Up Blessing
T1: Your next attack after a kill will deal double damage.
T2: Your next attack after a kill will deal triple damage.
Monster Hunter Blessing
T1: Dealing damage to an enemy reduces their damage resistance by 2%.
T2: Dealing damage to an enemy reduces their damage resistance by 4%.
Burst Blessing
T1: Fire a burst of homing missiles after every 15 ranged attacks.
T2: Fire a burst of super homing missiles after every 10 ranged attacks.
Stamina Blessing
T1: Gain 1 maximum health after each kill for the next 3 waves.
T2: Gain 1 maximum health after each kill for an additional 3 waves.
Vigor Blessing
T1: Killing 10 enemies will boost a random stat, up to a maximum of 10 times.
T2: Killing 10 enemies will boost a random stat an additional 10 times.
Poison Affinity Blessing
T1: Each time you poison an enemy, your poison damage increases by 1%.
T2: Increase your poison damage by 100%.
Critical Blessing
T1: 5% chance to deal double damage.
T2: 10% chance to deal double damage.
Jester Blessing
T1: Apply a random effect to enemies the first time you deal damage to them.
T2: Apply 2 random effects to enemies the first time you deal damage to them.
Fury Blessing
T1: Wait 10 seconds before attacking, and your next attack will deal 1000% damage.
T2: Wait 5 seconds before attacking, and your next attack will deal 1000% damage.
Titan Slayer Blessing
T1: Killing a boss permanently increases your attack damage by 10%.
T2: Increase your attack damage by 10% again for each boss previous defeated.
Repair Blessing
T1: When you take more than 12 damage in a single hit, restore 5 health over 5 seconds.
T2: When you take more than 10 damage in a single hit, restore 5 health.
Fire Affinity Blessing
T1: Killing enemies with fire increases your fire damage by 5%.
T2: Increase your fire damage by 100%.
Elysian Blessing
T1: Restore 1 health from magic, fire and poison kills.
T2: Restore 2 health from magic, fire and poison kills.
Val'za-za Blessing
T1: Always fire an additional arrow.
T2: Always fire two additional arrows.
Warlock Blessing
T1: 8% chance to deal magic damage on top of regular attacks.
T2: 15% chance to deal magic damage on top of regular attacks.
Blessings (DLC)
These blessings only appear in the regular game if you have the Arena Mode DLC installed.
They may appear in the daily runs even without DLC.

Icon
Description
Clash Blessing
T1: Increase your melee damage by 4.
T2: Increase your melee damage by 7 and your melee speed by 10%.
Elemental Blessing
T1: Increase your poison & fire damage by 75%, increase your magic damage by 4.
T2: Increase your poison & fire damage by 120%, increase your magic damage by 10.
Barrier Blessing
T1: Gives you five shields, which will each protect you from one hit.
T2: Gives you five more shields, which will each protect you from one hit.
Dynamite Blessing
T1: Increase your explosive damage by 100%.
T2: Increase your explosive damage by 150%, your explosion size by 40% and your explosion resistance by 30%.
Crackerjack Blessing
T1: Doubles the damage dealt by your downward stab attack.
T2: Triples the damage dealt by your downward stab attack.
Virtuoso Blessing
T1: Increases your damage dealt by 10%.
T2: Increases your damage dealt by 20%.
Re-Up Blessing
T1: Your next attack after a kill will deal double damage.
T2: Your next attack after a kill will deal triple damage.
Monster Hunter Blessing
T1: Dealing damage to an enemy reduces their damage resistance by 2%.
T2: Dealing damage to an enemy reduces their damage resistance by 4%.
Burst Blessing
T1: Fire a burst of homing missiles after every 15 ranged attacks.
T2: Fire a burst of super homing missiles after every 10 ranged attacks.
Stamina Blessing (appears only inside the arena)
T1: Gain 1 maximum health after each kill for the next 3 waves.
T2: Gain 1 maximum health after each kill for an additional 3 waves.
Vigor Blessing (appears only inside the arena)
T1: Killing 10 enemies will boost a random stat, up to a maximum of 10 times.
T2: Killing 10 enemies will boost a random stat an additional 10 times.

Cards
Visual
Description
Knockback
+2 Ranged Knockback
Bomberman
Reduces self-explosion damage by 40%.
+20% Explosion Size
+20% Explosion Damage
Fortitude
Restore 1 health when killing enemies.
+35 Health
-5% Ranged Speed
-5% Melee Speed
Critical
9% chance for your melee and ranged attacks to deal double damage.
Bleeder
50% chance for your melee and ranged attacks to cause bleeding, which deals 20 damage over 10 seconds.
Chain
Your melee and ranged attacks bounce to nearby enemies, dealing 25% of the damage.
Archer
+3 Ranged Damage
+5% Ranged Speed

-2 Melee Damage
-5% Move Speed
Witchcraft
+8 Magic Damage

-10% Magic Charge
-8% Damage Resist
Ladder
Gain +1 Ranged Damage and +1 Melee Damage after each Wave.
Missile
15% chance to fire a magic missile when hitting an enemy.
Voodoo
Once every 10 seconds, fire a magical bolt in line with your ranged attack.
Bludgeon
Deal 10% more damage for every active shield.

However, losing a shield will hurt you.

-8% Move Speed
Scepter
Deal an additional 80% damage the first time you damage an enemy.

-8% Move Speed
-5% Ranged Speed
-5% Melee Speed
Fortress
+8% Damage Resist
Ultra
+1 Melee Damage
+5% Ranged Speed
+2 Magic Damage
+5% Magic Charge
Dexterity
+12% Ranged Speed
Curse
Your attacks will curse enemies, slowing their movement and dealing damage over time based on your magic damage.
King
Create a magic field at the start of every wave which grants +40% Ranged Speed to friendly characters inside.
Timemaster
+20% Magic Charge
Jester
Apply a random effect to enemies the first time you deal damage to them.
Warrior
Increase your attack damage by 10% per kill. This bonus is reset after each wave.

-1 Ranged Damage
-20% Move Speed
-10% Melee Speed
Justice
12% chance to stun targets with hits.

-8% Move Speed
-6% Melee Speed
Multishot
Fire an additional ranged projectile.

-2 Ranged Damage
-2 Magic Damage
-15% Ranged Speed
-6% Damage Resist
Harvester
Increase health gained from food by 75%. Restore 10 health at the end of every Wave.

-10% Move Speed
Pogo
Your downward melee strikes deal 50% more damage.
Bubble
Gain a shield at the start of every Wave.
Rebirth
Upon death you will be reborn with 30% health, and 20% more attack damage.
Speedy
+10% Move Speed
+1 Additional Jump
Homing
Arrows have a slight homing effect.

-6% Ranged Speed
Growth
Gain +20 Maximum Health at the end of every Wave.
Elementalist
+50% Fire Damage
+50% Poison Damage
+5 Magic Damage

-7% Move Speed
-1 Ranged Damage
-8% Damage Resist
Lucky
Increase all positive chances by 12%.
Toxin
Your magic attacks also poison targets.
+25% Poison Damage
-5% Move Speed
-5% Ranged Speed
Cheese
40% chance for your attacks to deal triple damage, 2% chance to deal the same amount of damage to yourself.

Do you feel lucky, punk?
Bloodrite
Killing an enemy while they're bleeding spawns magic bolts which hit nearby enemies.
Glutton
Eating a heart increases your bleed damage by 100%.
Contagion
Place a totem at the start of each wave which poisons nearby enemies.
+50% Poison Damage
-15% Damage Resist
Polymorph
4% chance for your magic attacks to turn enemies in to chickens.

Does not work on bosses.

-12% Move Speed
-10% Ranged Speed
-10 Magic Damage
-3 Ranged Damage
Blaze
Killing an enemy with explosion or fire damage sets nearby enemies on fire.
+25% Fire Damage
Stupefy
Increase the duration of your stuns and stasis by 50%.

Deal 50% more damage to enemies which are stunned or in stasis.
Combo
Every time hit an enemy, increase your damage against them by 1. This bonus is reset when you miss, or hit a different enemy.
Perks
Adventurer
- Start with an apple and two bombs.
Archer
- Increase ranged damage by 1
- Increase the speed of your arrows by 50%
- Increase ranged attack speed by 10%
- Reduce melee damage by 2
Twofold
- Fire an additional arrow with every shot
- Reduce ranged attack speed by 20%
- Start without a melee weapon
Sorcerer
- Increase magic damage by 10
- Magic items charge 50% faster
- Reduce melee damage by 2
Sticky Pete
- Start with 2 sticky bombs
- All normal bombs picked up become sticky bombs
Juggernaut
- Increase maximum health by 50
- Increase melee damage by 2
- Reduce ranged damage by 2
- Reduce ranged attack speed by 20%
Elementalist
- Double all damage dealt by fire & poison.
Cleric
- Start with the Cleric's Orb
- Reduce maximum health by 40
- Reduce health gained from food by 50%
Dashy Joe
- Start with a Ruby Wand
- Increase magic damage by 5
- Reduce maximum health by 50
Springy
- Increase your maximum jump height
- Double jump!
Slasher
- Create magic projectile through melee attacks
- Reduce melee damage by 1
Trader
- Donate any items to shrines in order to reduce their price by 10%
- Your first use of an Altar will require only one item instead of two
Traditionalist
- Magic items are no longer usable
- Increase your melee damage by 3
- Increase your ranged damage by 2
- Increase melee and ranged knockback by 1
- Equip one additional ring
Explosive
- Reduce damage from explosions by 50%
- Double your explosive damage
- Start with 2 bombs and 1 sticky bomb
Heavy Hitter
- All melee attacks will be heavy hits
Vampire
- Reduce your maximum health by 40
- Gain 2 health from every kill, and 1 health from multiple hits on a boss
- Your health deteriorates by 1 every 4 seconds
- Food no longer heals you
- Deal increased damage based on your current health; 1% per health point
Reaper
- Start with nothing but the Soul Reaper
- Reduce your maximum health by 20
Protection
- Reduce damage taken by 15%
- Reduce ranged damage by 2
- Reduce ranged speed by 10%
- Start with 2 bombs
Dual Wield
- Equip one additional magic item
- Reduce movement speed by 10%
- Reduce ranged speed by 10%
Vortex
- Start with a Tomlock as your ranged weapon
- Gain a Vortex Bomb at the start of each new level
- Reduce maximum health by 20
- Reduce movement speed by 10%
- Reduce melee speed by 20%
Swordsman
- Heavy melee attacks and downward stabs will deal 2x damage instead of 1.5x
- Increase melee damage by 3
- Increase melee speed by 15%
- Reduce ranged speed by 10%
Brimstone
- Blood Shrines appear once every 2 levels instead of Health Shrines
- Blood Shrines cost only 5 health
- Start with a Demon Blade and a Hellpike
- Start with half health
Nimrod
- Start with a Snare Bow and a Grinder
- Increase your movement speed by 10%
- Increase your Poison and Explosion damage by 30%
- Reduce your damage resist by 20%
Runemaster
- Enemies have a chance to drop a random rune
- Bosses will always drop 2 random runes
- Random Shrines will always drop runes
Per-enemy drop chance starts at 1% and increases by 1% for every enemy that didn't drop a rune.
This comes down to about one rune per 12 enemies on average.
Shoutouts
146 Comments
Mothman Aug 21, 2024 @ 6:32pm 
Also awesome guide.... I wish you added enemy patterns just like you explained bosses.... 5 relic run survivability is a pain for me :(
Mothman Aug 21, 2024 @ 6:22pm 
Of course a core blessing (primer) is removed because its " unbalanced" to get stronger shadow weapons lol smh I didnt know abt this
Taake  [author] Jul 4, 2024 @ 2:23am 
That was indeed changed. I removed it from the guide. Thanks!
al1cates Jul 3, 2024 @ 9:58am 
The Mega Powered achievement can't be cheesed using the Primer blessing, right? As far as I know, Primer no longer spawns if the Oblivion relic is active.

Thanks for the guide, it's been extremely useful :)
Matos Apr 29, 2024 @ 4:05am 
Thanks ! I wonder, there's no bad effects associated with breaking altars? Like breaking a combo altar makes a skull pop, I wonder if that tilts odds against you or something
ROMAN_208 Nov 6, 2023 @ 4:52am 
Amazing 0_0
Taake  [author] Nov 6, 2023 @ 4:49am 
You can't take a break. It has to be five days in a row.
ROMAN_208 Nov 6, 2023 @ 4:42am 
Can I skip some races? That is, he passed 3 times in a row, then rested for a week and then 2 more times
Taake  [author] Nov 6, 2023 @ 4:33am 
Yeah, you have to win five consecutive days.
ROMAN_208 Nov 6, 2023 @ 4:30am 
Does going through 5 weekly races 5 times in a row mean you can't die?