The Camp
What stays between two descents: residents, talents, stations and Arcana, shared by every gate.
Residents
| Resident | Station | Where they wait |
|---|---|---|
The Armorer | Armory | ⛓️ The Armorer is held below, in a cell of the first act. Free her to open the Armory. |
The Cartographer | Cartographer | ⛓️ The Cartographer is held beyond the crossroads. After your first warden victory, his cell waits for you in the second act. |
The Antiquarian | Reliquary | ⛓️ The Antiquarian waits somewhere below. Her cell appears once your third elite falls. |
Talents of the Ember Altar
Each talent has three ranks paid in Embers: 40, 90 then 160. Switching between its two forms is free.
| Talent | Form A | Form B |
|---|---|---|
Vigor
| Max HP: +1, +1 then +2 at ranks I, II and III | Each campfire heals 1% more max HP per rank |
Edge
| +0.07 attack per rank, the fractions adding up from blow to blow | +0.07 art damage per rank, the fractions adding up from strike to strike |
Guard
| The first guard of each fight absorbs 82%, then the first two, then the first three | A guard that absorbs returns 0.03 damage per rank, the fractions adding up from guard to guard |
Alchemy
| The Healing flask heals +0.15 per rank, the fractions adding up from sip to sip | Rank 1: each campfire refills 0.15 flask charge. Rank 2: the crossroads too (0.15). Rank 3: 0.3 at the fire. The fractions add up |
Flair
| +2 Embers per Mystery door per rank | The Peddler gives a 5% discount per rank |
Watcher
| On death, keep +10% of carried Embers per rank | The Greed threshold goes from 40 to 40.8, 41.6 then 42.4 points |
Largesse
| Each offer has a 3% chance per rank to show one more option | 1 offer reroll per descent and per rank |
Fortune
| +5% duo chance per rank | Each elite has a 15% chance per rank to offer a third relic |
Premonition
| On the first turn of each fight, the second turn's intent is announced too | — |
Stations
| Station | What it opens | Cost |
|---|---|---|
Armory I
| Counter, Smoke flask | 150 Embers · 1 Seal |
Armory II
| Lantern, Void Blade, Venom flask | 300 Embers · 2 Seals |
Armory III
| Ritual, Ardent flask | 500 Embers · 3 Seals |
Armory IV
| Rush, a third flask charge | 800 Embers · 4 Seals |
Cartographer I
| The type of every door in the act | 120 Embers · 1 Seal |
Cartographer II
| The rewards two ranks ahead | 250 Embers · 2 Seals |
Cartographer III
| What Mystery doors hide | 400 Embers · 3 Seals |
Cartographer IV
| One detour per descent | 650 Embers · 4 Seals |
Reliquary I
| Five more relics in the pool | 120 Embers · 1 Seal |
Reliquary II
| The fetish relic: start with a single blessed relic you already found | 250 Embers · 2 Seals |
Reliquary III
| Five more relics | 400 Embers · 3 Seals |
Reliquary IV
| Purifying costs half, and the fetish may be cursed | 650 Embers · 4 Seals |
Arcana
The Arcana open once every station has reached level IV. Each rank you light makes the next descent harder.
| Arcana | Ranks |
|---|---|
The Tower
| I · Enemies: +10% HP II · Enemies: +20% HP |
The Hanged Man
| I · No guaranteed Campfire before the warden II · Campfires lose the Stash option |
The Moon
| I · 10% of intents become "???" II · 20% of intents become "???" III · 30% of intents become "???" |
The Devil
| I · Start at Greed 1, never below II · Start at Greed 2, never below III · Start at Greed 3, never below |
The Sun
| I · After turn 16 of a fight, the enemy gains +2 damage per turn II · After turn 14 of a fight, the enemy gains +2 damage per turn III · After turn 12 of a fight, the enemy gains +2 damage per turn |
Death
| I · The warden carries two elite affixes |
The Wheel
| I · Door rewards are no longer shown II · Door types are hidden too, beyond the next rank |
The Star
| I · Boon offers show one option fewer |
The Hermit
| I · No more Peddler II · No altar or treasure room behind Mystery doors |