Items

-=Unidentified Items=-
These are the types of items that you will find all over the place. They drop from mobs, bosses, dungeons, dailies, and all manners of things. UnId'd Items can then be identified at the Identificator, so long as you have the corresponding amount of azurite.

-=Identified Items=-
After putting an item through the Identificator, it will become identified and usable. Items can also be auto-identified through certain prophecies, towers and other items. Free ID Tomes can identify an item for free, so it is recommended that you use it on an expensive item. Identified Items' first color is the rarity of the item. * Unlike other item types, Wish Items cannot have quality added to them. They are enhanced by obtaining the same item a second time and combining the two.

The Item Database

-Item Stats-
Damage - There are 14 types of damage, 12 elements, and 2 special types. The 12 elements are types of damage that are, good against, neutral against or bad against other types (mob elemental types).

Armor - Armor functions as it does in Vanilla Minecraft, that is, each armor point is about 4% Damage Reduction. 20 is 80% damage reduction. Having full armor is vital to many things, lightning strikes hurt significantly more when you're even just a little off of 20 armor.

Armor Toughness - Functions as it does in Vanilla Minecraft. Loosely, armor toughness enhances how effective your armor points are.

Speed - Measured in #%, additively.

HP/Health - Adds health to your maximum. 1HP is half a heart.

Attack Speed - Measured in #%, additively. The slowest weapon on the server has -3.60 Attack Speed. 0.01 is 1% Attack Speed.

Increased Damage - Increases the damage value on your weapon, depending on the element.

Resistances - Resists specific elemental damages. There are thresholds for resistances. 25%, 50%, 75%, 80%, 85%, 90%, 95%, 100%. Each threshold of resistance is when you'll notice an actual difference in damage being dealt to you. If you haven't met a threshold yet, you may notice less damage being dealt every 10 or so hits. That's due to Minecraft not being able to calculate decimals other then 0.5. When damage is dealt to you that equivalates to 2.1, you will take 2 hearts of damage and then four hits later you'll take 2.5 hearts of damage on that hit only. 100% resistance to an element doesn't make you totally immune to an element in most cases, just very, very, resistant.

Increased Length of Inflictions - #% Increases the tick duration value of an infliction, potentially does nothing for certain inflictions--Lightning Strike, for example.

Increased Frequency of Inflictions - #% Increases how often you inflict.

Increased Effect of Inflictions - #% Increases how much damage your infliction deals.

Increased Effect of Curses - #% Increases the effect of the curse, can be a very powerful stat depending on the curse.

Increased Length of Curses - #% Increases the duration of curses.

Gemology - Increased Effect of Precious Jewels, #% increase, multiplicative.

Increased Critical Chance - Elemental Criticals are rare types of hits that deal several times the normal amount of damage, this #% increases the chance to do one, but it's not additive.

Increased Critical Damage - Increases the elemental critical damage dealt, #% increase stat.

Increased Critical Multiplier - Increases the chance to deal elemental criticals in a row and increases the damage of cumulative criticals; possibly the most important part of critical builds, it is an additive definite chance. +1% is 1% chance to repeat.

Proliferation - Increases the chance to inflict more mobs when you perform an infliction. It is an additive stat, +1% is +1% chance to inflict 1 extra mob. Due to this, the stat is often found in sizeable values, 101% grants +1% chance to inflict 1 extra mob atop an already 100% chance to inflict an extra mob.

Persistence - Increases the chance to repeat an infliction after an infliction's duration ends. Functions additively, like elemental critical multiplier does. Can go above 100%, good luck doing that though.

-=Cards=-
Page Link

-=Prophecies=-
Page Link

-=Portal Stones=-
Portal stones are items that can be used to ignite and activate portals on Valdream's second floor. They were also the gimmick item of Chapter 4. A portal stone, when identified, will have several modifiers on it that decide the specifics of the portallic area that it leads to. For instance: "Mobs have Str. 4, Mobs have Spd 3, Area contains a Mythical Item." Portal stones can be very rewarding, but also extremely dangerous.

-=Fractures & Stones=-
Fractures are items that are obtained from Chapter 11 Blotch Events. Upon gathering 50 of the same fracture type, you will gain a stone that allows you to fight one of the 5 Chapter 11 Bosses. This stone must be made in an anvil by combining 25 and 25 of the same fracture type.

-=Utility=-
Utility Items are an item type that was introduced on February 17th 2020. They are used to do specific tasks with more ease. Two utility items can be used simultaneously by having them in your hotbar--any slot.

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