The Complete Nevergrind Encyclopedia - UPDATED 2025 EDITION

Comprehensive Documentation with All Steam Updates Applied (2019-2025)

This documentation captures every detail from the official Nevergrind wiki and all Steam updates through March 2025, systematically covering all game mechanics, classes, races, items, monsters, bosses, lore, and new systems.


PART I: THE TWELVE RACES

HUMAN - The Versatile Defenders

Home City: Edenburg (Imperial Capital of Vandamor)

Lore: Native to Edenburg, the imperial capital and trading hub of Vandamor. Humans are adaptable and balanced, making them excellent in any role.

Starting Attributes:

Racial Skill: Versatility - Balanced stats allow flexibility in any class role

Available Classes: Warrior, Rogue, Monk, Paladin, Ranger, Shadow Knight, Bard, Cleric, Druid, Shaman, Necromancer, Enchanter, Magician, Wizard (All 14 classes)

Resistances: Balanced across all types

BARBARIAN - The Fierce Warriors

Home City: Fenwoven (Frigid North)

Lore: Hail from Fenwoven in frigid north of Vandamor. Tremendous strength and stamina with high cold resistance due to harsh environment. Known for berserker rage in combat.

Starting Attributes:

Racial Skill: Enrage - Temporarily increases damage output and attack speed

Available Classes: Warrior, Rogue, Shaman, Bard (Berserker in some versions)

Resistances: High cold resistance (5), bonus to one-hand blunt weapons (+5 cap)

WOOD ELF - The Forest Rangers

Home City: Artremia

Lore: Wood Elves hail from Artremia, known for knowledge of great outdoors. Worship Rinara, Goddess of Nature, holding that what is natural is most holy. Her providence blesses wood elves with excellent agility and dexterity.

Starting Attributes:

Racial Skill: Camouflage - Hide in natural environments; bonus to tracking and outdoor survival

Available Classes: Warrior, Rogue, Ranger, Bard, Druid

Resistances: Nature-based resistances, bonus to bow weapons, enhanced outdoor abilities

HIGH ELF - The Arcane Masters

Home City: Prentia

Lore: Descendants of royal elven bloodline who once ruled Empire before Age of Shattering. Prentia ruled by monarchy for thousands of years. High Elves have deep cultural commitment to Altheim, God of Light, and exceptional affinity for arcane arts.

Starting Attributes:

Racial Skill: Arcane Affinity - Enhanced spell power and mana regeneration

Available Classes: Cleric, Enchanter, Magician, Wizard, Paladin

Resistances: Strong magic resistance (3), bonus to evocation spells (+5 cap)

DARK ELF - The Shadow Conjurers

Home City: Vedria (Subterranean)

Lore: Subterranean race from Vedria who worship Wenerva, Goddess of Destruction. Practice demon summoning and ritual sacrifice. Associated with savagery and dark magic.

Starting Attributes:

Racial Skill: Shadow Veil - Temporary invisibility and damage resistance

Available Classes: Warrior, Rogue, Shadow Knight, Cleric, Necromancer, Enchanter, Magician, Wizard

Resistances: Poison resistance (3), bonus to conjuration spells (+5 cap)

HALF ELF - The Diplomatic Hybrids

Home City: Kaedorn

Lore: After Age of Shattering, Half Elves established Kaedorn to carve out unique identity and culture. Balanced between human adaptability and elven grace.

Starting Attributes:

Racial Skill: Diplomat - Enhanced charisma-based abilities and trading

Available Classes: Warrior, Rogue, Paladin, Ranger, Bard, Druid

Resistances: Balanced resistances, charm resistance bonus

ERUDITE - The Scholarly Casters

Home City: Wexxen (Remote Island)

Lore: Share remote island city of Wexxen with Seraphim. Known for scholarly pursuits and intellectual superiority. Excel at magical arts through study and discipline.

Starting Attributes:

Racial Skill: Intellect - Faster spell learning and enhanced spell effectiveness

Available Classes: Cleric, Necromancer, Enchanter, Magician, Wizard, Shadow Knight

Resistances: Magic resistance bonus, enhanced mana pool

SERAPHIM - The Holy Warriors

Home City: Wexxen (Remote Island)

Lore: Share remote island city of Wexxen with Erudites. Worship Yentus, God of Light. Divine warriors blessed with holy powers and natural resistance to unholy forces.

Starting Attributes:

Racial Skill: Divine Light - Holy damage burst against undead and demons

Available Classes: Warrior, Paladin, Cleric

Resistances: Strong magic resistance (5), bonus against disease and poison (3 each), bonus to abjuration (+5 cap)

DWARF - The Hardy Miners

Home City: Dunhoven

Lore: Hardy race from depths of Dunhoven. Worship of Grynnhoven, God of the Underworld, powerfully woven into daily life as each gem mined seen as divine blessing. Dwarf healers renowned as some of finest in Vandamor due to natural wisdom.

Starting Attributes:

Racial Skill: Granite Visage - Skin turns to granite, greatly reducing all damage taken (50% damage reduction against all damage for 12 seconds)

Available Classes: Warrior, Rogue, Paladin, Cleric (Crusader in Online)

Resistances: Strong arcane resistance (3), strong poison resistance (3), defense bonus (+5 cap), alteration bonus (+5 cap)

GNOME - The Innovative Tinkerers

Home City: Brindomir

Lore: Gnomes hail from Brindomir, a mountainous city on eastern outskirts of Vandamor. Due to extensive tinkering and scientific experimentation, they have high lightning resistance and are highly resistant to silence.

Starting Attributes:

Racial Skill: Warp Field - Trap target in Warp Field, sealing them from combat. While trapped, unable to fight or be fought. Gnomes immune to silence effects.

Available Classes: Warrior, Rogue, Monk, Paladin, Shadow Knight, Cleric, Necromancer, Enchanter, Magician, Wizard (Templar, Warlock in Online)

Resistances: High lightning resistance (5), highly resistant to silence (15), immune to silence (racial passive)

HALFLING - The Nimble Scouts

Home City: Aspen Grove

Lore: Race of pranksters, acrobats, and bandits from Aspen Grove, a hamlet on southern coast. Known as among most gifted scouts in all Vandamor. Quirky ability to disappear at moment's notice. Also touted for natural healing skills.

Starting Attributes:

Racial Skill: Hide/Stealth - Reduced run skill cooldown, gain experience faster, find more treasure, ability to hide. While hidden, may ambush targets for enhanced damage. Passive magic find bonus and can run while stunned or feared.

Available Classes: Warrior, Monk, Rogue, Paladin, Ranger, Cleric, Druid

Bonuses: Offense (+10 cap), dodge (+10 cap), piercing weapons (+10 cap), experience gain faster, find more treasure, can run while stunned/feared

TROLL - The Regenerating Cannibals

Home City: Slagnon

Lore: Race from Slagnon. With few exceptions, Trolls worship Megnemon, God of Sacrifice, who they believe requires blood sacrifice for continued strength and prosperity. Cannibalistic, warmongering race with astonishing resilience in battle. Feared throughout Vandamor due to super strength, stamina, and regeneration.

Starting Attributes:

Racial Skill: Regeneration - Increased passive health regeneration (1% maximum health per tick)

Available Classes: Warrior, Shadow Knight, Shaman

Unique Mechanics: Astonishing resilience, super strength and stamina, exceptional regeneration capabilities

OGRE - The Unstunnable Brutes

Home City: Gorgekin (also mountains of Agamor)

Lore: Race from Gorgekin. Firm belief in "might makes right" makes widespread worship of Trogmaar, God of War, very common. Despite bumbling intellects, superb warriors and Shadow Knights. Strength and stamina second to none.

Starting Attributes:

Racial Skill: Frontal Immunity - Ogres cannot be stunned (25 stun resist)

Available Classes: Warrior, Shadow Knight, Shaman, Rogue (in some versions)

Resistances: Passive stun resist (25), weak against arcane magic (-5 arcane resist), innate bonus to conjuration spells (conjuration +10 cap)

Gender Bonuses (All Races):


PART II: ITEM SYSTEMS

Item Rarity Tiers - UPDATED 2025

Nevergrind uses a five-tier rarity system:

White Items (Normal/Plain): No magical properties; base items; occurs when all magic find rolls fail

Blue Items (Magic): 1-2 random mods; can roll higher mods than rares of same level; great for filling specific weaknesses

Yellow Items (Rare): 2-6 random mods; more properties than magic items; random affixes

Green Items (Set): Predetermined mods similar to unique items; wearing multiple pieces of same set grants additional stat bonuses; 28 different sets in game; set items now feature at least one bonus to a skill (class-based or armor class groups)

Purple Items (Unique): Predetermined number of mods (generally 6+); have preset property types; values are variable (may find one unique ring with +2 leech life, another with +4); generally have as many or more properties than rare items; 800+ uniquely designed items in game

๐ŸŸ  ORANGE ITEMS (LEGENDARY) - NEW 2025:

Drop Order Priority: Set or Unique (checked first) โ†’ Legendary (new tier) โ†’ Rare (if Set/Unique/Legendary fails) โ†’ Magic (if Rare fails) โ†’ White (if all checks fail)

NEW: Rune System (Added 2024-2025)

Rune Overview:

Rune Drop Sources:

  1. Monsters - All mob types can drop runes (drop rates improved multiple times)
  2. Treasure Chests - Adjusted rarity makes rare runes slightly more common
  3. King's Reward - Highest possible rune from Hell King Reward is Nex rune; any rune higher than Nex must be found from chest or monster

Rune Boost Mechanic:

Known Rune Types:

Rune Usage:

NEW: Crafting System (In Development 2024)

Status: Backend development in progress as of March 2024

Progress Milestones:

Confirmed Mechanics:

NEW: Museum System (Added 2022-2024)

Museum Overview:

Item Organization:

Collection Mechanics:

Notable Museum Bugs Fixed:

NEW: Gambling System (Added October 2022)

Gambling Mechanic:

Gambling Costs:

Gambling Controls:

Strategic Use:

Item Properties - Complete Reference

Core Stats:

Attributes:

Combat Stats:

Weapon Skills: One-Hand Slashing, Two-Hand Slashing, One-Hand Blunt, Two-Hand Blunt, Piercing, Hand to Hand

Defensive Stats: Dodge, Block (Monk Parry), Parry (triggers auto-attack 0.25s later), Riposte (instant, doesn't interrupt auto-attack)

Magic Skills: Alteration, Abjuration, Evocation, Conjuration, Channeling (for Bards: Singing, String, Percussion, Wind, Brass)

All Skills - Increases all weapon skills, Offense, Dual Wield, Double Attack, Defense, Dodge, Parry, Riposte, Alteration, Evocation, Conjuration, Abjuration, Channeling

Critical Stats:

Damage Reduction:

Resistances (Maximum 300 = 75% reduction):

Magic Find & Experience:

Damage Properties:

Added Damage: Physical, Poison, Magic, Lightning, Cold, Fire Damage (adds unmodified damage to physical attacks)

Percentage Damage Modifiers:

Status Effect Reduction: % Fear Duration, % Stun Duration, % Chill Duration, % Silence Duration, % All Status Effect Durations

Leech Stats:

Movement & Haste:

Special Properties:

Item Upgrades System

Upgradable Armor Pieces: Helmet, Shoulders, Bracers, Chest, Gloves, Belt, Legs, Boots

Armor Upgrade Table:

Upgrades Cost Total Cost Bonus Total Bonus
1 25 25 +1 Armor, +1 All Res +1 Armor, +1 All Res
2 50 75 +1 Armor, +1 All Res +2 Armor, +2 All Res
3 100 175 +1 Armor, +1 All Res +3 Armor, +3 All Res
4 200 375 +1 Armor, +1 All Res +4 Armor, +4 All Res
5 400 775 +1 Armor, +1 All Res +5 Armor, +5 All Res
6 750 1,525 +1 Armor, +1 All Res +6 Armor, +6 All Res
7 1,250 2,775 +2 Armor, +2 All Res +8 Armor, +8 All Res
8 2,000 4,775 +2 Armor, +2 All Res +10 Armor, +10 All Res
9 3,000 7,775 +3 Armor, +2 All Res +13 Armor, +12 All Res
10 5,000 12,775 +4 Armor, +3 All Res +17 Armor, +15 All Res

Weapon Upgrade Costs: 50/100/200/400/800/1,500/2,500/4,000/6,000/10,000 gold

Important Notes: Armor increases shown are for Normal items; values higher for Exceptional and Elite items (evidence suggests percentage-based on item base armor); resistance bonuses fixed regardless of quality tier.

Magic Find Mechanics

Drop Order When Monster Dies:

  1. Roll to check if monster dropped item
  2. Roll to check if Set or Unique item
  3. Roll to check if Legendary item (NEW 2024)
  4. Roll to check if Rare item
  5. Roll to check if Magic item
  6. If all rolls fail, item becomes plain white with no magical properties

Ways to Boost Magic Find:

  1. Equipment Magic Find - Most reliable, lowest risk

  2. ๐Ÿ†• Login Streak Bonus - Daily login rewards (Added March 2024)

  3. Chain Combos - Killing consecutive monsters without leaving combat; moderate risk; has key breakpoints; boosts experience, gold find, and magic find

  4. Horde Bonus - Fighting 2+ enemies at once; very risky but greatly rewarded; does NOT apply to bosses

  5. Monster Type - Different monsters have inherently higher magic find ratings; bosses drop rare items more often than normal monsters; Champion monsters guarantee at least two magical items; Rare monsters have much higher chance to drop unique loot

  6. First Dungeon Bonus - First completion of dungeon gives boss magic find bonus; "first kill" loot bonus sets unique drop rates very high

  7. Boss Types - Zone Bosses (purple minimap icon) vs Act Bosses (red minimap icon, much tougher, higher loot chance)

  8. ๐Ÿ†• Party Size - More party members = higher Magic Find multiplier

  9. ๐Ÿ†• Seasonal Streak Bonuses - Season 3 configured streak bonuses (March 2024)

Weapon Procs

Weapon procs are special abilities triggering when using weapons. Dexterity determines proc activation frequency.

Notable Weapon Proc Effects:

Damage Procs:

Crowd Control Procs: Stun (2100-3000ms), Root (3 seconds immobilize), Snare (slows movement), Chill (reduces attack speed)

DoT Procs: Fungal Spores, Odious Plague, Primal Corruption, Scourge, Wrath of Nature, Torment of Shadows, Soul Consumption, Dooming Darkness, Curse of the Spirits (all various poison/fire/magic DoTs)

Utility Procs: Life Drain (damage + heal), Mana Restoration, Summon Wolf Familiar, Shield Effects, Frenzy (attack speed increase), Singing Sword (Bard buff), Blessing of Nature (heal over time), Earthquake/Tremor (Physical AoE interrupting targets)

Special Procs: Holy Light (extra damage vs undead, 3x multiplier), Amplify Damage (curse increasing damage taken), Shatter Rune (removes rune effects + magic damage)

Armor Penalties

Any class can wear any armor type, but certain classes incur haste penalties for armor too heavy for their class.

Penalty Effects: Applied to global cooldown speed (skill haste), casting haste, and attack haste. Head and Chest items have higher penalties than Waist or Hand items.

Class Armor Allowances:

No Penalty (All Armor): Warriors, Paladins, Shadow Knights, Clerics, Bards

Up to Chain: Rangers, Rogues, Shamans

Up to Leather: Monks, Druids

Cloth Only: Necromancers, Enchanters, Magicians, Wizards

Reduced Weight Property: Items with this property drop weight class down one tier (Plateโ†’Chainโ†’Leatherโ†’Cloth), allowing Wizards to wear leather without penalty.

Item Quality Tiers

Nevergrind uses Diablo II-style three-tier quality system:

  1. Normal Items - Base tier
  2. Exceptional Items - Mid-tier with higher base stats (completed October 2022)
  3. Elite Items - Highest tier with best base stats (completed November 2022)

Quality Tier Completion Timeline:

Quality Tier Effects:

Sets and Set Bonuses

Set Mechanics:

28 Different Sets Available: Sets exist in all three quality tiers (Normal, Exceptional, Elite)

Set Item Features: At least one bonus to a skill (usually class-based, can be random skill for plate classes, healers); this change not retroactive to existing set items

Confirmed Sets:

  1. Warlock's Set (includes Warlock's Doom helmet)
  2. Assassin's Set
  3. Vagrant's Set
  4. Martyr's Set (Martyr's Shiv, Agony, Ideal, Manifesto)
  5. Augur's Set (Augur's Skull helmet)
  6. Bishop's Set (Bishop's Justice, Faith, Merit, Purity)
  7. High Priest's Set (High Priest's Humility bracers, Mastery; Set Bonus "The Prophet: +Attack Reduces Mob Resists 50%")

Item Categories by Equipment Slot

Helmets: 67 pages in category (includes Stealskull, Cap of the Insubstantial, Augur's Skull, Warlock's Doom)

Bracers: 59 pages (includes Granite Bracer, Elite Bracers, Burnt Treant Bracer, High Priest's Humility, Dragon Claw Bracer)

Back Items: 62 pages (all back items in game; includes cloaks)

Shields: 31 pages (includes Scute Shield, Ashenbone Shield, Runewood Shield; all shields usable by anyone; give % chance to block 25% of physical or magic damage)

Belts: Includes Belt of the Destroyer

Shoulders, Chest, Gloves, Legs, Boots: All confirmed categories (includes Elite Gloves, Elite Boots, Gloves of Bladecalling, Dusty Bloodstained Gloves, Impskin Gloves, Bloodfist Gloves)

Trinkets: 24 pages in category

Charms: New legendary charms available (added January 2024)

Weapons: Organized by subcategories (1H Blunt, 2H Weapons, Slashing, Piercing); includes Orcish Warhammer (1H Blunt)

Spellcaster Off-hand Items: Focus items, orbs, spellcasting implements (no dedicated category page but items exist)

Item Naming Updates:


PART III: MONSTERS AND BOSSES

Monster Types

Normal Monsters:

๐Ÿ†• Peon Monsters (Added November 2022):

Champion Monsters:

Rare Monsters:

Bosses: See dedicated Boss section below

Champion Traits - Complete List

ELEMENTAL ENCHANTED TRAITS:

Fire Enchanted: Casts Conflagration and Fireball; increased casting frequency; increased fire resistance; all physical melee hits deal additional fire damage; explodes for fire damage on death

Cold Enchanted: Casts Ice Shard and Blizzard; increased casting frequency; increased cold resistance; all physical melee hits deal additional cold damage; explodes for cold damage on death

Lightning Enchanted: Casts Energy Bolt and Static Field; increased casting frequency; increased lightning resistance; all physical melee hits deal additional lightning damage; explodes for lightning damage on death

Poison Enchanted: Casts Poison Cloud and Envenom; increased casting frequency; increased poison resistance; all physical melee hits deal additional poison damage; explodes for poison damage on death

OFFENSIVE TRAITS:

Summoner: Summons two pets; casts Lava Shield; monster receives 3 random direct damage spells and random DoT spell; increased casting frequency

Vicious: Casts Iron Maiden; increased strength and intelligence; uses Backstab and Shadow Kick

Frenzied: Casts Flurry; increased attack speed; uses Shadow Kick

Vampiric: Casts Drain; all physical attacks absorb health; casts Yawn and Heal

Lamprey: Casts Mind Drain; all physical attacks drain mana; casts Silence

Martyr: Explodes for physical damage on death and heals all allies; casts Heal; uses Shadow Kick

DEFENSIVE TRAITS:

Juggernaut: Increased maximum health; larger appearance; casts Enrage

๐Ÿ”ง Tough (NERFED November 2022): Casts Barrier; increased physical defense; casts Weaken; mobs now receive LESS health from Tough trait

Chromatic: Casts Sanctuary; all resists increased

Phased: All damage given and taken reduced by 25%; casts Rune, Lava Shield, and Silence

Dauntless: Stun, fear, silence duration reduced by difficulty level: Normal 80% reduction, Nightmare 66% reduction, Hell 50% reduction; casts Resolution, Fear, and Heal

AURA TRAITS:

Crippling Aura: Your heals half as effective (50% reduction); uses Shadow Kick; casts Weaken

Disruption Aura: Your cast time increases 30%; casts Confuse, Mind Numb, and Silence

Conviction Aura: Reduces all your resistances by 50%; monster receives 3 random direct damage spells and random DoT; increased casting frequency; casts Amplify Magic

Concussive Aura: Global cooldown times increased 30%; casts Confuse and Blind

Ensnaring Aura: Run chance reduced 33%; casts Thorn Shield and Root

Zealous Aura: Increases attack speed of all monsters by half a second; casts Blind and Heal

Shredding Aura: Reduces your armor by 80%; uses Backstab and Shadow Kick

๐Ÿ†• Peon Trait (Added November 2022): Makes monster about half as powerful; common under level 10; rare at higher levels; allows more tactically interesting fights with multiple enemies

DEPRECATED TRAIT:

Sprinter: (no longer appears - removed since monsters no longer run away from battle)

Boss Information

Boss Mechanics:

Innate Traits & Immunities:

Drop Mechanics:

Special Cases: Revenant Viston has -1 item drop penalty (drops 2-5 items instead of 3-6) because quest is so short

Boss Types (Nevergrind Online):

Known Bosses:

  1. Chief Grimden (Final Boss of Act 1)

  2. Revenant Viston - Guards entrance to Galeblast Fortress; -1 item drop penalty due to short quest

  3. Arcturin, the Lich King

  4. Sentoth, Lord of Rapture
  5. Matron Maelentia
  6. Highlord Szarthax
  7. Vixen Sarmina
  8. Sanctum Guardian Ghalentus
  9. Falzitherin
  10. Nalatos, God of Chaos (Final boss)

Monster Classes and Abilities

Class System: Monsters have classes like players; identification by symbol left of name; strategic importance as different classes use different abilities; monster classes determine skills used against players

Class-Based Abilities: Monsters have skills based on class; abilities refresh based on number of attacks performed (not static timer); most monsters have two skill "cycles" (two independent cooldowns between skill use)

Special Cases: Bosses and champion/unique monsters may have additional ability cycles (Example: Fire enchanted rogue gets third cooldown cycle for fire blast hitting all players)

Threat/Aggro System: Monsters target whoever has most "threat"; threat viewed by colored box at top right of monster name; party members with matching portrait box color have aggro; some classes have "taunt" abilities moving to top of threat list


PART IV: CORE GAME MECHANICS

๐Ÿ†• Login Streak System (Added March 2024)

Overview:

Streak Bonuses: Maintaining high streak provides bonuses to:

  1. Experience Gain - Increased XP from kills
  2. Magic Find - Increased chance for magical items
  3. Legendary Item Find Chance - Increased legendary drop rate
  4. Rune Find Chance - Increased rune drop rate
  5. ๐Ÿ†• Run Speed - Increased run speed (added March 2024)

Season Integration:

Strategic Importance:

๐Ÿ†• King's Reward System (Added 2024)

Overview:

Hell King's Reward:

Reward Restrictions:

๐Ÿ†• Eternal Mode (Added 2024)

Overview:

Key Features:

Item Drops:

๐Ÿ†• Season System (Seasons 1-3)

Overview:

Season 3 (Current/Upcoming as of March 2024):

Season Features:

Combat Mechanics

Threat/Aggro System: Combat uses threat-based aggro where whoever has most "threat" is focused; some attacks increase threat while others (defensive) lower it; view who has threat by color of box at top right of monster's name; party member's portrait box matching that color has aggro

Damage Calculations & Modifiers:

Critical Hits: Dexterity increases critical hit chance and critical hit damage; Critical Chance suffers from diminishing returns at fixed breakpoints; Critical Damage increases damage of critical hits

Combat Modifiers:

Stats and Attributes Explained

STR (Strength): Increases physical attack damage

STA (Stamina): Increases maximum health

AGI (Agility): Increases dodge, parry, riposte chance, physical mitigation; affects several rogue skills

DEX (Dexterity): Hit chance, critical hit chance, critical hit damage, weapon proc rate

WIS (Wisdom): Increases maximum mana for healer classes (Ranger, Paladin, Druid, Cleric, Shaman); increases healing spell power for all; increases magic mitigation for all; increases mana regeneration for all

INT (Intelligence): Increases maximum mana for caster classes (Shadow Knight, Bard, Necromancer, Enchanter, Magician, Wizard); increases non-healing spell power for all

CHA (Charisma): Affects key Bard and Enchanter spells (charm, mesmerize); affects buy/sell prices at all town merchants; increases damage of Bard songs

๐Ÿ”ง Note on Ring Attributes (November 2022):

Skills System

Magic Schools (Skill Types):

Skill Mechanics:

๐Ÿ”ง Skill Bonuses on Items (Fixed November 2022):

Difficulty Levels

Three Standard Difficulty Modes:

Normal:

Nightmare:

Hell:

๐Ÿ†• Eternal Mode:

Difficulty Impact: Monsters gain increased stats and abilities on higher difficulties; bosses gain additional affixes; first kill bonus per difficulty with very high unique drop rates

Experience and Leveling

XP System: Defeat monsters to gain experience; view experience by pressing C key to open character equipment (XP bar at bottom of screen); current level cap: 99

Monster "Con" (Color) determines XP gain:

๐Ÿ†• Experience Bonuses:

Grouping and XP:

Resistances

All resistances have maximum value of 300 which equates to 75% reduction:

Spell Damage Mitigation: Maximum 75% spell damage reduction from resistances; maximum 50% spell absorb possible; combined can reduce spell damage up to 87.5%; damage checked before absorb, so you can die before absorb applies

Damage Types

Physical Damage: Affected by armor reduction; can be blocked, parried, riposted; reduced by maximum physical damage reduction stat

Fire Damage: Magical elemental damage type; reduced by Fire Resistance; some attacks cause burning DoT

Cold Damage: Magical elemental damage type; reduced by Cold Resistance; may inflict Chill status effect

Lightning Damage: Magical elemental damage type; reduced by Lightning Resistance

Poison Damage: Magical damage type; reduced by Poison Resistance; often delivered as DoT

Magic/Arcane Damage: Pure magical damage; reduced by Magic Resistance

Disease Damage: Status-based damage type separate from other damage types

Quests System

Quest Structure: All quests take place in procedurally generated subterranean dungeons; dungeons are randomly generated labyrinths - never same twice; each room may contain: nothing, treasure, curios, monsters, or boss fights; most quests require eliminating specific enemy boss; unlock more quests as you progress and gain King's trust

Quest Difficulty Settings:

Quest Progression: First kill bonus - first time defeating boss on each difficulty has very high unique drop rates; story progression unlocks through completing quests; completing missions reveals story puzzle pieces

Zones/Areas in Vandamor

Game features 14 different zones in world of Vandamor. Game set across Kingdom of Edenburg and various locations throughout Vandamor.

Known Locations: Kingdom of Edenburg (main town/hub), Lanfeld Outpost (Act 1 boss location for Chief Grimden), Ashenflow Peak (Hell level 85, level 90 for King's Reward), various dungeon zones accessed through tavern

Note: Original browser version featured "four acts and more than 40 zones," but Nevergrind Online streamlined this to 14 distinct zone types.

UI and Controls

Interface Elements:

Character Screen (C key): Opens character equipment screen; shows experience bar at bottom; displays numerical HP, Mana, Spirit values on portrait

Combat Display: Red numbers (Health damage/healing), Blue numbers (Mana changes), Green numbers (Spirit changes); Monster nameplate colors indicate level relative to you (con); Threat indicator (colored box at top right of monster name)

Skillbar: Right-click skills to swap positions; number keys (3-9, 0) activate skills; skills show cooldown timers; Global Cooldown: 2.5 seconds

Minimap: Shows dungeon layout; Purple icon (Zone bosses), Red icon (Act bosses - tougher, better loot); various symbols for rooms, treasure

๐Ÿ†• Chat Improvements (Added March 2024):

Keyboard Controls & Commands:

Basic: C key (open character), R key (ready check in party), Right-click (move/swap skills)

Chat: /say or /s (Say in town), /town (alias for /say), @playername (private message), /guild or /g (guild chat), /ginvite (invite to guild), /gpromote (promote to officer), /camp (return to character select), /who [class] [level range] (search players), /friend add [name] (add friend), /friends or /flist (view friends), /join [channel] (join custom channel), R or /r or /reply (reply to tell/whisper)

๐Ÿ”ง Channel Commands Updated (January 2024):

๐Ÿ”ง Window Size (January 2024):

Trading and Economy

Gold System: Primary currency is gold; earned from killing monsters and selling items; Gold Find stat increases gold dropped; cannot bank gold to transfer between characters; can trade gold between players

Trading Mechanics: Player-to-player trading available; can trade while in dungeons; trading locks screen - cannot fight during trades; can transfer items between characters via bank; mailbox system for sending items and gold between players

Town Merchants (Seven Buildings in Edenburg):

  1. Tavern: Quest hub for accepting missions
  2. Apothecary: Sells potions and caster/cloth gear
  3. Blacksmith: Sells mail/plate armor and heavy weapons
  4. ๐Ÿ”ง Merchant: Sells leather armor and various gear; can expand inventory slots here; ๐Ÿ†• NOW OFFERS GAMBLING for rare items (October 2022)
  5. Academy: Upgrade skills and train talents; UI updated to show level 12 max (no level 13)
  6. Guild Hall: Guild management
  7. Bank: Store items (cannot store gold)
  8. ๐Ÿ†• Museum: Item collection tracking (added 2022-2024)

Merchant Mechanics:

Bank System: Shared storage between characters; can store items but not gold; unlock additional bank slots using gold; items placed in bank retrievable by any character

Death and Resurrection

Death System: When you die, skill cooldowns do NOT reset; can resurrect and return to combat; in solo play death allows you to return to fight; in party play other players can continue while you're dead; Hardcore Mode: Death is permanent

Death Penalties: No explicit death penalty documented beyond cooldown persistence; Hardcore mode features permanent death for ultimate challenge

Party System

Party Mechanics: Supports up to 5 players per party; party leader does all navigation through dungeons; all party members share same position (blobber-style); leader "drives" while others can socialize, cast spells, plan strategy

Party Bonuses:

Party Communication: Can see party members' portraits on right side of screen; left-click portraits for options (invite, tell, etc.); color-coded threat indicators show who has aggro

Status Effects

Fear: Reduces healing and damage by 50%; shown by skulls; can be resisted with Fear Duration reduction

Stun: Prevents any action; shown by orbs of light; can be resisted with Stun Duration reduction; bosses have shorter stun durations (Dauntless affix)

Silence: Prevents casting spells; shown by rainbow orbs; can be resisted with Silence Duration reduction

Paralyze: Disables parry, dodge, riposte, and double attack; shown by purple orbs

Chill: Slows attack speed; makes GCD recharge slower when inflicted by monsters; reduced by Cold Resistance (no specific "chill resist"); can be resisted with Chill Duration reduction

Stagger: Resets target's auto-attack cycle; no visible icon; reduces enemy ability usage frequency

Root: Immobilizes target preventing movement

Mesmerize: Crowd control effect; Enchanters specialize in mesmerize spells

Charm: Takes control of enemy to fight for you; bosses immune to charm

Status Effect Resistance: Items and buffs can provide status effect duration reduction; All Status Effect Durations property reduces all effects; bosses and Champions have crowd control reduction

Additional Mechanics

Haste Types:

Leech Mechanics: Life Leech (restores health based on physical damage dealt), Mana Leech (restores mana based on physical damage dealt), Spirit Leech (some abilities allow spirit leeching); effectiveness scales with difficulty (reduced on Nightmare/Hell)

Shrines: Found randomly while adventuring; provide party-wide buffs based on shrine type; temporary duration bonuses

Monster Abilities: Monsters use skills based on number of attacks performed (not static timers); most have 2 skill "cycles" with independent cooldowns; Special/Unique monsters may have additional ability cycles; slows, stuns, staggers delay monster ability usage

Armor Weight Classes: Can wear armor at or below class tier (Example: Shaman can wear Chain, Leather, Cloth); weight affects haste penalties; "Reduced Weight" property lowers item weight by one tier


PART V: LORE AND WORLD

World of Vandamor

World Setting: Vandamor is inhabited by orcs, giants, and dragons; land under siege from "occult forces" or "dark forces" sowing chaos and destruction; story unfolds across four acts with player starting as recruit helping secure Edenburg's perimeter; Commander Miranda Crossheart is player's commander providing progressively difficult quests; game climaxes with tough boss battles unveiling more story; final boss is Nalatos, God of Chaos

The Age of Shattering: Significant historical event; after this event, Half Elves established their own city (Kaedorn) to carve out unique identity and culture; High Elves are descendants of royal elven bloodline who once ruled Empire before Age of Shattering

Vandamor Under Siege: Kingdom of Edenburg (trading capital of Vandamor) under siege by agents of chaos outside castle walls; supplies running low due to disruptions in major trade routes

Gods and Deities

Trogmaar - God of War: Worshipped by Ogres from Gorgekin; "might makes right" philosophy; has spell "Talisman of Trogmaar" (HP buff)

Yentus - God of Light: Worshipped by Seraphim from Wexxen; has spell "Symbol of Yentus" (HP buff)

Naltron: Deity associated with Clerics; referenced in Cleric skill "Symbol of Naltron"; appears to be healing/clerical deity

Grynnhoven - God of the Underworld: Worshipped by Dwarves from Dunhoven; each gem mined seen as divine blessing

Megnemon - God of Sacrifice: Worshipped by Trolls from Slagnon; Trolls believe God requires blood sacrifice for continued strength and prosperity; associated with cannibalistic practices

Rinara - Goddess of Nature: Worshipped by Wood Elves from Artremia; Wood Elves hold that what is natural is most holy; her providence blesses wood elves with excellent agility and dexterity

Altheim - God of Light: Worshipped by High Elves from Prentia; High Elves have deep cultural commitment to Altheim; associated with arcane arts

Wenerva - Goddess of Destruction: Worshipped by Dark Elves from Vedria; Dark elves practice demon summoning and ritual sacrifice; associated with savagery and dark magic

Nalatos - God of Chaos: Primary antagonist and final boss; represents forces of darkness threatening Vandamor

Major Cities

  1. Edenburg - Human capital, imperial capital of Vandamor, trading capital of kingdom
  2. Gorgekin - Ogre city on isolated peninsula of southern Vandamor
  3. Artremia - Wood Elf city, known for knowledge of great outdoors
  4. Fenwoven - Barbarian city in frigid north
  5. Dunhoven - Dwarf subterranean/mountainous city
  6. Brindomir - Gnome mountainous city on eastern outskirts
  7. Prentia - High Elf city, ruled by monarchy for thousands of years
  8. Wexxen - Remote island city of Seraphim and Erudites
  9. Aspen Grove - Halfling hamlet on southern coast
  10. Kaedorn - Half Elf city (established after Age of Shattering)
  11. Vedria - Dark Elf subterranean city
  12. Slagnon - Troll city

Other Locations: Lanfeld Outpost (first boss encounter location), Ashenflow Peak (Hell level 85 zone), Galeblast Fortress (guarded by Revenant Viston), multiple zones referenced in quests (40+ zones across four acts)

NPCs

Miranda Crossheart: Commander in Edenburg who gives quests; has legendary items named after her (Miranda's Locket, Miranda's Tempest)

Chief Grimden: Act 1 final boss at Lanfeld Outpost

Gwendolyn: Town NPC (name appeared twice in town menus in German/Polish - bug fixed October 2022)

Common Abbreviations

Nuke (skill doing all damage upfront), DoT (Damage over time), HoT (Heals over time), DW (Dual Wield), DA (Double Attack), GCD (Global Cooldown - 2.5 seconds after instant skills), LFG/LFM (Looking for group/more), WTB/WTS/WTT (Want to Buy/Sell/Trade), Res (Resists), OOM (Out of mana/spirit), H2H (Hand to hand), Con (Monster level color considering), Threat/Aggro (Hate table for monster targeting), Squishy (Low defensive stats/health), RNG (Random number generation), CD (Cooldown), MF (Magic Find), LIF (Legendary Item Find)


PART VI: LOCALIZATION & ACCESSIBILITY

Supported Languages (As of December 2024)

๐Ÿ†• Turkish Language Support:

Other Supported Languages:

Translation Notes:


PART VII: DEVELOPMENT ROADMAP & VERSION HISTORY

Current Version (As of March 2025)

Release Version 1.2.46 - March 20, 2024

Major Milestones Achieved

October 2022:

November 2022:

2024 Development:

๐Ÿšง In Development:

Recent Update Summary (Last 12 Months)

March 2025:

February 2025:

January 2025:

November-December 2024:

Known Issues & Bug Fixes

Recently Fixed:

Security Updates:


CONCLUSION

This comprehensive encyclopedia documents every discoverable aspect of Nevergrind through March 2025, incorporating all Steam updates from the game's Early Access period through full release. The game continues to evolve with new legendary items, the developing crafting system, seasonal content, and quality-of-life improvements. Major systems now include 14 character classes, 12 races, five item rarity tiers (including legendary), the rune system, login streaks, gambling, museum collection, seasonal play, Eternal mode endgame content, and comprehensive itemization with 1000+ unique items across all slots. The game represents a mature and feature-rich dungeon crawler with ongoing development and regular content updates.

Total Content Coverage:

This documentation enables complete understanding of the entire game from all available sources through March 2025.