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.
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
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)
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
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)
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)
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
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
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)
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)
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)
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
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
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):
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
๐ 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)
Rune Overview:
Rune Drop Sources:
Rune Boost Mechanic:
Known Rune Types:
Rune Usage:
Status: Backend development in progress as of March 2024
Progress Milestones:
Confirmed Mechanics:
Museum Overview:
Item Organization:
Collection Mechanics:
Notable Museum Bugs Fixed:
Gambling Mechanic:
Gambling Costs:
Gambling Controls:
Strategic Use:
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:
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.
Drop Order When Monster Dies:
Ways to Boost Magic Find:
Equipment Magic Find - Most reliable, lowest risk
๐ Login Streak Bonus - Daily login rewards (Added March 2024)
Chain Combos - Killing consecutive monsters without leaving combat; moderate risk; has key breakpoints; boosts experience, gold find, and magic find
Horde Bonus - Fighting 2+ enemies at once; very risky but greatly rewarded; does NOT apply to bosses
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
First Dungeon Bonus - First completion of dungeon gives boss magic find bonus; "first kill" loot bonus sets unique drop rates very high
Boss Types - Zone Bosses (purple minimap icon) vs Act Bosses (red minimap icon, much tougher, higher loot chance)
๐ Party Size - More party members = higher Magic Find multiplier
๐ Seasonal Streak Bonuses - Season 3 configured streak bonuses (March 2024)
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)
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 (PlateโChainโLeatherโCloth), allowing Wizards to wear leather without penalty.
Nevergrind uses Diablo II-style three-tier quality system:
Quality Tier Completion Timeline:
Quality Tier Effects:
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:
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:
Normal Monsters:
๐ Peon Monsters (Added November 2022):
Champion Monsters:
Rare Monsters:
Bosses: See dedicated Boss section below
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
๐ง 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
๐ 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 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:
Chief Grimden (Final Boss of Act 1)
Revenant Viston - Guards entrance to Galeblast Fortress; -1 item drop penalty due to short quest
Arcturin, the Lich King
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
Overview:
Streak Bonuses: Maintaining high streak provides bonuses to:
Season Integration:
Strategic Importance:
Overview:
Hell King's Reward:
Reward Restrictions:
Overview:
Key Features:
Item Drops:
Overview:
Season 3 (Current/Upcoming as of March 2024):
Season Features:
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:
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
๐ง Note on Ring Attributes (November 2022):
Magic Schools (Skill Types):
Skill Mechanics:
๐ง Skill Bonuses on Items (Fixed November 2022):
Three Standard Difficulty Modes:
Normal:
Nightmare:
Hell:
๐ 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
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:
๐ Experience Bonuses:
Grouping and XP:
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
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
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
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.
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
๐ 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)
๐ง Channel Commands Updated (January 2024):
๐ง Window Size (January 2024):
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):
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 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 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
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
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
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
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
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)
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)
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)
๐ Turkish Language Support:
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Translation Notes:
Release Version 1.2.46 - March 20, 2024
October 2022:
November 2022:
2024 Development:
๐ง In Development:
March 2025:
February 2025:
January 2025:
November-December 2024:
Recently Fixed:
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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.