Memory Trees

In each Era, there is a unique Memory Tree within the Great Mirror, wherein memories (and traits) can be purchased to empower your Wizard.

If you need advice on builds or how to path to the nodes you want, feel free to ask for help in the **official Discord server**. The Era 1 Memory Tree Guide may be a great resource for you, too, if you're confused.

In Era 1, you can buy the Chrono Ring I from the Market, to get +1 extra, permanent Mirror of Remembrance. In Era 2, you gain access to Chrono Ring II, which gives an additional permanent Mirror of Remembrance. Likewise, in Era 4, you can buy Chrono Ring III, and earn 4 other Mirrors of Remembrance from other sources, bringing your total Mirrors of Remembrance possible, to 47.

As of (being up to date, up to) the game's version 3.7.15, these are the memories available in each respective stage:

## Era 1 (Stage 1) Memory Tree:

The Stage 1 Memory Tree has a grand total of 170 memory nodes (154 minor, 16 major).

### Minor nodes:

* **Memory of Wealth**: 29 total nodes, worth a grand total of +354% (x4.54) More Gold from Enemies.
* **Memory of Soul**: 29 total nodes, worth a grand total of +144% (x2.44) More Souls from Enemies.
* **Memory of Will**: 29 total nodes, worth a grand total of +173% (x2.73) More Damage.
* **Memory of Heart**: 29 total nodes, worth a grand total of +173% (x2.73) More Health.
* **Memory of Imbuement**: 10 total nodes, worth a grand total of +82% (x1.82) More Enchanting Discount.
* **Memory of Intellect**: 10 total nodes, worth a grand total of +168% (x2.68) More Research Rate.
* **Memory of Speed**: 9 total nodes, worth a grand total of +26% (x1.26) More Movement Speed.
* **Memory of Sleep**: 9 total nodes, worth a grand total of +66 (x1.66) More Offline Gains (does not affect Timeshards).

### Major nodes:

* **Totem Whisperer**: Totems appear 25% (x1.25) More often.
* **Golden Envy**: 15% (x1.15) More Damage when there is an unopened Trove in the Battlefield.
* **Obliteration**: When the Wizard reaches 1 Health, Execute all enemies with less than 99% health and gain x2 Souls. Execute: deal Damage to an enemy equal to their remaining health; this damage may be mitigated by Toughness or Shield, and can trigger damage related effects. Does not work on Bosses.
* **Overachiever**: Initiate, Fund, and Acquire Research projects automatically, as soon as possible. (Can be enabled and disabled.) [If used in Eras 3 & beyond, it interacts with the Spirit Engine's features, and instead increasing Research Rate; 100% [x2.00] Faster Research Rate, to be precise.)
* **Status Fiend**: Whenever an enemy takes damage, they have a 10% chance to get a random Elemental Status Effect. This perk can only apply one status effect every 0.20 seconds.
* **Arcane Surge**: 25% (x1.25) More Cast Speed when Health is below 30%.
* **Retribution**: 30% (x1.30) More Damage for 6 seconds after taking damage. Cooldown: 15 seconds.
* **Magical Absorption**: When the Wizard is hit by an enemy projectile, Accelerate spell casting by 40% for an instant. Acceleration causes a Spell's cooldown to instantly advance.
* **Primordial Boost**: 20% (x1.20) More special effect strength of Elemental Status Effects (extra damage, slower movement, slower skill speed, or lower damage).
* **Acrobatics**: 40% Chance to Dodge Damage. Gain 40% (x1.40) More Movement Speed upon dodging for 1 second. Cooldown of 1 second.
* **Preparation**: Gain 2 Spell Perks at Random when you exit Limbo (or when you unlock this). Lose 2 Perks at Random when you lose this Trait.
* **Elemental Neutrality**: 40% (x1.40) More Damage against enemies with 0 Elemental Status Effects.
* **Fleet Footed**: 40% (x1.40) More Movement Speed as long as there is no enemy within 7.50 meters.
* **Status Frenzy**: 25% (x1.25) More Damage if an enemy has died while having 2 or more Status Effects within the last 2 seconds.
* **Encouragement**: Recover 10% Health when a Totem is triggered.
* **Thick** **Headed**: 40% More (x1.40) Damage if no Research is ongoing.

## Era 2 (Stage 2) Memory Tree:

The Stage 2 Memory Tree has a grand total of 156 memory nodes (140 minor, 16 major).

### Minor nodes:

* **Memory of Wealth**: 20 total nodes, worth a grand total of +254% (x3.54) More Gold from Enemies.
* **Memory of Soul**: 20 total nodes, worth a grand total of +103% (x2.03) More Souls from Enemies.
* **Memory of Will**: 20 total nodes, worth a grand total of +123% (x2.23) More Damage.
* **Memory of Heart**: 20 total nodes, worth a grand total of +123% (x2.23) More Health.
* **Bountiful Memory**: 8 total nodes, worth a grand total of +115% (x2.15) More Trove Spawn Chance.
* **Swift Memory**: 8 total nodes, worth a grand total of +23% (x1.23) More Cast Speed.
* **Memory of Speed**: 8 total nodes, worth a grand total of +23% (x1.23) More Movement Speed.
* **Memory of Intellect**: 8 total nodes, worth a grand total of +141% (x2.41) More Research Rate.
* **Memory of Imbuement**: 7 total nodes, worth a grand total of +61% (x1.61) More Enchanting Discount.
* **Elusive Memory**: 7 total nodes, worth a grand total of +13% (x1.13) More Chance to Dodge damage.
* **Raw Memory**: 7 total nodes, worth a grand total of +26% (x1.26) More Damage to enemies that do not have an Elemental Status Effect.
* **Memory of Sleep**: 7 total nodes, worth a grand total of +54% (x1.54) More Offline Gains (does not affect Timeshards).

### Major nodes:

* **Overcharge**: When you do an Enchantment, Reclaim 20% (x1.20) More Power than the amount that you used to Enchant.
* **Mortician**: Slayer Perks also have a 25% chance to trigger when the spell damages but does not kill an enemy. Also 10% (x1.10) More Health.
* **Wind Up**: 10% (+10%) Increased Damage for each second since an enemy died, up to +30%.
* **Flyweight**: 5% (x1.05) More Movement Speed and 5% chance to Dodge Damage. The Wizard is knocked back when hit by an enemy.
* **Elemental Neutrality**: 40% (x1.40) More Damage against enemies with 0 Elemental Status Effects.
* **Fleet Footed**: 40% (x1.40) More Movement Speed as long as there is no enemy within 7.50 meters.
* **Elemental Decay**: When an Elemental Status Effect is applied, it gains 20% (+20%) Increased Damage, per second of total duration that it has.
* **Acrobatics**: 40% Chance to Dodge Damage. Gain 40% (x1.40) More Movement Speed upon dodging for 1 second. Cooldown of 1 second.
* **Status Frenzy**: 25% (x1.25) More Damage if an enemy has died while having 2 or more Status Effects within the last 2 seconds.
* **Elemental Chaos**: Spells that would apply an Elemental Status Effect, have a 50% chance to apply a Random Elemental Status Effect instead.
* **Encouragement**: Recover 10% Health when a Totem is triggered.
* **Preparation**: Gain 2 Spell Perks at Random when you exit Limbo (or when you unlock this). Lose 2 Perks at Random when you lose this Trait.
* **Elemental Assumption**: Status Affinity Perks have a 50% chance of triggering even if the enemy does not have a status effect.
* **Primordial Boost**: 20% (x1.20) More special effect strength of Elemental Status Effects (extra damage, slower movement, slower skill speed, or lower damage).
* **Overachiever**: Initiate, Fund, and Acquire Research projects automatically, as soon as possible. (Can be enabled and disabled.) [If used in Eras 3 & beyond, it interacts with the Spirit Engine's features, and instead increasing Research Rate; 100% [x2.00] Faster Research Rate, to be precise.)
* **Elemental Inversion**: Swap the trigger conditions of Elemental Purity and Elemental Overload. Also 10% (x1.10) More Cast Speed for all Spells. (Can be enabled and disabled.) (However, it does not affect the Elemental Harmony Spell Perk.)

## Era 3 (Stage 3) Memory Tree:

The Stage 3 Memory Tree has a grand total of 258 memory nodes (226 minor, 32 major).

### Minor nodes:

* **Memory of Wealth**: 37 total nodes, worth a grand total of +429% (x5.29) More Gold from Enemies.
* **Memory of Soul**: 37 total nodes, worth a grand total of +175% (x2.75) More Souls from Enemies.
* **Memory of Will**: 36 total nodes, worth a grand total of +195% (x3.12) More Damage.
* **Memory of Heart**: 36 total nodes, worth a grand total of +195% (x2.95) More Health.
* **Bountiful Memory**: 12 total nodes, worth a grand total of +150% (x2.50) More Trove Spawn Chance.
* **Memory of Imbuement**: 12 total nodes, worth a grand total of +96% (x1.96) More Enchanting Discount.
* **Elusive Memory**: 12 total nodes, worth a grand total of +18% (x1.18) More Chance to Dodge damage.
* **Raw Memory**: 12 total nodes, worth a grand total of +36% (x1.36) More Damage to enemies that do not have an Elemental Status Effect.
* **Swift Memory**: 8 total nodes, worth a grand total of +20% (x1.20) More Cast Speed.
* **Memory of Speed**: 8 total nodes, worth a grand total of +20% (x1.20) More Movement Speed.
* **Memory of Intellect**: 8 total nodes, worth a grand total of +132% (x2.32) More Research Rate.
* **Memory of Sleep**: 8 total nodes, worth a grand total of +56% (x1.56) More Offline Gains (does not affect Timeshards).

### Major nodes:

* **Copycat**: Gain a copy of the Trait chosen in Limbo: (Trait chosen in Limbo, here). (Description of that Limbo Trait, here).
* **Primordial Boost**: 20% (x1.20) More special effect strength of Elemental Status Effects (extra damage, slower movement, slower skill speed, or lower damage).
* **Acrobatics**: 40% Chance to Dodge Damage. Gain 40% (x1.40) More Movement Speed upon dodging for 1 second. Cooldown of 1 second.
* **Essence of Glutton**: When an enemy dies, there is a 25% Chance that it explodes, dealing 25% of its max Health to nearby enemies and knocking them back. Can not trigger on Bosses.
* **Wind Up**: 10% (+10%) Increased Damage for each second since an enemy died, up to +30%.
* **Encouragement**: Recover 10% Health when a Totem is triggered.
* **Totem Whisperer**: Totems appear 25% (x1.25) More often.
* **Retribution**: 30% (x1.30) More Damage for 6 seconds after taking damage. Cooldown: 15 seconds.
* **Specialist**: The first spell in your Spellbook gains +50% Cast Speed.
* **Status Frenzy**: 25% (x1.25) More Damage if an enemy has died while having 2 or more Status Effects within the last 2 seconds.
* **Elemental Decay**: When an Elemental Status Effect is applied, it gains 20% (+20%) Increased Damage, per second of total duration that it has.
* **Uphill Battle**: If you leave the Chronozone able to Enchant the same amount as when you entered, 50% (x1.50) More Souls Gain on the next run.
* **Golden Envy**: 15% (x1.15) More Damage when there is an unopened Trove in the Battlefield.
* **Obliteration**: When the Wizard reaches 1 Health, Execute all enemies with less than 99% health and gain x2 Souls. Execute: deal Damage to an enemy equal to their remaining health; this damage may be mitigated by Toughness or Shield, and can trigger damage related effects. Does not work on Bosses.
* **Elemental Chaos**: Spells that would apply an Elemental Status Effect, have a 50% chance to apply a Random Elemental Status Effect instead.
* **Flyweight**: 5% (x1.05) More Movement Speed and 5% chance to Dodge Damage. The Wizard is knocked back when hit by an enemy.
* **Recuperation**: After losing 20% Health, recover 10% Health over 10 seconds and also gain 20% (x1.20) More Souls during this time. This effect cannot stack.
* **Thick Headed**: 40% More (x1.40) Damage if no Research is ongoing.
* **Elemental Assumption**: Status Affinity Perks have a 50% chance of triggering even if the enemy does not have a status effect.
* **Fade Death**: Patience Perks also have a 50% chance to trigger when the spell kills the enemy. Also 10% (x1.10) More Health.
* **Elemental Neutrality**: 40% (x1.40) More Damage against enemies with 0 Elemental Status Effects.
* **Mortician**: Slayer Perks also have a 25% chance to trigger when the spell damages but does not kill an enemy. Also 10% (x1.10) More Health.
* **Giant Slayer**: 30% (x1.30) More Damage against Bosses.
* **Status Fiend**: Whenever an enemy takes damage, they have a 10% chance to get a random Elemental Status Effect. This perk can only apply one status effect every 0.20 seconds.
* **Totemic Shadow**: After picking up a Totem, the Totem will trigger its effects again after 10 seconds. Cooldown: 10 seconds.
* **Magical Absorption**: When the Wizard is hit by an enemy projectile, Accelerate spell casting by 40% for an instant. Acceleration causes a Spell's cooldown to instantly advance.
* **Master Reclaimer**: Gain 200% (x3.00) Souls and Gold when reclaiming.
* **Death Defiance**: The first time you would die after Rewinding, instead regain 20% Health, Dodge all attacks for 5 seconds, and gain 40% (x1.40) More Damage and 10% (x0.90) Less Cast Speed until you die.
* **Fleet Footed**: 40% (x1.40) More Movement Speed as long as there is no enemy within 7.50 meters.
* **Elemental Inversion**: Swap the trigger conditions of Elemental Purity and Elemental Overload. Also 10% (x1.10) More Cast Speed for all Spells. (Can be enabled and disabled.) (However, it does not affect the Elemental Harmony Spell Perk.)
* **Arcane Surge**: 25% (x1.25) More Cast Speed when Health is below 30%.
* **Preparation**: Gain 2 Spell Perks at Random when you exit Limbo (or when you unlock this). Lose 2 Perks at Random when you lose this Trait.

## Era 4 (Stage 4) Memory Tree:

The Stage 4 Memory Tree has a grand total of 444 memory nodes (400 minor, 44 major).

### Minor nodes:

* **Memory of Wealth:** 73 total nodes, worth a grand total of 828% (x9.28) More Gold from Enemies.
* **Memory of Soul:** 72 total nodes, worth a grand total of 336% (x4.36) More Souls from Enemies.
* **Memory of Will:** 73 total nodes, worth a grand total of 414% (x5.14) More Damage.
* **Memory of Heart:** 73 total nodes, worth a grand total of 412% (x5.12) More Health.
* **Bountiful Memory:** 14 total nodes, worth a grand total of 200% (x3.00) More Trove Spawn Chance.
* **Memory of Speed:** 13 total nodes, worth a grand total of 35% (x1.35) More Movement Speed.
* **Elusive Memory:** 13 total nodes, worth a grand total of 23% (x1.23) More Dodge Chance.
* **Raw Memory:** 13 total nodes, worth a grand total of 42% (x1.42) More Damage to enemies that do not have an Elemental Status Effect.
* **Swift Memory:** 12 total nodes, worth a grand total of 34% (x1.34) More Cast Speed.
* **Memory of Intellect:** 12 total nodes, worth a grand total of 201% (x3.01) More Research Rate.
* **Memory of Imbuement:** 10 total nodes, worth a grand total of 86% (x1.86) More Enchanting Discount.
* **Memory of Sleep:** 9 total nodes, worth a grand total of 66% (x1.66) More Offline Gains (does not impact Timeshards).

### Major nodes:

* **Mirror Casting**: There is a 30% chance for your Spells to be Cast as if the Wizard was in the mirrored position on the Battlefield. These mirrored spells deal 50% (x1.50) More Damage.
* **Specialist**: The first spell in your Spellbook gains +50% Cast Speed.
* **Totemic Bond**: 2% (x1.02) More Damage and Cast Speed for each Totem that is on the Battlefield (additive per Totem).
* **Encouragement**: Recover 10% Health when a Totem is triggered.
* **Totem Whisperer**: Totems appear 25% (x1.25) More often.
* **Thick Headed**: 40% More (x1.40) Damage if no Research is ongoing.
* **Totemic Shadow**: After picking up a Totem, the Totem will trigger its effects again after 10 seconds. Cooldown: 10 seconds.
* **Preparation**: Gain 2 Spell Perks at Random when you exit Limbo (or when you unlock this). Lose 2 Perks at Random when you lose this Trait.
* **Essence of Glutton**: When an enemy dies, there is a 25% Chance that it explodes, dealing 25% of its max Health to nearby enemies and knocking them back. Can not trigger on Bosses.
* **Heavy Magic**: Spells that have a Cooldown of longer than 2 seconds have 50% (x1.50) More Damage and 20% (x0.80) Less Cast Speed, but the Spell can no longer be Accelerated.
* **Copycat**: Gain a copy of the Trait chosen in Limbo: (Trait chosen in Limbo, here). (Description of that Limbo Trait, here).
* **Traitful**: When you exit Limbo, gain 2 random Traits. When you Enchant, lose 2 Traits at random and then gain 2 random Traits. Also 5% (x0.95) Less Damage and Health.
* **Uphill Battle**: If you leave the Chronozone able to Enchant the same amount as when you entered, 50% (x1.50) More Souls Gain on the next run.
* **Cleansing Touch**: Ruination [Spell] Perks will trigger even if an Enemy has Elemental Status Effects (ESE), but if this happens, there is a 25% Chance that all ESE will be removed from the Enemy.
* **Mortician**: Slayer Perks also have a 25% chance to trigger when the spell damages but does not kill an enemy. Also 10% (x1.10) More Health.
* **Wind Up**: 10% (+10%) Increased Damage for each second since an enemy died, up to +30%.
* **Golden Envy**: 15% (x1.15) More Damage when there is an unopened Trove in the Battlefield.
* **Raw Attraction**: When an Enemy dies while not having any Elemental Status Effects (ESE), there is a 50% Chance for nearby Enemies to be pulled towards it. Also 10% (x1.10) More Damage against enemies without an ESE.
* **Elemental Assumption**: Status Affinity Perks have a 50% chance of triggering even if the enemy does not have a status effect.
* **Vengeful**: The Wizard will be hit by a phantom attack dealing 1 Damage every 0.50 to 1.50 seconds.
* **Elemental Neutrality**: 40% (x1.40) More Damage against enemies with 0 Elemental Status Effects.
* **Arcane Surge**: 25% (x1.25) More Cast Speed when Health is below 30%.
* **Retribution**: 30% (x1.30) More Damage for 6 seconds after taking damage. Cooldown: 15 seconds.
* **Magical Absorption**: When the Wizard is hit by an enemy projectile, Accelerate spell casting by 40% for an instant. Acceleration causes a Spell's cooldown to instantly advance.
* **Explosive Dodge**: 10% Dodge Chance. When you successfully Dodge an attack, Rush all Spells by 0.25 seconds and knock back enemies. Rush X: cause a spell to be cast X seconds sooner.
* **Fade Death**: Patience Perks also have a 50% chance to trigger when the spell kills the enemy. Also 10% (x1.10) More Health.
* **Recuperation**: After losing 20% Health, recover 10% Health over 10 seconds and also gain 20% (x1.20) More Souls during this time. This effect cannot stack.
* **Death Defiance**: The first time you would die after Rewinding, instead regain 20% Health, Dodge all attacks for 5 seconds, and gain 40% (x1.40) More Damage and 10% (x0.90) Less Cast Speed until you die.
* **Acrobatics**: 40% Chance to Dodge Damage. Gain 40% (x1.40) More Movement Speed upon dodging for 1 second. Cooldown of 1 second.
* **Face the Foes**: Enemies spawn 10% Faster.
* **Flyweight**: 5% (x1.05) More Movement Speed and 5% chance to Dodge Damage. The Wizard is knocked back when hit by an enemy.
* **Obliteration**: When the Wizard reaches 1 Health, Execute all enemies with less than 99% health and gain x2 Souls. Execute: deal Damage to an enemy equal to their remaining health; this damage may be mitigated by Toughness or Shield, and can trigger damage related effects. Does not work on Bosses.
* **Elemental Inversion**: Swap the trigger conditions of Elemental Purity and Elemental Overload. Also 10% (x1.10) More Cast Speed for all Spells. (Can be enabled and disabled.) (However, it does not affect the Elemental Harmony Spell Perk.)
* **Elemental Contagion**: When an Enemy dies, there is a 90% Chance that any Elemental Status Effects (ESE) that they have are transferred to the nearest Enemy within 7.50 meters of them.
* **Elemental Chaos**: Spells that would apply an Elemental Status Effect, have a 50% chance to apply a Random Elemental Status Effect instead.
* **Elemental Acceleration**: When an Enemy dies while having 3 or more Status Effects: Accelerate all Spells by 30%. Cooldown: 1 second, but reduce the cooldown by 0.10 seconds each time an Enemy is killed.
* **Status Frenzy**: 25% (x1.25) More Damage if an enemy has died while having 2 or more Status Effects within the last 2 seconds.
* **Primordial Boost**: 20% (x1.20) More special effect strength of Elemental Status Effects (extra damage, slower movement, slower skill speed, or lower damage).
* **Status Fiend**: Whenever an enemy takes damage, they have a 10% chance to get a random Elemental Status Effect. This perk can only apply one status effect every 0.20 seconds.
* **Overcharge**: When you do an Enchantment, Reclaim 20% (x1.20) More Power than the amount that you used to Enchant.
* **Summoner's Sigil**: 10% Faster Movement Speed, 10% (x1.10) More Health, and 10% (x1.10) More Damage if you are using a Summoning Spell (a Golem, Sprite, Flarefish, or Viper).
* **Fleet Footed**: 40% (x1.40) More Movement Speed as long as there is no enemy within 7.50 meters.
* **Elemental Decay**: When an Elemental Status Effect is applied, it gains 20% (+20%) Increased Damage, per second of total duration that it has.
* **Master Reclaimer**: Gain 200% (x3.00) Souls and Gold when reclaiming.