中文

Player Guide

How gear gets stronger and how to beat bosses. Numbers are from the current build, 0.6.5.

Potential & reforging

Potential is an extra block of stat lines on a piece of gear. It has its own grade, separate from the gear's quality — a green item can carry gold potential.

Five grades

Rare

Lines
1
STR
+5–9
Locks
—

Epic

Lines
2
STR
+6–11
Locks
—

Legendary

Lines
3
STR
+7–12
Locks
1

Mythic

Lines
3
STR
+10–15
Locks
1

Radiant

Lines
4
STR
+13–17
Locks
2

The STR ranges are one line's range on a weapon or armour piece of item level 45–59; other stats and item levels scale the same way. Accessory lines are 75 % of that.

Higher grades have more lines and bigger ranges. Radiant never drops: it only comes from reforging a Mythic item with a Grand Reforge Stone.

Reading a line

  1. The diamond shows the grade of the line. Tap the line to see its range, e.g. "7 – 12".
  2. The five pips show how well the line rolled within its range. More pips means closer to the top; a glowing last pip means it's right near the maximum.
  3. A small, dim diamond means the line rolled in the grade below's range. Line 1 is always the item's own grade; each later line has a 20 % chance to be own-grade, otherwise one grade lower.

What makes a good roll

  • Grade first. It sets the number of lines and their ranges: a gold item's three lines usually add far more than a purple item's two.
  • Then the stats. Only stats your class uses count: your main attribute (warrior STR, ranger AGI, mage INT, priest SPI), VIT, DEF and resistances help everyone; crit lines do nothing for a pure healer, and healing power only helps the priest line.
  • Last, the pips. With the same grade and stats, compare pips and diamond size. A large diamond with full pips is the best line that grade can roll.

Appraising

Gear from elites and bosses arrives with "???" potential; pay a little gold to appraise it. Grade and lines are fixed when the item drops — appraising only reveals them. You can wear it unappraised, but the potential does nothing until revealed.

Reforge Stones

  • Reforge Stone. Re-rolls every unlocked line and applies at once. Can promote up to Mythic.
  • Grand Reforge Stone. Shows old and new side by side — keep or swap. Better promotion odds, and the only way to Radiant.
  • Never down. Reforging never lowers a grade. Each roll also costs some gold.
  • Locks. 1 line on Legendary and Mythic, 2 on Radiant. Each lock costs 2 extra stones of the same kind; it doesn't change promotion odds.

Promotion odds per roll

PromotionReforgeGrand
Rare → Epic6%15%
Epic → Legendary1.8%5%
Legendary → Mythic0.5%1.5%
Mythic → Radiant—0.4%

No pity — pure probability. Every roll is independent. The reforge screen shows how many times this item has been rolled since its last promotion.

Grade when it drops

SourceRareEpicLeg.Myth.
Field monster75% no potential22%3%——
Elite70%25%5%—
Field boss50%40%9%1%
Dungeon boss45%42%11.5%1.5%
Crafting80%20%——

Mythic drops only from bosses of Lv 30 and up. Field drops arrive already appraised.

Where Reforge Stones come from

SourceReforgeGrand
Aunt Maren's storeGold—
Curio Shop—Sold
Field boss win1–2 each8%
Dungeon boss2–3 each12%
Elite kill4%0.3%

Boss stones follow the same daily loot limits as boss gear (see Regions).

Gear quality

Quality sets an item's base stats and colours its name and tile border. It is not the potential grade: potential colours appear only on the potential block and the gem at the tile's corner.

  • Green
  • Blue
  • Purple
  • Orange
  • Red

Refining

Refine at Bram's forge or straight from your bag. Each attempt costs gold and one charm: Artisan Charms (field drops) for green gear, Celestial Charms (boss and elite drops) for blue and above. All four outcomes' odds are shown before you swing.

  • Cap is +20, with bonus jumps at +7, +10, +15 and +20.
  • +1 to +3 always succeed.
  • From +4 an attempt can fail. Without a Guardstone a failure drops the item one level or destroys it, and the higher you go the likelier it breaks.
Target+4+5+6+7+8+9+10
Success78%66%55%45%36%28%21%

For gear below item level 30. Higher-level gear has lower rates; the game shows the exact odds on every attempt.

Guardstones

With a Guardstone a failed refine never destroys the item — it either drops a level or stays put. Guardstones drop only from bosses and can't be used on +1 to +3.

GuardstoneFailure drops a level
Copper80%
Silver20%
Gold0%

Enchanting

Use Enchant Stones to add stages of a stat to a piece of gear, one stage per stone. The number of stages is capped by the item's refine level — you need at least +1 to start.

  • Failure. Without a Guardstone it wipes all enchant stages (the item survives). With one, you lose a single stage or nothing.
  • Spellwash. One Spellwash Elixir plus an Enchant Stone switches one stage to another stat — always succeeds, stages unchanged. The elixir is a rare boss drop.
  • Accessories can't be enchanted.

Accessories

Accessory slots open at Lv 15 — five in all:

  • Necklace
  • Ring
  • Ring
  • Belt
  • Cape

Accessories mostly drop from bosses (25 % per dungeon boss, 20 % per field boss; rare from elites and field monsters). They can be refined and carry potential. Crit chance lines only appear on necklaces and rings.

Reduction & bosses

More defence means more reduction, up to a soft cap: it climbs normally to 50 %, then ever more slowly toward 75 %, which it never reaches. Your character panel shows physical and magic reduction as percentages.

The higher the attacker's level, the less the same defence reduces. The rule is the same in every fight.

What bosses do

  • Armour break. Every boss and elite telegraphs a heavy hit that ignores damage reduction and can't be interrupted. Blocks and shields still help.
  • Burst and stun. Bosses chain bursts and stun you, and you can't drink potions while stunned. A dodge turns some burst hits into grazes for half damage.
  • Openings. Each missing armour piece makes the boss hit you harder.
  • Potions drop from humanoid monsters; Aunt Maren doesn't sell them.

Checklist on Regions & Bosses.