Everything in the realm, explained — classes, combat math, gear, game modes and long-term progression. No account needed to read; one click to play. The same entries open inside the game under Codex → Wiki, where you can add tips and flag anything wrong or out of date.
Start Here4
Start Here — overview
Shadow Realms is an idle loot RPG. Your hero keeps fighting while you are away, and everything that matters (kills, loot, gold, XP) is settled by the server. The loop is short: fight in an area → beat its boss to unlock the next → turn the drops into power (gear, gems, skills) → push deeper. Every other mode in the game is a bigger version of that loop with other people in it.
The map of the game
There is a lot here, and it sorts into three piles. Your climb is your own ladder: the areas and their bosses, Ascension Tiers, the Eternal, dungeons, Prestige and the Season character. Realm events are the whole server's fights: World Bosses, Invasions and Rifts. Together is your clan: its dailies, the weekly Clan War, the Clan Dungeon and the Clan Eternal climb. Everything else (the Bag, the Codex, the Dojo) serves one of those three. You do not need the second and third piles for your first week.
Your first hour
- Pick a class. You can make more characters later. The Getting Started checklist in the Rewards tab pays gold for each step below, and the Trials that follow it pay more.
- Fight in Ashveil Forest by hand a few times, then turn on Auto-Battle. It keeps fighting while you do everything else, and while the app is closed, up to your run cap. Come back, settle, repeat.
- Press 👑 Boss Fight when it lights up. Bosses cannot be auto-battled. Beating one unlocks the next area and a crafting tier.
- Equip what drops, salvage the rest. Higher rarity beats lower; matching set pieces beat both. Locked items are never sold or salvaged.
- Spend your points. Ability Points (Hero → Abilities) and Skill Points (Hero → Skills) every few levels. Nothing rots: your 900th point is worth as much as your 9th.
- Join a clan early from the Social tab. Perks apply to you automatically, and the clan lanes on the checklist below are most of the daily income at higher levels.
What to do at each stage
| Stage | Do this | Why |
|---|---|---|
| Level 1–20 | Clear areas and their bosses in order. Keep Auto-Battle running. Finish Getting Started and the Trials. | Deeper zones and bigger drops open past 20. Dungeons open with Bleakstone Mines (the second area). |
| Level 20–100 | Run your daily dungeon keys, socket gems, chase a set, strike every World Boss (opens with Crimson Wastes), join a clan, try the Arena. | Sets and gems are the biggest power jumps before 100. Boss Essence buys keys, Tomes of Respec and Ability Points. |
| Level 100+ | Ascension Tiers (harder areas, more income), the Eternal (level 100 after Area 9), the Training Ground, Prestige when you plateau, Godforged gear. | This is where builds start to matter. Read The Stat Model and the Min-Max Playbook below. |
Stuck on a boss? Farm the area a while longer for gear and levels, check that your best drops are equipped, and read the boss's abilities before pressing the button. The fight uses your real stats, so a level or two and one better weapon is usually the difference.
The Daily Checklist2
The Daily Checklist — overview
Everything here resets at midnight UTC unless it says otherwise. You do not need all of it. The first five rows matter at every level; the clan and party rows matter once you have a clan.
| Do | Where | How often | Why |
|---|---|---|---|
| Daily quests — Slayer, Hunter, Boss Hunt, Dungeon Dive, Gatherer | Quests tab | 5 a day | Gold scaled to your real income. Auto-Battle kills count for three of them. |
| Fast Rewards | Battle tab | 2 a day free (VIP 3, 4 or 6) | Each one pays two hours of Auto-Battle income at your best area, instantly. |
| Dungeon keys | Dungeons tab | 3 runs a day free, more with VIP, +1 key for Boss Essence | Set gear, dungeon mastery and a share of your level bar in XP per clear. |
| World Boss strikes | World Boss tab | 15 a day free; the boss rotates Mon / Wed / Fri | Every strike earns Boss Essence. The kill pays gear by contribution and a roll at Godforged. |
| Arena fights | PvP tab | 3 a day free, up to 6 with VIP | Trophies climb the monthly ladder. The fight uses your real build against theirs. |
| Training Ground | Hero → Training (level 100+) | one training a day | Permanent stat points, up to 50 per stat. |
| Clan dungeon strikes | Clan → Dungeon | 10 a day (the Barracks raises it) | Every kill banks gold, XP and gear for you and the clan. |
| Clan Eternal pushes | Clan → Eternal | 3 a day | Your clan's shared climb; every push counts toward the daily reward. |
| Rift strikes | Social → Rifts | 3 a day, one Rift a week | Party content sized to everyone in it. Sealing it pays every striker and the Riftbreaker title. |
| Clan War attacks | Clan → War (from day 3 of the war) | 3 a day | War points for the clan and a reward row for you when the war resolves. |
| Pet expeditions | Pets tab | forage 4 h · scout 6 h · hunt and gather 8 h · roam 24 h | Send pets out before you log off; claim and send them again when you return. |
| Invasion strikes | Events (weekends) | per weekend | A server-wide boss sized to the realm. Rewards by participation. |
| Weekly quests — The Great Hunt, Boss of the Week, Dungeon Week, World Destroyer, Elite Slayer | Quests tab | 5 a week | They complete themselves if you do the dailies. Elite Slayer needs the elite rooms of dungeons. |
| Also daily | Rewards tab | daily | The login bonus and streak, the VIP chest (VIP), and the Bloodline tribute and Realm milestone when they appear. |
📅 Daily login and the streak
Claim the daily login once a day (Rewards): Day N pays gold and XP, some days a scroll, and a Fast Rewards bonus. The streak counts days in a row; miss a day and it starts over, but your best streak is kept. 30 days in a row grants the Faithful Hourglass avatar, 90 the Eclipse Devotee. Claim Everything At Login (Settings → Autopilot) collects the daily for you.
Areas & Zones1
Every area
The nineteen areas in order. Clear an area's boss to open the next; at the last boss you Ascend and the same areas replay at a higher tier (see Scaling & Income).
| # | Area | Level | What lives there | About |
|---|---|---|---|---|
| 1 | Ashveil Forest | 1 | Forest Sprite, Corrupted Rabbit, Shadow Wolf, Thorn Golem, … | A haunted forest at the edge of civilization. |
| 2 | Bleakstone Mines | 5 | Cave Rat, Stone Crawler, Ember Bat, Rock Elemental, … | Deep mines filled with cursed ore and forgotten souls. |
| 3 | Crimson Wastes | 12 | Blood Imp, Scorch Fiend, Lava Hound, Ember Knight, … | A scorched wasteland blistering with demonic energy. |
| 4 | Voidspire Peaks | 20 | Void Wisp, Phase Stalker, Rift Horror, Spectral Knight, … | Mountain peaks torn between worlds by void energy. |
| 5 | Necrotic Depths | 30 | Skeleton Archer, Zombie Brute, Lich Acolyte, Death Knight, … | An underground labyrinth of undead abominations. |
| 6 | Celestial Spire | 50 | Fallen Seraph, Corrupted Cherub, Void Angel, Divine Construct, … | A divine tower where fallen angels wage eternal war. |
| 7 | Abyssal Trenches | 65 | Tide Wraith, Deep Stalker, Coral Golem, Abyssal Leviathan, … | The sunken ruins of a drowned civilization, teeming with horrors. |
| 8 | Emberstorm Peaks | 80 | Magma Titan, Cinder Wraith, Pyroclast Fiend, Eruption Drake, … | Volcanic peaks where ancient fire titans slumber and rage. |
| 9 | Shattered Realm | 100 | Reality Shard, Paradox Fiend, Null Knight, Shattered Titan, … | A fractured dimension where reality itself is your enemy. |
| 10 | Ironveil Sanctum | 110 | Ironveil Sentinel, Veilbroken Knight, Shadow Construct, Sanctum Wraith, … | A fortified sanctum where iron constructs guard ancient secrets. |
| 11 | Ashen Dominion | 120 | Ashen Noble, Dominion Guard, Ember Duchess, Ruined Legionnaire, … | A scorched dominion ruled by fallen nobility consumed by ash and rage. |
| 12 | Wraithbone Citadel | 130 | Bone Sentinel, Wraith Warden, Citadel Phantom, Soul Cannonier, … | A fortress built from the bones of a thousand fallen gods, now patrolled by their vengeful wraiths. |
| 13 | Stormveil Expanse | 140 | Stormborn Wraith, Thunder Stalker, Lightning Colossus, Tempest Drake, … | A vast plains where perpetual lightning storms birth monstrous beings of pure electrical fury. |
| 14 | Glacial Abyss | 150 | Frost Revenant, Glacial Titan, Permafrost Shade, Frozen Warden, … | A frozen underworld where time itself slows and ancient predators are preserved in eternal ice. |
| 15 | Voidheart Sanctum | 160 | Void Pulsar, Null Revenant, Dark Matter Shade, Entropy Titan, … | The pulsing heart of the void dimension — reality tears apart with each step taken. |
| 16 | Sundered Wastes | 170 | Sundered Knight, Apocalypse Shade, Ruins Titan, Blasted Revenant, … | A dimension shattered by an ancient apocalyptic war — its survivors fight on even in death. |
| 17 | Celestial Graveyard | 180 | Fallen Deity, God Wraith, Divine Remnant, Celestial Specter, … | Where gods come to die — the graveyard of deities stretches endlessly, haunted by divine remnants. |
| 18 | Oblivion Expanse | 190 | Oblivion Shade, Nothingness Titan, Erasure Golem, End Revenant, … | The end of all things — a boundless expanse of pure oblivion where existence itself unravels. |
| 19 | The Absolute Void | 200 | Primordial Shade, Absolute Horror, Chaos Incarnate, Void Eternal, … | Beyond the end — a realm of pure primordial chaos where only the mightiest can survive a single breath. |
FAQ9
Is it really free?
Yes — free in your browser, no download. Optional VIP tiers add convenience (more daily runs, longer auto-battle, XP/gold bonuses) but never faster attacks or exclusive power.
Does progress continue while I'm offline?
Yes. An active auto-battle session banks kills, gold, XP and drops while you're away, up to your tier's cap per run, and settles the moment you return.
Can I play on multiple devices?
Yes — your save lives on the server. Start a run on your phone, resume on desktop; devices hand off automatically without fighting over your save. The same account works in any browser, in the Android app, and on Steam (coming soon).
Can I have more than one character?
Yes — multiple character slots per account (more with VIP), each with its own class, gear, and progress. Some account-wide currencies, like Ascension Shards, are shared.
Is there cheating protection?
All meaningful progress — combat rewards, loot, gold, trades, boss damage — is computed and validated server-side.
What should I be doing every day?
Work through the Daily Checklist. If you only have ten minutes: login bonus, Fast Rewards, dungeon keys, World Boss strikes, Arena fights, pets out, Auto-Battle on.
Why can't I auto-battle the boss?
Area bosses are fought by hand with the 👑 Boss Fight button, on purpose: beating one is what unlocks the next area. Farm the area a little longer if it beats you.
I'm playing as a guest. Will I lose my progress?
Only if you clear the browser or switch devices before claiming. Settings → Claim Account adds an email and password to the same character, and everything you own comes with it.
Where do I report bugs or give feedback?
In-game: System → Send Feedback. Reports go straight to the developer with your context attached.
Classes8
Classes — overview
Six classes, each with its own starting stats, a three-branch skill tree, and a visible PvP signature. You shape the rest with gear, gems, and subclass awakenings.
- Warrior — Hits hard, tanks hits, rarely misses.
- Paladin — Tanky, with holy magic support.
- Mage — Glass-cannon spell damage.
- Necromancer — Drains life, wins long fights.
- Rogue — Fast, evasive, deadly openers.
- Ranger — Precise ramping damage.
A soft class triangle gives edges in PvP: physical beats agile, agile beats magic, magic beats physical. At level 50 you choose a subclass for a permanent stat passive; every 50 levels after that awakens another tier.
🎭 Reading these
Each class has 4 active abilities (unlock as you level, upgrade with use) and picks 1 of 2 subclasses at Level 50 for a permanent passive + an ability upgrade. Numbers below are the base ability values; your ATK/Magic scales them. Ability mana cost scales with your mana pool. Set an auto-rotation in Hero → Settings.
⚔️ Warrior
Physical bruiser — hits hard, tanks hits, rarely misses. PvP signature: Berserker (deals more as HP drops). Abilities: Cleave (20mp·cd3) 320% ATK · Sunder (25mp·cd3) 340% ATK, ignores 30% enemy DEF · Berserker Rage (30mp·cd5) +80% ATK 4t, −30% DEF while active · Battle Cry (10mp·cd3) heal 25% HP + 20% ATK 2t. Subclasses: BERSERKER (ATK scales with missing HP, +1% per 2% HP gone; Cleave hits 3×) · GUARDIAN (your HP pool armours you — incoming damage falls as max HP grows, no cap; Battle Cry heals 40%). Stack ATK + HP/DEF; Berserker wants low-HP brinkmanship, Guardian is the tank.
🛡️ Paladin
Tanky holy hybrid. PvP signature: Bulwark (heals a share of damage taken). Innate PvE: 12% Block + 12% Holy Reflect. Abilities: Holy Smite (25mp·cd2) 280% ATK, ignores 50% DEF · Divine Healing (30mp·cd4) heal 40% HP · Holy Aura (20mp·cd5) +40% DEF for 4 KILLS + 3% HP regen/kill · Judgment (35mp·cd6) 450% ATK, ignores ALL DEF. Subclasses: INQUISITOR (holy ignores 50% DEF, −10 Judgment mana; Judgment −2 cd) · WARDEN (DEF also heals +0.5% max HP/turn; Divine Healing 55%). Great Eternal diver — DEF + HP + the armor-ignoring holy burst.
🔮 Mage
Glass-cannon spell damage; folds Magic DMG into hits + partially bypasses armor. PvP signature: Arcane Ramp (damage grows each round). Abilities: Fireball (30mp·cd2) 400% + burn 10% HP/t 3t · Frost Nova (25mp·cd3) 300% + slow 50% SPD · Arcane Surge (40mp·cd4) 600% · Mana Shield (20mp·cd4) absorb 40% of max mana. Subclasses: ARCHMAGE (20% chance of a free 2nd cast at 50%; Arcane Surge −2 cd) · FROSTWEAVER (all spells slow 20%; Frost Nova freezes 1 full turn). Stack Magic DMG, STR and Crit; a big mana pool means bigger casts.
💀 Necromancer
Life-drain attrition; wins long fights. PvP signature: Wither (hits drain a % of max HP). Abilities: Soul Drain (20mp·cd2) 240% + heal 50% of dmg · Death Curse (25mp·cd3) −40% enemy ATK/DEF, −30% SPD 4t · Plague (30mp·cd4) 280% + poison 8% HP/t 4t · Lich Form (50mp·cd8) +80% Magic 4t + 30% lifesteal. Subclasses: LICH (Soul Drain heals 50%; 1-turn immunity on first hit below 20% HP; Lich Form adds immunity) · PLAGUELORD (all DoT deals 2×; Plague auto-spreads). Sustain + DoT — the safest Eternal caster.
🗡️ Rogue
Fast, evasive, deadly openers. PvP signature: Assassin (extra evade + burst opener). Abilities: Backstab (20mp·cd2) 350% · Poison Blade (15mp·cd3) 200% + poison 10% HP/t 4t · Vanish (25mp·cd5) next hit 500% Crit DMG (ignores cap) + force crit · Shadow Strike (35mp·cd4) 400% ATK, always crits + hits. Subclasses: ASSASSIN (first attack each battle always crits; Backstab ignores 60% DEF; Shadow Strike → 500%) · SHADOWDANCER (Vanish −2 cd, +15% double-hit; Vanish grants next 2 as crits). Stack ATK + Crit; evade for PvP survival.
🏹 Ranger
Precise ramping damage; cuts enemy evade. PvP signature: Focus (ramps damage, cuts enemy evade). Abilities: Precise Shot (20mp·cd2) 300%, ignores 30% DEF, always hits · Volley (30mp·cd3) 3×120% (360%) · Eagle Eye (15mp·cd4) +50% Crit Chance & +50% Crit DMG 4t · Hunter's Trap (25mp·cd5) slow 70% + strip evade + bleed 6% HP/t 3t. Subclasses: SNIPER (Precise Shot crits 3× not 1.5×, Eagle Eye lasts the whole dungeon; Precise Shot always crits under Eagle Eye) · BEASTMASTER (Volley 5 shots, Trap stuns 2t; Trap −30% enemy DEF). Accuracy + Crit; Sniper is the crit-burst king.
Skills & Abilities8
Skill tree
You earn 1 Skill Point every 5 levels. Each class tree has three branches — Offense, Defense, Utility — with mutually exclusive fork nodes at tier 3 and capstones at tier 5. All nodes scale multiplicatively with your total stats. Points are permanent until you use a Tome of Respec (from the World Boss Essence Shop).
Ability Points
You earn 2 AP per level, plus a +100 AP milestone at every 100th level, to spend across six attributes — each point is a percentage into its stat, so it never rots: Strength (+% ATK), Intelligence (+% Magic & ability power, +Mana), Agility (+% SPD), Endurance (+% DEF), Vitality (+% HP & regen), Wisdom (+% Lifesteal & Mana). Evade and Accuracy are gear stats, not attributes. See The Stat Model for how every point combines. Battle abilities — your class's active spells — unlock as you level and upgrade with use.
Warrior skill tree
The Warrior tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.
🔥 Fury
| Node | Effect | SP | Needs |
|---|---|---|---|
| Battle Cry | ATK +10% | 1 | — |
| Berserker | ATK +15% | 2 | w_o1 |
| Cleave (fork A) | ATK +20% | 2 | w_o2 |
| Precision (fork B) | Crit Chance +8%, ATK +8% | 2 | w_o2 |
| Warlord | ATK +20%, Crit Chance +5% | 3 | wo3a,wo3b |
| Apex Predator | ATK +30%, Crit Dmg +25% | 4 | w_o4 |
| Ruin (fork A) | ATK +22%, Crit Chance +8 | 4 | w_o5 |
| Tempo (fork B) | ATK +22%, SPD +14% | 4 | w_o5 |
| Ascendant | ATK +26% | 5 | wo6a,wo6b |
| Ruin (fork A) | ATK +30%, Crit Chance +8 | 6 | w_o7 |
| Tempo (fork B) | ATK +30%, SPD +14% | 6 | w_o7 |
| Apotheosis | ATK +40% | 8 | wo8a,wo8b |
🛡️ Iron
| Node | Effect | SP | Needs |
|---|---|---|---|
| Iron Skin | DEF +10% | 1 | — |
| Fortify | HP +15% | 2 | w_d1 |
| Unbreakable (fork A) | DEF +25% | 2 | w_d2 |
| Thick Skin (fork B) | HP +20%, DEF +8% | 2 | w_d2 |
| Juggernaut | DEF +20%, HP +10% | 3 | wd3a,wd3b |
| Living Fortress | DEF +30%, HP +15% | 4 | w_d4 |
| Fortress (fork A) | DEF +22%, HP +16% | 4 | w_d5 |
| Deflection (fork B) | DEF +22%, Evade +14% | 4 | w_d5 |
| Ascendant | DEF +26% | 5 | wd6a,wd6b |
| Fortress (fork A) | DEF +30%, HP +16% | 6 | w_d7 |
| Deflection (fork B) | DEF +30%, Evade +14% | 6 | w_d7 |
| Apotheosis | DEF +40% | 8 | wd8a,wd8b |
🧠 Tactics
| Node | Effect | SP | Needs |
|---|---|---|---|
| War Veteran | XP gain +15% | 1 | — |
| Spoils of War | Gold drops +15% | 2 | w_u1 |
| Battle Mastery (fork A) | All stats +8% | 2 | w_u2 |
| Momentum (fork B) | SPD +15% | 2 | w_u2 |
| Field Command | All stats +10% | 3 | wu3,wu3b |
| Supreme Tactician | All stats +15% | 4 | w_u4 |
| Insight (fork A) | All Stats +22%, XP +12% | 4 | w_u5 |
| Fortune (fork B) | All Stats +22%, Gold +12% | 4 | w_u5 |
| Ascendant | All Stats +26% | 5 | wu6a,wu6b |
| Insight (fork A) | All Stats +30%, XP +12% | 6 | w_u7 |
| Fortune (fork B) | All Stats +30%, Gold +12% | 6 | w_u7 |
| Apotheosis | All Stats +40% | 8 | wu8a,wu8b |
🏇 Onslaught
| Node | Effect | SP | Needs |
|---|---|---|---|
| Momentum | SPD +10% | 1 | — |
| Relentless | SPD +15% | 2 | w_t1 |
| Overrun (fork A) | SPD +15%, ATK +10% | 2 | w_t2 |
| Bracing Step (fork B) | SPD +12%, DEF +12% | 2 | w_t2 |
| Unbroken | SPD +15%, Accuracy +12% | 3 | wt3a,wt3b |
| Juggernaut | SPD +20%, ATK +12% | 4 | w_t4 |
| Blitz (fork A) | SPD +22%, ATK +14% | 4 | w_t5 |
| Elusion (fork B) | SPD +22%, Evade +14% | 4 | w_t5 |
| Ascendant | SPD +26% | 5 | wt6a,wt6b |
| Blitz (fork A) | SPD +30%, ATK +14% | 6 | w_t7 |
| Elusion (fork B) | SPD +30%, Evade +14% | 6 | w_t7 |
| Apotheosis | SPD +40% | 8 | wt8a,wt8b |
Ranger skill tree
The Ranger tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.
🏹 Predator
| Node | Effect | SP | Needs |
|---|---|---|---|
| Keen Eye | ATK +10% | 1 | — |
| Hawkshot | ATK +15% | 2 | r_o1 |
| Deadeye (fork A) | ATK +20% | 2 | r_o2 |
| Rapid Fire (fork B) | Crit Chance +8%, ATK +8% | 2 | r_o2 |
| Phantom Arrow | ATK +20%, Crit Chance +5% | 3 | ro3a,ro3b |
| Death from Afar | ATK +30%, Crit Dmg +20%, Accuracy +10% | 4 | r_o4 |
| Ruin (fork A) | ATK +22%, Crit Chance +8 | 4 | r_o5 |
| Tempo (fork B) | ATK +22%, SPD +14% | 4 | r_o5 |
| Ascendant | ATK +26% | 5 | ro6a,ro6b |
| Ruin (fork A) | ATK +30%, Crit Chance +8 | 6 | r_o7 |
| Tempo (fork B) | ATK +30%, SPD +14% | 6 | r_o7 |
| Apotheosis | ATK +40% | 8 | ro8a,ro8b |
🌿 Survival
| Node | Effect | SP | Needs |
|---|---|---|---|
| Evasion | DEF +10% | 1 | — |
| Shadow Step | HP +15% | 2 | r_d1 |
| Camouflage (fork A) | DEF +25% | 2 | r_d2 |
| Thick Hide (fork B) | HP +20%, DEF +8% | 2 | r_d2 |
| Warden of the Wilds | DEF +20%, HP +10% | 3 | rd3,rd3b |
| Evasion Master | DEF +30%, Evade +15% | 4 | r_d4 |
| Fortress (fork A) | DEF +22%, HP +16% | 4 | r_d5 |
| Deflection (fork B) | DEF +22%, Evade +14% | 4 | r_d5 |
| Ascendant | DEF +26% | 5 | rd6a,rd6b |
| Fortress (fork A) | DEF +30%, HP +16% | 6 | r_d7 |
| Deflection (fork B) | DEF +30%, Evade +14% | 6 | r_d7 |
| Apotheosis | DEF +40% | 8 | rd8a,rd8b |
🦅 Tracker
| Node | Effect | SP | Needs |
|---|---|---|---|
| Hunter's Eye | Gold drops +15% | 1 | — |
| Pathfinder | XP gain +15% | 2 | r_u1 |
| Wilderness Mastery (fork A) | All stats +8% | 2 | r_u2 |
| Eagle Sight (fork B) | Crit Chance +6% | 2 | r_u2 |
| Apex Tracker | All stats +10% | 3 | ru3,ru3b |
| Eagle Eye | All stats +15% | 4 | r_u4 |
| Insight (fork A) | All Stats +22%, XP +12% | 4 | r_u5 |
| Fortune (fork B) | All Stats +22%, Gold +12% | 4 | r_u5 |
| Ascendant | All Stats +26% | 5 | ru6a,ru6b |
| Insight (fork A) | All Stats +30%, XP +12% | 6 | r_u7 |
| Fortune (fork B) | All Stats +30%, Gold +12% | 6 | r_u7 |
| Apotheosis | All Stats +40% | 8 | ru8a,ru8b |
🎯 Marksmanship
| Node | Effect | SP | Needs |
|---|---|---|---|
| Steady Aim | Accuracy +12% | 1 | — |
| Range Finder | Accuracy +18% | 2 | r_t1 |
| Called Shot (fork A) | Accuracy +18%, Crit Chance +6% | 2 | r_t2 |
| Light Step (fork B) | Accuracy +12%, Evade +14% | 2 | r_t2 |
| Hunter's Mark | Accuracy +18%, SPD +12% | 3 | rt3a,rt3b |
| Deadeye | Accuracy +22%, Crit Dmg +20% | 4 | r_t4 |
| Precision (fork A) | Accuracy +22%, Crit Chance +8 | 4 | r_t5 |
| Pressure (fork B) | Accuracy +22%, ATK +14% | 4 | r_t5 |
| Ascendant | Accuracy +26% | 5 | rt6a,rt6b |
| Precision (fork A) | Accuracy +30%, Crit Chance +8 | 6 | r_t7 |
| Pressure (fork B) | Accuracy +30%, ATK +14% | 6 | r_t7 |
| Apotheosis | Accuracy +40% | 8 | rt8a,rt8b |
Mage skill tree
The Mage tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.
⚡ Destruction
| Node | Effect | SP | Needs |
|---|---|---|---|
| Arcane Mind | ATK +10% | 1 | — |
| Spellweave | ATK +15% | 2 | m_o1 |
| Elemental Fury (fork A) | ATK +20% | 2 | m_o2 |
| Overload (fork B) | Crit Chance +8%, ATK +8% | 2 | m_o2 |
| Archmage | ATK +20%, Crit Chance +5% | 3 | mo3a,mo3b |
| Arcane Singularity | ATK +30%, Magic DMG +20% | 4 | m_o4 |
| Ruin (fork A) | ATK +22%, Crit Chance +8 | 4 | m_o5 |
| Tempo (fork B) | ATK +22%, SPD +14% | 4 | m_o5 |
| Ascendant | ATK +26% | 5 | mo6a,mo6b |
| Ruin (fork A) | ATK +30%, Crit Chance +8 | 6 | m_o7 |
| Tempo (fork B) | ATK +30%, SPD +14% | 6 | m_o7 |
| Apotheosis | ATK +40% | 8 | mo8a,mo8b |
🔵 Warding
| Node | Effect | SP | Needs |
|---|---|---|---|
| Mana Shield | DEF +10% | 1 | — |
| Arcane Barrier | HP +15% | 2 | m_d1 |
| Spell Aegis (fork A) | DEF +25% | 2 | m_d2 |
| Blink (fork B) | HP +20%, DEF +8% | 2 | m_d2 |
| Prismatic Ward | DEF +20%, HP +10% | 3 | md3,md3b |
| Mana Aegis | DEF +30%, Mana +30% | 4 | m_d4 |
| Fortress (fork A) | DEF +22%, HP +16% | 4 | m_d5 |
| Deflection (fork B) | DEF +22%, Evade +14% | 4 | m_d5 |
| Ascendant | DEF +26% | 5 | md6a,md6b |
| Fortress (fork A) | DEF +30%, HP +16% | 6 | m_d7 |
| Deflection (fork B) | DEF +30%, Evade +14% | 6 | m_d7 |
| Apotheosis | DEF +40% | 8 | md8a,md8b |
📚 Arcana
| Node | Effect | SP | Needs |
|---|---|---|---|
| Scholar | XP gain +15% | 1 | — |
| Gilded Grimoire | Gold drops +15% | 2 | m_u1 |
| Arcane Legacy (fork A) | All stats +8% | 2 | m_u2 |
| Mana Mastery (fork B) | Mana +25%, SPD +10% | 2 | m_u2 |
| Arcane Ascendance | All stats +10% | 3 | mu3,mu3b |
| Omniscience | All stats +15% | 4 | m_u4 |
| Insight (fork A) | All Stats +22%, XP +12% | 4 | m_u5 |
| Fortune (fork B) | All Stats +22%, Gold +12% | 4 | m_u5 |
| Ascendant | All Stats +26% | 5 | mu6a,mu6b |
| Insight (fork A) | All Stats +30%, XP +12% | 6 | m_u7 |
| Fortune (fork B) | All Stats +30%, Gold +12% | 6 | m_u7 |
| Apotheosis | All Stats +40% | 8 | mu8a,mu8b |
🌀 Cadence
| Node | Effect | SP | Needs |
|---|---|---|---|
| Quickcast | SPD +12% | 1 | — |
| Flow State | SPD +15%, Mana +10% | 2 | m_t1 |
| Focus (fork A) | Accuracy +18%, SPD +10% | 2 | m_t2 |
| Blink (fork B) | Evade +16%, SPD +10% | 2 | m_t2 |
| Arcane Tempo | SPD +15%, Accuracy +12% | 3 | mt3a,mt3b |
| Time Dilation | SPD +22%, Mana +20% | 4 | m_t4 |
| Blitz (fork A) | SPD +22%, ATK +14% | 4 | m_t5 |
| Elusion (fork B) | SPD +22%, Evade +14% | 4 | m_t5 |
| Ascendant | SPD +26% | 5 | mt6a,mt6b |
| Blitz (fork A) | SPD +30%, ATK +14% | 6 | m_t7 |
| Elusion (fork B) | SPD +30%, Evade +14% | 6 | m_t7 |
| Apotheosis | SPD +40% | 8 | mt8a,mt8b |
Rogue skill tree
The Rogue tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.
🗡️ Assassination
| Node | Effect | SP | Needs |
|---|---|---|---|
| Shadow Step | ATK +10% | 1 | — |
| Backstab | ATK +15% | 2 | rg_o1 |
| Hemorrhage (fork A) | ATK +20% | 2 | rg_o2 |
| Death Mark (fork B) | Crit Chance +8%, ATK +8% | 2 | rg_o2 |
| Reaper | ATK +20%, Crit Chance +5% | 3 | rgo3a,rgo3b |
| Shadow Slayer | ATK +30%, Crit Dmg +25% | 4 | rg_o4 |
| Ruin (fork A) | ATK +22%, Crit Chance +8 | 4 | rg_o5 |
| Tempo (fork B) | ATK +22%, SPD +14% | 4 | rg_o5 |
| Ascendant | ATK +26% | 5 | rgo6a,rgo6b |
| Ruin (fork A) | ATK +30%, Crit Chance +8 | 6 | rg_o7 |
| Tempo (fork B) | ATK +30%, SPD +14% | 6 | rg_o7 |
| Apotheosis | ATK +40% | 8 | rgo8a,rgo8b |
🌑 Shadows
| Node | Effect | SP | Needs |
|---|---|---|---|
| Vanish | DEF +10% | 1 | — |
| Smoke Screen | HP +15% | 2 | rg_d1 |
| Ghost Walk (fork A) | DEF +25% | 2 | rg_d2 |
| Slippery (fork B) | HP +20%, DEF +8% | 2 | rg_d2 |
| Untouchable | DEF +20%, HP +10% | 3 | rgd3,rgd3b |
| Phantom Form | DEF +30%, Evade +15% | 4 | rg_d4 |
| Fortress (fork A) | DEF +22%, HP +16% | 4 | rg_d5 |
| Deflection (fork B) | DEF +22%, Evade +14% | 4 | rg_d5 |
| Ascendant | DEF +26% | 5 | rgd6a,rgd6b |
| Fortress (fork A) | DEF +30%, HP +16% | 6 | rg_d7 |
| Deflection (fork B) | DEF +30%, Evade +14% | 6 | rg_d7 |
| Apotheosis | DEF +40% | 8 | rgd8a,rgd8b |
🎭 Cunning
| Node | Effect | SP | Needs |
|---|---|---|---|
| Pick Pocket | Gold drops +15% | 1 | — |
| Opportunist | XP gain +15% | 2 | rg_u1 |
| Shadow Master (fork A) | All stats +8% | 2 | rg_u2 |
| Fleet Foot (fork B) | SPD +15% | 2 | rg_u2 |
| Master Thief | All stats +10% | 3 | rgu3,rgu3b |
| Grand Larceny | All stats +15% | 4 | rg_u4 |
| Insight (fork A) | All Stats +22%, XP +12% | 4 | rg_u5 |
| Fortune (fork B) | All Stats +22%, Gold +12% | 4 | rg_u5 |
| Ascendant | All Stats +26% | 5 | rgu6a,rgu6b |
| Insight (fork A) | All Stats +30%, XP +12% | 6 | rg_u7 |
| Fortune (fork B) | All Stats +30%, Gold +12% | 6 | rg_u7 |
| Apotheosis | All Stats +40% | 8 | rgu8a,rgu8b |
🌑 Shadowcraft
| Node | Effect | SP | Needs |
|---|---|---|---|
| Slippery | Evade +12% | 1 | — |
| Fade | Evade +18% | 2 | rg_t1 |
| Cutthroat (fork A) | Evade +14%, Crit Chance +6% | 2 | rg_t2 |
| Ghostwalk (fork B) | Evade +18%, SPD +12% | 2 | rg_t2 |
| Untouchable | Evade +18%, Accuracy +12% | 3 | rgt3a,rgt3b |
| Nightfall | Evade +22%, SPD +15% | 4 | rg_t4 |
| Slipstream (fork A) | Evade +22%, SPD +14% | 4 | rg_t5 |
| Warding (fork B) | Evade +22%, DEF +16% | 4 | rg_t5 |
| Ascendant | Evade +26% | 5 | rgt6a,rgt6b |
| Slipstream (fork A) | Evade +30%, SPD +14% | 6 | rg_t7 |
| Warding (fork B) | Evade +30%, DEF +16% | 6 | rg_t7 |
| Apotheosis | Evade +40% | 8 | rgt8a,rgt8b |
Paladin skill tree
The Paladin tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.
☀️ Holy Wrath
| Node | Effect | SP | Needs |
|---|---|---|---|
| Sacred Vow | ATK +10% | 1 | — |
| Consecration | ATK +15% | 2 | p_o1 |
| Holy Strike (fork A) | ATK +20% | 2 | p_o2 |
| Divine Hammer (fork B) | Crit Chance +8%, ATK +8% | 2 | p_o2 |
| Avatar of Justice | ATK +20%, Crit Chance +5% | 3 | po3a,po3b |
| Divine Wrath | ATK +30%, DEF +15% | 4 | p_o4 |
| Ruin (fork A) | ATK +22%, Crit Chance +8 | 4 | p_o5 |
| Tempo (fork B) | ATK +22%, SPD +14% | 4 | p_o5 |
| Ascendant | ATK +26% | 5 | po6a,po6b |
| Ruin (fork A) | ATK +30%, Crit Chance +8 | 6 | p_o7 |
| Tempo (fork B) | ATK +30%, SPD +14% | 6 | p_o7 |
| Apotheosis | ATK +40% | 8 | po8a,po8b |
🛡️ Bulwark
| Node | Effect | SP | Needs |
|---|---|---|---|
| Holy Light | DEF +10% | 1 | — |
| Divine Shield | HP +15% | 2 | p_d1 |
| Fortress (fork A) | DEF +25% | 2 | p_d2 |
| Aura of Light (fork B) | HP +20%, DEF +8% | 2 | p_d2 |
| Indomitable | DEF +20%, HP +10% | 3 | pd3a,pd3b |
| Eternal Shield | DEF +30%, +1% HP regen/round | 4 | p_d4 |
| Fortress (fork A) | DEF +22%, HP +16% | 4 | p_d5 |
| Deflection (fork B) | DEF +22%, Evade +14% | 4 | p_d5 |
| Ascendant | DEF +26% | 5 | pd6a,pd6b |
| Fortress (fork A) | DEF +30%, HP +16% | 6 | p_d7 |
| Deflection (fork B) | DEF +30%, Evade +14% | 6 | p_d7 |
| Apotheosis | DEF +40% | 8 | pd8a,pd8b |
✨ Faith
| Node | Effect | SP | Needs |
|---|---|---|---|
| Blessing | XP gain +15% | 1 | — |
| Tithes | Gold drops +15% | 2 | p_u1 |
| Divine Grace (fork A) | All stats +8% | 2 | p_u2 |
| Devotion (fork B) | Mana +20%, HP +8% | 2 | p_u2 |
| Exalted | All stats +10% | 3 | pu3,pu3b |
| Sacred Aura | All stats +15% | 4 | p_u4 |
| Insight (fork A) | All Stats +22%, XP +12% | 4 | p_u5 |
| Fortune (fork B) | All Stats +22%, Gold +12% | 4 | p_u5 |
| Ascendant | All Stats +26% | 5 | pu6a,pu6b |
| Insight (fork A) | All Stats +30%, XP +12% | 6 | p_u7 |
| Fortune (fork B) | All Stats +30%, Gold +12% | 6 | p_u7 |
| Apotheosis | All Stats +40% | 8 | pu8a,pu8b |
🕯️ Vigil
| Node | Effect | SP | Needs |
|---|---|---|---|
| Watchful | Accuracy +10% | 1 | — |
| Steadfast | Accuracy +15%, DEF +8% | 2 | p_t1 |
| Zealot (fork A) | Accuracy +16%, ATK +10% | 2 | p_t2 |
| Sentinel (fork B) | Accuracy +12%, Evade +14% | 2 | p_t2 |
| Unwavering | Accuracy +16%, SPD +12% | 3 | pt3a,pt3b |
| Judgement | Accuracy +20%, DEF +15% | 4 | p_t4 |
| Precision (fork A) | Accuracy +22%, Crit Chance +8 | 4 | p_t5 |
| Pressure (fork B) | Accuracy +22%, ATK +14% | 4 | p_t5 |
| Ascendant | Accuracy +26% | 5 | pt6a,pt6b |
| Precision (fork A) | Accuracy +30%, Crit Chance +8 | 6 | p_t7 |
| Pressure (fork B) | Accuracy +30%, ATK +14% | 6 | p_t7 |
| Apotheosis | Accuracy +40% | 8 | pt8a,pt8b |
Necromancer skill tree
The Necromancer tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.
🧪 Plague
| Node | Effect | SP | Needs |
|---|---|---|---|
| Death Coil | ATK +10% | 1 | — |
| Soul Drain | ATK +15% | 2 | n_o1 |
| Plague (fork A) | ATK +20% | 2 | n_o2 |
| Entropy (fork B) | Crit Chance +8%, ATK +8% | 2 | n_o2 |
| Lich Form | ATK +20%, Crit Chance +5% | 3 | no3a,no3b |
| Death Incarnate | ATK +30%, Lifesteal +5% | 4 | n_o4 |
| Ruin (fork A) | ATK +22%, Crit Chance +8 | 4 | n_o5 |
| Tempo (fork B) | ATK +22%, SPD +14% | 4 | n_o5 |
| Ascendant | ATK +26% | 5 | no6a,no6b |
| Ruin (fork A) | ATK +30%, Crit Chance +8 | 6 | n_o7 |
| Tempo (fork B) | ATK +30%, SPD +14% | 6 | n_o7 |
| Apotheosis | ATK +40% | 8 | no8a,no8b |
🦴 Undying
| Node | Effect | SP | Needs |
|---|---|---|---|
| Bone Armor | DEF +10% | 1 | — |
| Undying Will | HP +15% | 2 | n_d1 |
| Death Shroud (fork A) | DEF +25% | 2 | n_d2 |
| Corpse Skin (fork B) | HP +20%, DEF +8% | 2 | n_d2 |
| Deathless | DEF +20%, HP +10% | 3 | nd3,nd3b |
| Undying Curse | DEF +30%, Lifesteal +5% | 4 | n_d4 |
| Fortress (fork A) | DEF +22%, HP +16% | 4 | n_d5 |
| Deflection (fork B) | DEF +22%, Evade +14% | 4 | n_d5 |
| Ascendant | DEF +26% | 5 | nd6a,nd6b |
| Fortress (fork A) | DEF +30%, HP +16% | 6 | n_d7 |
| Deflection (fork B) | DEF +30%, Evade +14% | 6 | n_d7 |
| Apotheosis | DEF +40% | 8 | nd8a,nd8b |
🔮 Dark Arts
| Node | Effect | SP | Needs |
|---|---|---|---|
| Grave Robber | Gold drops +15% | 1 | — |
| Dark Scholar | XP gain +15% | 2 | n_u1 |
| Necromantic Mastery (fork A) | All stats +8% | 2 | n_u2 |
| Dark Vitality (fork B) | HP +12% | 2 | n_u2 |
| Master of Death | All stats +10% | 3 | nu3,nu3b |
| Dark Apotheosis | All stats +15% | 4 | n_u4 |
| Insight (fork A) | All Stats +22%, XP +12% | 4 | n_u5 |
| Fortune (fork B) | All Stats +22%, Gold +12% | 4 | n_u5 |
| Ascendant | All Stats +26% | 5 | nu6a,nu6b |
| Insight (fork A) | All Stats +30%, XP +12% | 6 | n_u7 |
| Fortune (fork B) | All Stats +30%, Gold +12% | 6 | n_u7 |
| Apotheosis | All Stats +40% | 8 | nu8a,nu8b |
💀 Withering
| Node | Effect | SP | Needs |
|---|---|---|---|
| Shroud | Evade +10% | 1 | — |
| Grave Chill | Evade +15%, SPD +8% | 2 | n_t1 |
| Wither (fork A) | Evade +14%, ATK +10% | 2 | n_t2 |
| Bone Veil (fork B) | Evade +12%, DEF +14% | 2 | n_t2 |
| Soul Tether | Evade +16%, Accuracy +12% | 3 | nt3a,nt3b |
| Deathless | Evade +20%, HP +15% | 4 | n_t4 |
| Slipstream (fork A) | Evade +22%, SPD +14% | 4 | n_t5 |
| Warding (fork B) | Evade +22%, DEF +16% | 4 | n_t5 |
| Ascendant | Evade +26% | 5 | nt6a,nt6b |
| Slipstream (fork A) | Evade +30%, SPD +14% | 6 | n_t7 |
| Warding (fork B) | Evade +30%, DEF +16% | 6 | n_t7 |
| Apotheosis | Evade +40% | 8 | nt8a,nt8b |
Combat 10115
The core exchange
You and the monster trade attacks each tick. Damage is your ATK reduced by the target's DEF. DEF gives smooth, diminishing-returns mitigation — more DEF always helps and never stops mattering, but it never fully blocks a hit: no hard cap, nothing wasted. Magic classes (Mage, Necromancer) swing the higher of ATK or Magic DMG, and their spells partially bypass armor.
Secondary stats
- SPD — chance to strike twice in a tick.
- Crit Chance / Crit Damage — how often you crit, and how hard those hits multiply.
- Accuracy vs Evade — hit reliability against dodgy enemies (and dodging yourself).
- Mana — abilities cost mana, and cost scales with your pool: a bigger bar powers bigger casts at roughly the same cast count.
Auto-Battle
Toggle Auto to fight continuously — kills, gold, XP and drops keep flowing, even while the app is closed (your session banks progress up to your tier's cap and settles when you return). Everyone attacks at the same 400ms tick regardless of VIP; paid tiers give bonuses and longer runs, never faster hits.
Hit Resolution
Each attack first checks landing: your Accuracy vs the target's Evade. Level gaps bite from the FIRST level — every level the enemy has on you costs 2.5% of your effective accuracy, floored at −60% (there's no 10-level grace period). Order matters for the math: a landed hit is first MITIGATED by DEF, then multiplied by crit, then double-hit resolves, and finally leech/reflect are taken from the finished number.
Damage Formula
A hit deals ATK × R / (DEF + R), where R is a REFERENCE value set by the TARGET's level — about 44,000 at level 50, plus 560 per level above that. Two consequences worth internalising: (1) ATK is LINEAR — double your ATK, double your damage, with no diminishing returns; (2) DEF halves incoming damage when it equals R for that level (~44k at L50, ~296k at L500), NOT when it equals the attacker's ATK. DEF never caps and never fully blocks (minimum 1 damage), and because it's a ratio it behaves like effective HP: double DEF ≈ double survival time. Magic faces only 60% of DEF. Outside the Eternal a single hit is also capped at ~15% of your max HP so you can't be one-shot; the Eternal is uncapped — that's its wall.
Caster Damage (fold)
Casters don't have a separate 'magic turn': most of their Magic DMG FOLDS into every swing (roughly +0.7× magic on top of ATK), and their hits partially bypass armor. So a Mage or Necro stacking Magic DMG and ATK is stacking raw per-hit damage. Bigger spell multipliers come from the Prestige tree's Honed Legacy node.
Turn Order
Higher SPD acts first. In drawn-out fights (PvP especially) striking first can decide the duel — it's the second, quieter job of Speed beyond double-hit.
Damage Over Time
Burn (Fireball, Dread Axe), Poison (Plague, Poison Blade) and Bleed (Hunter's Trap) tick each turn for a set number of turns and refresh rather than stack. Most tick a % of the ENEMY's max HP per turn (e.g. Fireball 10%/t × 3), so they're strong vs high-HP targets. They apply in areas, dungeons, and the Eternal. Debuffs like Frost Nova (slow) and Death Curse (−ATK) also tick down over turns.
Ability Damage — the formula
A damage ability deals your NORMAL hit × the ability's % (dmgMult) × (1 + ability power). So Cleave (320%) hits for 3.2× a basic swing before crit. Casters' damage abilities scale off Magic (folded), physical classes off ATK. Then crit and any DoT apply on top. Two notes: abilities do NOT double-hit (that's basic-attacks only), and 'ignore DEF' abilities (Judgment 100%, Holy Smite 50%, Precise Shot 30%) skip that much of the target's armor.
PvE Ability Damage
Ability damage now comes from the Prestige tree: the Honed Legacy node grants +5% PvE ability damage per rank (max +25%), applying to ability casts only — basic swings untouched. The old Intelligence ability-power bonus was retired when Intelligence became the Accuracy attribute.
Ability Leveling
Your four class abilities upgrade as you invest Skill Points into them (levels 1–5), improving their effect and efficiency. Subclass ability mods change them outright (e.g. Assassin: Shadow Strike 400% → 500%; Berserker: Cleave hits 3×). Mana cost also scales with your mana pool, so leveling your pool keeps big abilities affordable.
Double Hit
Only on a BASIC attack (not when you cast an ability), and ONLY when your SPD is 30%+ above the enemy's — so it's a bonus vs slower foes, and it rarely fires against equal/higher-SPD scaled enemies (common in deep areas and the Eternal). When it does trigger, chance is full-value up to 35% and diminishes past that; Shadowdancer's +15% and stacked SPD push into that zone. If your SPD isn't well above the target's, don't count on it as DPS.
Critical Hits
When a crit lands, damage is multiplied by your Crit Damage stat (as a %, where 100% = ×1.0). Base is 100%, so a crit does NOTHING until you invest — stack Crit Damage (Arcane, Opal, godforges) to make crits hit for ×2, ×3 or more.
Abilities
4 unique abilities per class. Each costs mana and has a cooldown. Types: damage, heal, buff, debuff, vanish, utility. Set an auto-rotation (Hero → Settings) and they weave in automatically during auto-battle; enable Auto-Use Mana Potions so casts keep firing at low mana.
🛡️ Stances
A stance is the capstone choice at the top of a skill-tree branch (Hero → Skills). It costs no Skill Points: the price is the lane it lowers in exchange for the lane it raises, and the trade applies to every fight — auto-battle, bosses, dungeons and the Arena. Pick it for how you actually farm; a Tome of Respec lets you change it.
The Stat Model23
The Stat Model — overview
Every stat on your sheet is built the same way, and understanding it is the key to min-maxing. A stat is:
One additive pool per stat
Every +% of a given stat — from affixes, gems, skill nodes, sets, your subclass, prestige nodes, and attribute points — drops into a single additive pool for that stat and multiplies its base once. Two sources of "+10% ATK" give you +20%, not ×1.10×1.10. The practical rule: every +1% of the same stat is worth exactly the same, no matter where it comes from — so stack whichever source is cheapest to grow.
This is deliberately the model the best ARPGs use (Diablo 4 / Path of Exile). It replaced an older system where percentages multiplied on top of each other in a tall tower, which let a few stacked sources run away while most of your sheet did nothing.
"More" multipliers are special
A handful of effects are more multipliers (chiefly Awakening tiers) — they multiply the entire finished pool separately. A single "more" multiplier is worth more than any one "+%" line, because it scales everything you've already built. When you can choose, a "more" source beats another "+%" of the same size.
Attributes — one job each, no rot
Each Ability Point is a percentage into one stat, so your 900th point is worth exactly as much as your 9th (flat points used to rot to nothing against endgame gear — no longer):
| Attribute | What it does |
|---|---|
| Strength (STR) | +% ATK |
| Intelligence (INT) | +% Magic Damage and ability power (spells hit harder), +Mana |
| Agility (AGI) | +% Speed (pure tempo) |
| Endurance (END) | +% Defense |
| Vitality (VIT) | +% HP and HP regen |
| Wisdom (WIS) | +% Lifesteal and Mana |
Evade and Accuracy live on gear now, not attributes — build them with affixes (Ghostly, of Truestrike), Diamond gems, and Rogue/Ranger kit. You earn 2 AP per level, plus a +100 AP milestone chest at every 100th level. A free Tome of Respec (from the Boss Essence Shop) refunds every point so you can re-path.
🧮 How every stat is built
final = (base flats) × (1 + total increased%) × (more multipliers) × scale. Every +% of a stat — affixes, gems, skills, sets, subclass, prestige, attributes — drops into ONE additive pool and multiplies the base ONCE. So two +10% ATK sources = +20% (not ×1.1×1.1), and every +1% is worth the same no matter its source. 'More' multipliers (Awakening) multiply the whole finished pool separately, so one 'more' beats any single '+%' line. This is the Diablo 4 / Path of Exile model.
⚔️ ATK
Your physical damage output, and it scales LINEARLY — double your ATK, double your damage (see Combat → Damage Formula). A swing deals ATK reduced by the target's DEF on a ratio curve. Warriors/Paladins/Rogues/Rangers are ATK classes; grow it with STR (+% ATK per point), Ruby gems, 'of Slaying', and skill nodes.
🔮 MagicDMG
Spell power for Mages and Necromancers. Most of it FOLDS into every swing, so it is raw damage, not a separate resource, and caster hits partially bypass armor. No attribute raises Magic DMG anymore: it comes from caster gear and kit (staves, class affinity, caster set bonuses, the Arcane and Death prestige nodes, buffs like Lich Form). Caster damage is ATK plus the folded magic, so STR raises it too.
🛡️ DEF
Reduces incoming physical damage on a diminishing-returns ratio — a hit deals ATK × R/(DEF + R), where R is a reference value set by the TARGET's level (~44k at L50, +560/level above). So you halve incoming damage when your DEF reaches R for your level — not when it matches the attacker's ATK. DEF never caps and never fully blocks (min 1 damage). Because it's a ratio, DEF acts like effective HP: double your DEF ≈ double your survival time. Grow with END (+% DEF), Sapphire gems, 'of Warding'. Magic faces only 60% of it.
❤️ HP
Your health pool and, with DEF, half of your survivability. Scales with VIT (+% HP and HP regen) and END. Emerald gems and 'of Vitality' build it. In the Eternal, HP + DEF + healing decide how deep your wall is.
⚡ SPD
Two jobs, neither of which is a flat damage boost. (1) Double-hit: when your SPD is 30%+ above the enemy's, a chance to strike twice (soft-capped 35%). (2) Turn order / initiative — higher SPD acts FIRST (who goes first, not a bigger hit). The 'extra damage on your opener' you may remember is the ROGUE/Assassin class signature (+26% the first 3 rounds), not SPD itself. Scales with AGI, Topaz gems, 'of Haste'.
🎯 Crit Chance%
Chance to land a critical hit. Base 5% flat — grows with skills, items, gems and Keen affixes. The old HARD 75% cap is GONE — it's a SOFT cap now: full value up to 75% in PvE (40% Arena), and past that every point still helps at a diminishing rate (you approach but never reach a guaranteed 100%). Your sheet shows the EFFECTIVE value after this softening. Godforge cap-break items widen the full-value range.
💥 Crit Damage
How hard your crits hit — it's the TOTAL multiplier, where 100% = ×1.0. Base is 100%, so an un-invested crit deals the SAME as a normal hit; you must stack Crit Damage for crits to actually hurt (e.g. 250% = ×2.5). Full value up to 500% in PvE (200% in the Arena); past that it keeps paying at a diminishing rate. Arcane affixes, Opal gems, and crit-damage godforges build it; Gauntlets of Ruin shift the PvE knee to 600%.
🏹 Accuracy
Chance to land hits. Raised by the Accuracy attribute (+0.05% to your accuracy pool and +20 Mana per point) and by gear: flat accuracy affixes, % accuracy affixes such as Unerring or of Truestrike, and Diamond gems. In PvP your accuracy directly contests the defender's evade. Fighting higher-level enemies still reduces effective accuracy.
💨 Evade
Chance to dodge incoming attacks. Raised by the Evade attribute (+0.05% to your evade pool, +6 Mana and +1 Mana per turn per point) and by gear: flat evade affixes, % evade affixes such as Ghostly or of Shadows, and Moonstone gems. Dodge chance is a contest: your evade vs the attacker's accuracy, so you can't out-dodge someone who invests hard in accuracy.
💠 Mana
Fuels abilities. Ability cost SCALES with your mana pool, so a bigger bar buys BIGGER casts, not more casts. Growing Mana raises your ceiling per spell. Caster classes start with the largest pools; the Accuracy attribute (+20 per point) and the Evade attribute (+6 per point, plus mana regen) grow it. Regens between fights (and per-tick in manual/area combat, but NOT in dungeons: budget it there or carry mana potions).
💪 Attributes (one job each)
Each Ability Point is a PERCENTAGE into one stat, so your 900th point is worth the same as your 9th (no rot). STR → +% ATK · Accuracy → +% Accuracy (+Mana) · AGI → +% SPD · END → +% DEF · VIT → +% HP + HP regen · Evade → +% Evade (+Mana, +mana regen). Accuracy and Evade used to be called Intelligence and Wisdom, and points already spent carried over. Casters build STR too, because their magic folds onto ATK.
📖 Glossary: Accuracy
Your chance to land hits vs a target's Evade. In PvP it directly contests their evade (evade/(evade+accuracy)). Fighting higher-level enemies lowers your effective accuracy. Build it with the Accuracy attribute, flat accuracy affixes, % accuracy affixes (Unerring, of Truestrike) and Diamond gems. Rangers cut enemy evade.
📖 Glossary: Evade
Your chance to dodge: a contest of your Evade vs the attacker's Accuracy (max 55% in PvP). No hard cap, but a hard accuracy investment counters it. Build it with the Evade attribute, flat evade affixes, % evade affixes (Ghostly, of Shadows), Moonstone gems and the Rogue kit.
📖 Glossary: Lifesteal (leech)
Heals you for a % of damage DEALT. From Vampiric-type affixes, Dreadlord gear and Lich Form/Soul Drain. Soft cap 50% PvE / 20% PvP. Eternal Hunger weakens it at depth, so it can't hold you at 1 HP forever.
📖 Glossary: Reflect
Returns a % of the MITIGATED hit you take back at the attacker (holy retribution). From Thorned/Rotwood affixes; Paladins have 12% innate in PvE. Higher DEF → smaller hit → smaller reflect, but it stacks with block.
📖 Glossary: DEF Penetration
Ignores a % of the target's DEF on your hits (Rift Edge 30%, Null Shot 25%, Null Crush 40%, plus some abilities). Pen from MULTIPLE equipped items now ADDS UP — two pen relics stack — and the total is capped at 95% in PvE, with a tighter bound in PvP so nobody can erase a defensive build outright. Best against tanky targets; on a low-DEF target it does almost nothing. Different from Magic, which bypasses armor innately for casters.
📖 Glossary: HP Regen / Mana Regen
HP Regen heals a small % of max HP each round (from VIT, hpRegen affixes, Warden) — damped by Eternal Hunger at depth. Mana Regen restores mana between/within fights (areas regen per tick; dungeons do NOT — budget mana or carry potions).
📖 Glossary: Gold % / XP %
Economy riders that multiply your gold/XP income (from 'of Fortune', 'of Wisdom', clan perks, prestige Gold Find/Insight, XP scrolls, economy pets). They stack additively into your income multiplier — not combat stats, but the fastest way to speed up progression.
Combat Math4
Damage & armor
A hit deals your ATK reduced by the target's DEF on a smooth ratio curve — roughly ATK × ATK ÷ (ATK + DEF). At equal ATK and DEF you land about half your ATK; more DEF always helps and never caps and never fully blocks (no wasted armor, no immunity). Because mitigation is a ratio, DEF behaves like effective HP: doubling DEF roughly doubles how long you survive.
Casters (Mage, Necromancer, and any magic-leaning build) fold a large share of their Magic Damage into every swing and their spells partially bypass armor — so for a caster, stacking Magic Damage + INT is stacking raw damage, not a separate resource.
Crit, and why "over 100%" still doesn't always crit
Crit Chance and Crit Damage (and Lifesteal and Double-Hit) used to have hard ceilings. They're now soft caps ("knees"): below the cap nothing changes; past it every point keeps helping at a diminishing rate instead of doing nothing — but you can never reach a guaranteed 100%. So a sheet that adds up to 115% Crit Chance actually rolls at ~83%. Your character sheet shows the effective (post-knee) value, which is what actually rolls.
| Stat | Soft cap (PvE) | Soft cap (PvP) |
|---|---|---|
| Crit Chance | 75% | 40% |
| Crit Damage | 500% | 200% |
| Lifesteal | 50% | 20% |
| Double-Hit | 35% | 35% |
Certain Godforged "cap-break" items shift a knee higher — their luxury is a wider full-value range, not an unlimited one. PvP uses tighter knees across the board so a whale's 500%+ crit-damage can't leak into the Arena.
Double-hit
A Speed advantage over your enemy grants a chance to strike twice in a tick (soft-capped at 35%). The bigger your SPD lead — and the more your level exceeds theirs — the higher the chance. Topaz gems, "of Haste", and AGI feed it.
Abilities & mana
Ability mana cost scales with your mana pool, so a bigger bar powers bigger spells for roughly the same number of casts — growing Mana doesn't buy "more casts", it buys "bigger casts". Set an auto-rotation (Hero → Settings) so your abilities weave in automatically during auto-battle.
Caps & Limits8
Soft caps (knees)
Hard caps are GONE — replaced by soft caps ('knees'). Below the knee a stat is worth full value, exactly as before. Past the knee it keeps helping, but each extra point gives less than the last — deep investment is never wasted, it just has diminishing returns, like Path of Exile and Diablo. Godforge cap-break items SHIFT your knee higher: their luxury is a wider full-value range.
🎯 Crit Chance
Full value up to 75%, then diminishing past that (an 80% sheet rolls ~78% effective, 100% rolls ~82%). The Arena uses the SAME knee as the rest of the game — it used to soften at 40%, but the arena rebuild put both on one curve, so a crit build reads the same everywhere. Base is 5%; Amethyst gems and the Keen (+% crit) prefix build it. Cap-break godforges (Azathyn's Eternal Gaze) shift the knee above 75.
💥 Crit Damage
Full value up to 500%, then diminishing — a 700% sheet lands around ~585% effective. The Arena uses the SAME knee now (it used to soften at 200%), so one crit-damage number describes your whole character. Gauntlets of Ruin shift the knee to 600, keeping their range undiminished. Arcane affixes, Opal gems and crit-damage godforges all keep paying, just softer up high.
🩸 Lifesteal
In Battle & Dungeons: full value up to 50% of damage dealt, diminishing past that — an 80-lifesteal sheet heals ~62%. Comes from Vampiric-type affixes, Dreadlord gear and Necromancer abilities. Deep stacking still can't facetank the Eternal death-wall; the knee bends hard. IN THE ARENA there is no cap at all — lifesteal is valued by the MATCHUP: it is worth far more against a huge health pool (more damage to drain) than against a glass cannon. The Matchup sheet shows what yours is worth against that specific opponent.
💨 Evade
Dodge is a CONTEST, and it is weighted TOWARD the attacker: in PvE roughly 0.60 × evade / (evade + 2.5 × accuracy), ceiling 60%. Because accuracy counts 2.5×, equal evade and accuracy only dodges ~17% — not half. THE ARENA HAS NO EVADE CEILING — it compares your Evasion directly against that opponent's Accuracy as a ratio, so what matters is the gap between you two, not an absolute number. Evade is also self-limiting in deep content: monster accuracy climbs about 12 per effective level, so a pure dodge build thins out the further you push (~12% for a heavily-armoured warrior, ~26% for a dedicated evade build). Evade comes from the Evade attribute and from gear (flat and % evade affixes, Moonstone gems).
⚡ Double Hit
You get a chance to strike twice when your SPD is 30%+ above the enemy's. Full value up to a 35% chance, diminishing past it — Shadowdancer's +15% bonus pushes into the soft zone and still pays.
🔒 Affix stacking
All % bonuses of the same stat — affixes, skill tree, sets, subclass, attributes — now ADD into one total that multiplies your base ONCE (the Diablo/PoE 'increased' model). Your 7th +18% ATK affix adds the same +18 points to the pool as your 1st — steady, predictable growth instead of runaway compounding. Locked Reroll same-affix stacking is still the specialization grind; it just scales honestly now.
⏳ Idle / Auto
Offline idle progress caps at 12 hours. Auto-battle session length scales with VIP tier. Eternal pending waves settle in 10-wave blocks and are banked when you background the app.
Gear & Inventory28
Slots and rarity
Eleven gear slots: Helmet, Chestplate, Leggings, Boots, Gloves, Main Hand, Off Hand or Shield, two Rings, and an Amulet. Two-handed weapons fill both hand slots. Gear drops in seven rarities: Common → Uncommon → Rare → Epic → Legendary → Mythic → Godforged — higher rarity means more affixes, higher base stats, and more gem slots.
Affixes
Rare+ items roll bonus stats: Rare 3, Epic 4, Legendary 5, Mythic 6, and Godforged 8 (6 rolled plus 2 signature perks that never reroll away). Comparing gear shows upgrades in green and downgrades in red. Item level (iLv) is informational only — no equip restrictions.
Loadouts & locks
Save two independent gear builds and swap freely outside combat — one for PvP, one for farming. Long-press any item to lock it; locked gear can never be salvaged, sold, or swept into bulk actions.
Godforged
The top tier. More than 100 Godforged pieces exist, and every one carries a named power of its own: an extra blow every few hits, a chance to strike twice, healing on a kill, less damage from bosses. They drop from World Bosses (every contributor rolls independently when one dies), deep Eternal milestones and named area bosses. Most holiday event bosses also drop their own Godforged weapon, reforged into your class's shape. Some Godforged also roll Class Affinity, adding class-focused bonus stats on top.
Sets & the Codex
42 gear sets pay a bonus for every few pieces you wear together. Dungeons drop two sets each, area bosses at Tier 20 and deeper drop the depth sets, and every holiday event boss drops its own event set. A set piece can land in any of the nine core slots, or as one of your class's weapons. Codex → Collection tracks every piece you've found.
Relics of the Nine
Nine Godforged relics, one for each way to play: Areas, Dungeons, World Bosses, the Eternal, the Clan Dungeon, the Arena and more. Each mode rolls once a day for its relic. Wear three for a bonus, six for a bigger one, and all nine to become Sovereign of the Nine (a title and the Crown of the Nine aura). Relics grow with your level and can never be sold, salvaged or used as fuel.
Godforged sets
Three six-piece Godforged sets, each with an ability on every piece and a set-wide power at six worn:
- Deepking's Panoply: area bosses at Tier 100 and deeper, one 1% roll a day.
- Endless Vigil: climbing the Eternal past wave 20,000, one 1% roll a day.
- Regalia of the Turning Year: one piece from each holiday event boss (Hallow's Eve, Harvest Feast, Winterveil, Lunar Festival, Bloomrise and the anniversary). Every defeat of that boss you claim rolls 20% for its piece, and your fifth claim always pays. Miss an event and its boss returns next year.
A hit is always a piece you don't own yet, so every set finishes and never repeats. Pieces scale with your level.
Rarity Ranks
Common → Uncommon → Rare → Epic → Legendary → Mythic → Godforged. Each tier has better base stats, more affix slots, and gem sockets.
🗡️ Weapon types — the trade-off
Every weapon rolls a base ATK/SPD/Crit profile — there's no strictly-best weapon, just trade-offs. Big-ATK weapons swing slow and crit less (fewer double-hits); fast/crit weapons hit lighter but proc more. Staves deal Magic DMG (for casters). Pick to match your build: crit stackers love Daggers/Bows/Staves, raw-hit builds love 2H Axes/Swords, casters take Staves.
🗡️ 2H weapons (big hits)
See the Forge in the game for every two-handed weapon and its trait.
🗡️ 1H & dual-wield weapons
See the Forge in the game for every one-handed weapon and its trait.
⚖️ 1H vs 2H — the rules
A 2H weapon fills BOTH hand slots (no off-hand/shield), so it replaces a 1H+off-hand PAIR. To keep it competitive, a 2H rolls DOUBLE affix strength and grants a flat +20 into your damage pool (the two-hand rider). A 1H leaves your off-hand free for a shield (defense) or, for Rogues/Rangers, a second 1H — DUAL-WIELDING two 1H weapons (esp. Daggers) grants a paired bonus (+15% ATK, +15% Crit, +20% SPD). So: 2H = one huge slot; 1H = flexibility + dual-wield/shield.
🎯 Class weapon affinity
Warrior: Swords/Axes/Maces (1H & 2H). Paladin: Swords & Maces (1H & 2H). Rogue: Daggers, Hand Crossbow, 1H Sword/Axe, Bow/Crossbow. Ranger: Bow, Crossbow, Dagger, 1H Sword. Mage: Staves + Dagger. Necromancer: Staves, 1H Mace, Dagger. Off-affinity weapons still work but drops favor your affinity, and auto-salvage can be set to dump non-affinity weapons.
Common
Basic drops: 1 affix, no gem slot. Good for salvaging into materials or selling.
Uncommon
Slight stat boost over Common: 2 affixes, no gem slot. Main drop from regular monsters.
Rare
3 affixes and the first tier with a gem slot (1). Equippable for most of early-mid game. Drops from area bosses and dungeon runs.
Epic
4 affixes, 1 gem slot. Significant power jump. Drops from area bosses (15% chance), dungeon bosses, world boss contributions.
Legendary
5 affixes, 2 gem slots. Drops from area bosses, dungeon bosses, and world boss contributions. Blueprint crafting produces Legendary (or Mythic at level 100+) at your current level.
Mythic
6 affixes, 2 gem slots. Highest craftable tier. Craft with: 2 Legendaries + 100 Boss Essence + dynamic gold (scales with level). Limit 1/day. Also drops from dungeon bosses and world boss top contributors.
Godforged
Unique named relics — a themed set per World Boss (the six rotation bosses, plus limited holiday event bosses), covering every gear slot, each with a signature unique effect. Base ~0.1% drop chance for any participant, scaling with your damage share up to a ~1.0% cap for top contributors. CLAN DUNGEONS use the same curve on every tier kill, plus a small bonus that grows with tier depth — the deeper your clan pushes, the better the odds. Also drops from deep Eternal milestones. Holiday-event relics only drop while that event's window is live. ~20% carry Class Affinity (✨). Their unique effects (defPen, Soul Anchor revive, crit chains, etc.) work in PvE, and the major ones carry into PvP as bounded bonuses.
Set Items
Exclusive to Dungeons — 40% chance per clear as a BASE, raised by VIP item-find and that dungeon’s Mastery level (capped 95%). All set pieces are Mythic rarity at player level. Each dungeon has its own named set. A piece rolls ANY armour or jewellery slot, or one of YOUR class's weapon types — never a dead off-class weapon — so you can wear the bonus in whichever slots your godforges don't already occupy. Set bonuses count by set NAME, not by slot, so duplicates of a slot are never wasted. Equipping multiple pieces unlocks bonuses. Check the dungeon card for bonus preview.
Item Level
Every piece of gear has an item level (iLvX) shown on its card. You must meet the level requirement to equip it. Items drop at the area or dungeon's level -- you cannot get over-level gear from low areas.
Where to Farm
Common/Uncommon: monster grinding. Rare: area bosses. Epic: dungeon bosses, area bosses. Legendary: area bosses (rare), dungeons, world boss. Mythic: top dungeons, world boss top contributors. Godforged: world bosses, clan dungeon tier kills, and deep Eternal milestones.
Gem Socketing
Sockets by rarity: Common/Uncommon 0 · Rare 1 · Epic 1 · Legendary/Mythic/Godforged 2. The SLOT also caps it — helmets, boots, rings, amulets, shields and 1H weapons hold at most 1; chest, legs, gloves and 2H weapons hold 2. A handful of named Godforged relics are authored with 3–4 slots as their perk; that's per-relic, not a rarity rule. Unsocket from the inventory detail panel. ATK/DEF/HP/SPD gems now grant a PERCENT into that stat's pool (T1 +0.5% up to Perfect +3%), so they scale with your build instead of going stale. Amethyst (crit chance) and Opal (crit damage) stay flat, while Diamond gives +% Accuracy and Moonstone +% Evade (T1 +0.5% up to Perfect +3%). Diamonds from before that split keep their flat evade and accuracy.
🛡️ Auto-Salvage Treasure Keeps
However aggressive your auto-salvage threshold, three kinds of item are NEVER auto-disposed: Godforged items, gear with gems socketed into it, and special-affix gear (Vampiric, Thundering, Scholar's and kin). Locked items are always safe too. This applies in live battle and to offline hauls alike. Earlier the list also held class-affinity and 3-socket rolls — at endgame drop rates those turned out to be most of the loot stream, so kept items flooded bags to the cap; if you treasure a specific affinity or socket roll, LOCK it and it is untouchable.
🎒 Inventory cap and the bag ceiling
The bag holds 1,000 items. When a loaded bag is over that, the game keeps the most valuable 1,000 by its own rule — worn, locked, Godforged and set pieces always stay — and sells the rest. On the server, an auto-battle settle that would push a bag past 1,500 sells the overflow drops for gold instead of storing them, best kept, Godforged and set pieces and gems always kept. A huge bag is also slow: every character swap and every save carries it, which is why the ceiling exists. Keep it lean with the loot filter (Battle → ⚙ auto-salvage) and Autopilot's Clean Up The Bag.
Every Godforged item, by boss
Godforged relics are unique named pieces; each World Boss has its own pool (see Godforged).
| Boss | Items |
|---|---|
| The Rotwood King | Xelaroth's Fang (Sword 2H) · Rotwood Eternal Bulwark (Shield) · Blight Walker's Treads (Boots) · Ring of the Rotwood Pact (Ring2) · Thornwarden's Aegis (Shield) · Briarlash (Axe 1H) |
| Skarreth the Undying | Skarreth's Phylactery Shard (Amulet) · Wand of the Undying (Staff 1H) · Crown of the Undying (Helmet) · Bonecage Grips (Gloves) · Gravecaller's Rod (Staff 1H) · Phylactery Band (Ring1) |
| Void Colossus | Heart of the Void (Ring1) · Void Colossus Plating (Chestplate) · Rift Edge (Dagger) · Rift Strider's Greaves (Leggings) · Riftpiercer (Hand Crossbow) · Voidstep Treads (Boots) |
| The Null Sovereign | The Null Crown (Helmet) · Null Sovereign's Draw (Bow) · Seal of the Null Sovereign (Ring1) · Null Sovereign's Verdict (Mace 2H) · Nullstorm Arbalest (Crossbow) · Grips of the Null Sovereign (Gloves) |
| Eternal Dreadlord | Dreadlord's Ruination (Sword 2H) · Dreadlord's Mantle (Chestplate) · Dreadlord's Apocalypse (Axe 2H) · Gauntlets of Ruin (Gloves) · Doombrand (Sword 1H) · Cinderheart Plate (Chestplate) |
| Azathyn the Deathless | Azathyn's Eternal Gaze (Amulet) · Azathyn's Oblivion Wand (Staff 2H) · Azathyn's Strider Greaves (Leggings) · Azathyn's Covenant (Ring2) · Starfall Scepter (Staff 2H) · Gaze-Woven Cowl (Helmet) |
| The Hollow King | Hollow's Reaping (Sword 2H) · Hollow's Reaping (Mace 1H) · Hollow's Reaping (Staff 2H) · Hollow's Reaping (Dagger) · Hollow's Reaping (Bow) |
| Frostmaw Colossus | Winterfang (Sword 2H) · Winterfang (Mace 1H) · Winterfang (Staff 2H) · Winterfang (Dagger) · Winterfang (Bow) |
| Aurelian the Everforged | Dawnbreaker (Sword 2H) · Dawnbreaker (Mace 1H) · Dawnbreaker (Staff 2H) · Dawnbreaker (Dagger) · Dawnbreaker (Bow) |
| Nian the Lantern Beast | Lanternfang (Sword 2H) · Lanternfang (Mace 1H) · Lanternfang (Staff 2H) · Lanternfang (Dagger) · Lanternfang (Bow) |
| Floralith the Bloomcaller | Springthorn (Sword 2H) · Springthorn (Mace 1H) · Springthorn (Staff 2H) · Springthorn (Dagger) · Springthorn (Bow) |
| Kaelthur the Arena Warden | Warden's Chain-Crown (Helmet) · Warden's Gavel (Mace 1H) · Champion's Sigil (Amulet) |
| Xyrrh the Shifting Mass | Mantle of the Shifting Mass (Chestplate) · Shiftfang (Dagger) · Shifting Coil (Ring2) |
| The Breachborn Colossus | Breachbreaker (Axe 2H) · Breachpiercer (Bow) · Breachwalker Legplates (Leggings) |
Every gear set
Set bonuses stack as you wear more pieces of the same set. Where a set comes from and what each piece count gives.
| Set | From | Bonuses |
|---|---|---|
| Emberfall Vestments | Dungeon: Ashfall Reliquary | 2 pc: [Ember] +30% ATK, +25% HP · 3 pc: [Ember] +50% ATK, +40% HP, +40 Crit Dmg · 4 pc: [Ember] +70% ATK, +60% HP, +70 Crit Dmg, +8 Crit · 5 pc: ASHFALL: +95% ATK, +85% HP, +25% DEF, +100 Crit Dmg, +15 Crit |
| Regalia of the Archivist | Godforged / collection | 2 pc: [Archivist] +12% ATK, +12% HP · 4 pc: [Archivist] +22% ATK, +22% HP, +15% DEF, +10% SPD · 6 pc: [Archivist's Seal] +38% ATK, +38% HP, +28% DEF, +30% Crit DMG, +18% SPD |
| Relics of the Nine | 3 pc: [Relics] +10% ATK, +10% HP, +5% SPD · 6 pc: [Relics] +20% ATK, +20% HP, +12% DEF, +10% SPD · 9 pc: [Sovereign of the Nine] +35% ATK, +35% HP, +25% DEF, +25% Crit DMG, +15% SPD | |
| Cryptkeeper's Shroud | Dungeon: Crypt of the Fallen | 2 pc: [Tank] +25% HP, +20% DEF · 3 pc: [Tank entry] +40% HP, +30% DEF, +12% ATK |
| Molten Aegis | Dungeon: Molten Forge | 2 pc: [Bruiser] +20% ATK, +18% DEF · 3 pc: [Bruiser] +30% ATK, +28% DEF, +20% HP · 4 pc: [Bruiser] +45% ATK, +40% DEF, +40% HP — the honest middle |
| Ashen Warlord | Dungeon: Temple of Ash | 2 pc: [Farm/Hybrid] +30% ATK, +35% SPD · 3 pc: [Farm/Hybrid] +50% ATK, +60% SPD, +40 Crit Dmg · 4 pc: [Farm/Hybrid] +70% ATK, +90% SPD, +70 Crit Dmg, +8 Crit · 5 pc: WARLORD'S MARCH: +95% ATK, +120% SPD, +100 Crit Dmg, +15 Crit |
| Voidwalker's Covenant | Dungeon: Void Sanctum | 2 pc: [PvP dodge] +40% SPD, +2000 Evade · 3 pc: [PvP dodge] +70% SPD, +20% ATK, +3500 Evade · 4 pc: [PvP dodge] +100% SPD, +30% ATK, +25% HP, +5000 Evade · 6 pc: PHANTOM: +150% SPD, +45% ATK, +40% HP, +6000 Evade, +15 Crit — the duelist |
| Crown of Undying Dominion | Dungeon: Throne of Death | 2 pc: [Tank/Eternal] +40% HP, +25% DEF · 3 pc: [Tank/Eternal] +60% HP, +35% DEF, +15% ATK · 4 pc: [Tank/Eternal] +85% HP, +45% DEF, +25% ATK · 5 pc: [Tank/Eternal] +105% HP, +52% DEF, +32% ATK, +8% SPD · 7 pc: LICH KING'S WILL: +130% HP, +60% DEF, +40% ATK, +15% SPD — survival + PvP bulk |
| Fallen Seraph's Grace | Dungeon: Sunken Spire | 2 pc: [PvP rush] +90% SPD, +5 Crit · 3 pc: [PvP rush] +170% SPD, +30% ATK, +90 Crit Dmg, +10 Crit · 4 pc: SERAPH'S WING: +260% SPD, +55% ATK, +180 Crit Dmg, +15 Crit — extra attacks vs slower foes |
| Abyssal Warden's Mantle | Dungeon: Abyssal Maw | 2 pc: [Caster] +35% Magic DMG · 3 pc: [Caster] +55% Magic DMG, +60 Crit Dmg, +8 Crit · 4 pc: ABYSSAL SURGE: +85% Magic DMG, +120 Crit Dmg, +15 Crit — caster farm king |
| Emberstorm Mantle | Dungeon: Ember Sanctum | 2 pc: [Tank/Eternal] +40% HP, +25% DEF · 3 pc: [Tank/Eternal] +65% HP, +35% DEF, +20% ATK · 4 pc: [Tank/Eternal] +90% HP, +45% DEF, +35% ATK · 5 pc: MOLTEN BASTION: +120% HP, +55% DEF, +50% ATK — Eternal survival |
| Null Champion's Edge | Dungeon: The Null Colosseum | 2 pc: [Anti-dodge] +45% ATK, +80 Crit Dmg, +2000 Accuracy · 3 pc: [Anti-dodge] +70% ATK, +140 Crit Dmg, +12% SPD, +8 Crit, +3500 Accuracy · 4 pc: [Anti-dodge] +95% ATK, +190 Crit Dmg, +25% SPD, +12 Crit, +5000 Accuracy · 5 pc: NULL EXECUTIONER: +120% ATK, +240 Crit Dmg, +35% SPD, +15 Crit, +6000 Accuracy — nothing evades you |
| Shard Sovereign's Pact | Dungeon: Shattered Colosseum | 2 pc: +15% ATK, DEF and HP · 3 pc: +22% ATK, DEF, HP, +12% SPD · 5 pc: +32% ATK, DEF, HP, +20% SPD, +6 Crit · 7 pc: SOVEREIGN'S WILL: +50% all stats, +10 Crit, +25 Crit Dmg |
| Eternal One's Transcendence | Dungeon: Eternity's Vault | 2 pc: +30% ATK, DEF, HP · 4 pc: +45% ATK, DEF, HP, +30% SPD, +14 Crit, +25 Crit Dmg · 6 pc: +60% all stats, +18 Crit, +45 Crit Dmg · 7 pc: TRANSCENDENCE: +80% all stats, +20 Crit, +80 Crit Dmg. Beyond mortal limits. |
| Wraithbound Regalia | Event reward | 2 pc: [Event] +22% ATK & Magic DMG · 3 pc: [Event] +32% ATK & Magic DMG, +25% HP · 5 pc: VEILTOUCHED: +45% ATK & Magic DMG, +40% HP, +8 Crit, +30 Crit Dmg |
| Frostforged Plate | Event reward | 2 pc: [Event] +25% DEF, +20% HP · 3 pc: [Event] +38% DEF, +32% HP, +15% ATK · 5 pc: GLACIER'S HEART: +55% DEF, +50% HP, +25% ATK, +12% SPD |
| Sheafbound Raiment | Event reward | 2 pc: [Event] +25% HP, +15% ATK · 3 pc: [Event] +38% HP, +25% ATK, +10% SPD · 5 pc: BOUNTIFUL HARVEST: +52% HP, +40% ATK, +18% SPD, +8 Crit |
| Everforged Regalia | Event reward | 2 pc: [Event] +25% ATK, +18% HP · 3 pc: [Event] +40% ATK, +30% HP, +50 Crit Dmg · 5 pc: FIRST DAWN: +58% ATK, +45% HP, +90 Crit Dmg, +12 Crit |
| Lanternweave Silks | Event reward | 2 pc: [Event] +25% ATK, +18% SPD · 3 pc: [Event] +40% ATK, +30% SPD, +30 Crit Dmg · 5 pc: FESTIVAL FURY: +58% ATK, +45% SPD, +80 Crit Dmg, +10 Crit |
| Bloomwoven Vestments | Event reward | 2 pc: [Event] +25% HP, +20% DEF · 3 pc: [Event] +38% HP, +32% DEF, +15% ATK · 5 pc: ETERNAL SPRING: +52% HP, +50% DEF, +25% ATK, +12% SPD |
| Bonepicker's Rags | 2 pc: [Striker entry] +22% ATK, +10% SPD · 3 pc: GRAVE ROBBER: +35% ATK, +15% SPD, +25 Crit Dmg | |
| Forgehammer's Fury | 2 pc: [Glass cannon] +28% ATK, +20 Crit Dmg · 3 pc: [Glass cannon] +42% ATK, +4 Crit, +45 Crit Dmg · 4 pc: WHITE HEAT: +62% ATK, +10% SPD, +8 Crit, +80 Crit Dmg | |
| Pyre Acolyte's Robes | 2 pc: [Caster farm] +30% Magic DMG, +20% SPD · 3 pc: [Caster farm] +50% Magic DMG, +35% SPD, +40 Crit Dmg · 4 pc: [Caster farm] +70% Magic DMG, +55% SPD, +8 Crit, +70 Crit Dmg · 5 pc: PYRE ASCENDANT: +95% Magic DMG, +75% SPD, +15 Crit, +100 Crit Dmg | |
| Riftguard Bulwark | 2 pc: [Dodge tank] +25% DEF, +1500 Evade · 3 pc: [Dodge tank] +40% DEF, +20% HP, +2500 Evade · 4 pc: [Dodge tank] +55% DEF, +35% HP, +3500 Evade · 6 pc: RIFTWALL: +80% DEF, +60% HP, +15% SPD, +5000 Evade | |
| Lich King's Malice | 2 pc: [Battle-mage] +25% ATK, +25% Magic DMG · 3 pc: [Battle-mage] +38% ATK, +38% Magic DMG, +30 Crit Dmg · 4 pc: [Battle-mage] +50% ATK, +50% Magic DMG, +5 Crit, +60 Crit Dmg · 5 pc: [Battle-mage] +62% ATK, +62% Magic DMG, +8% SPD, +8 Crit, +80 Crit Dmg · 7 pc: THE KING'S SPITE: +80% ATK, +80% Magic DMG, +15% SPD, +12 Crit, +120 Crit Dmg | |
| Tidecaller's Raiment | 2 pc: [Sustain caster] +30% HP, +25% Magic DMG · 3 pc: [Sustain caster] +50% HP, +40% Magic DMG, +20% DEF · 4 pc: HIGH TIDE: +75% HP, +60% Magic DMG, +35% DEF | |
| Leviathan Hide | 2 pc: [Bruiser] +30% ATK, +20% HP · 3 pc: [Bruiser] +48% ATK, +32% HP, +20% DEF · 4 pc: DEEP BEHEMOTH: +70% ATK, +48% HP, +32% DEF | |
| Colossus Breaker | 2 pc: [Siege striker] +40% ATK, +1500 Accuracy · 3 pc: [Siege striker] +60% ATK, +2500 Accuracy, +60 Crit Dmg · 4 pc: [Siege striker] +80% ATK, +3500 Accuracy, +8 Crit, +100 Crit Dmg · 5 pc: TOPPLE THE GIANT: +100% ATK, +4500 Accuracy, +12 Crit, +140 Crit Dmg | |
| Null Warden's Aegis | 2 pc: [Evasion guard] +40% DEF, +2000 Evade · 3 pc: [Evasion guard] +60% DEF, +30% HP, +3500 Evade · 4 pc: [Evasion guard] +80% DEF, +50% HP, +5000 Evade · 5 pc: NOTHING LANDS: +100% DEF, +70% HP, +12% SPD, +6000 Evade | |
| Shardstorm Regalia | Godforged / collection | 2 pc: [Speed and crit] +25% ATK, +25% SPD · 3 pc: [Speed and crit] +35% ATK, +40% SPD, +5 Crit · 5 pc: [Speed and crit] +50% ATK, +60% SPD, +10 Crit, +60 Crit Dmg · 7 pc: SHARDSTORM: +70% ATK, +90% SPD, +15 Crit, +100 Crit Dmg |
| Void Eternal's Hunger | 2 pc: [All-in offense] +35% ATK, +35% Magic DMG · 4 pc: [All-in offense] +55% ATK, +55% Magic DMG, +10 Crit, +60 Crit Dmg · 6 pc: [All-in offense] +75% ATK, +75% Magic DMG, +25% SPD, +15 Crit, +100 Crit Dmg · 7 pc: ENDLESS HUNGER: +100% ATK, +100% Magic DMG, +35% SPD, +20 Crit, +150 Crit Dmg | |
| Ashbound Reliquary | 2 pc: [Ember caster] +30% Magic DMG, +25% HP · 3 pc: [Ember caster] +50% Magic DMG, +40% HP, +40 Crit Dmg · 4 pc: [Ember caster] +70% Magic DMG, +60% HP, +8 Crit, +70 Crit Dmg · 5 pc: RELIQUARY FLAME: +95% Magic DMG, +85% HP, +25% DEF, +15 Crit, +100 Crit Dmg | |
| Depthwarden's Harness | 2 pc: [Depth 20] +20% ATK, +20% HP, +20% DEF · 4 pc: [Depth 20] +32% ATK, +32% HP, +32% DEF, +12% SPD · 6 pc: HOLD THE DEEP: +45% ATK, +45% HP, +45% DEF, +20% SPD, +8 Crit | |
| Gloomstalker's Leathers | 2 pc: [Depth 40] +30% ATK, +35% SPD · 4 pc: [Depth 40] +48% ATK, +60% SPD, +2500 Evade, +40 Crit Dmg · 6 pc: GLOOMSTRIDE: +70% ATK, +90% SPD, +4000 Evade, +12 Crit, +80 Crit Dmg | |
| Sunken Archon's Vestments | 2 pc: [Depth 60] +40% Magic DMG · 4 pc: [Depth 60] +65% Magic DMG, +25% HP, +6 Crit, +60 Crit Dmg · 6 pc: DROWNED THRONE: +100% Magic DMG, +40% HP, +12 Crit, +110 Crit Dmg | |
| Abyssforged Warplate | 2 pc: [Depth 80] +30% ATK, +30% DEF · 4 pc: [Depth 80] +55% ATK, +50% DEF, +45% HP · 6 pc: ABYSSAL VANGUARD: +80% ATK, +70% DEF, +70% HP | |
| Starless Hunter's Mark | 2 pc: [Depth 100] +45% ATK, +2500 Accuracy · 4 pc: [Depth 100] +75% ATK, +4000 Accuracy, +8 Crit, +100 Crit Dmg · 6 pc: STARLESS SIGHT: +110% ATK, +30% SPD, +6000 Accuracy, +15 Crit, +160 Crit Dmg | |
| Oblivion Shroud | 2 pc: [Depth 110] +40% HP, +3000 Evade · 4 pc: [Depth 110] +65% HP, +40% DEF, +40% SPD, +4500 Evade · 6 pc: UNSEEN: +90% HP, +60% DEF, +60% SPD, +6000 Evade | |
| Crown of the Bottomless Deep | 2 pc: [Depth 120] +30% ATK, +30% HP, +30% DEF, +30% Magic DMG · 4 pc: [Depth 120] +50% ATK, +50% HP, +50% DEF, +50% Magic DMG, +25% SPD, +10 Crit · 6 pc: BOTTOMLESS: +75% ATK, +75% HP, +75% DEF, +75% Magic DMG, +45% SPD, +18 Crit, +90 Crit Dmg | |
| Deepking's Panoply | 2 pc: [Deepking] +20% ATK, +20% HP · 4 pc: [Deepking] +35% ATK, +35% HP, +20% DEF, +10 Crit · 6 pc: DEEPKING'S DOMINION: +60% ATK, +60% HP, +40% DEF, +15 Crit, +80 Crit Dmg, and Abyssal Crush: every 5th hit adds a blow at 300% ATK that ignores DEF; bosses deal 10% less damage to you | |
| Endless Vigil | 2 pc: [Vigil] +25% HP, +20% DEF · 4 pc: [Vigil] +45% HP, +35% DEF, +20% ATK, +15% SPD · 6 pc: UNENDING VIGIL: +75% HP, +60% DEF, +40% ATK, +25% SPD, +4000 Evade, and Last Light: you take 15% less damage and regenerate 4% of your max HP every round | |
| Regalia of the Turning Year | Godforged / collection | 2 pc: [Turning Year] +25% ATK, +25% HP, +15% DEF · 4 pc: [Turning Year] +45% ATK, +45% HP, +30% DEF, +15% SPD, +10 Crit · 6 pc: A YEAR OF LEGENDS: +70% ATK, +70% HP, +50% DEF, +25% SPD, +15 Crit, +80 Crit Dmg, and The Year Turns: every 5th hit adds a blow at 250% ATK that ignores DEF; you take 10% less damage |
Affixes9
How affixes work
Rare+ gear rolls bonus lines: Rare 3, Epic 4, Legendary 5, Mythic 6, Godforged 8 (6 rolled + 2 fixed signature perks). PREFIXES tend to be flat or offensive, SUFFIXES ('of …') percentage or utility. Every +% line feeds the single additive pool for its stat (see Stats → How every stat is built), so more copies of the same % affix add up cleanly.
Percent vs Flat
FLAT affixes add a fixed number to a stat's base (good early, and the only way to move evade/accuracy far). PERCENT affixes add to that stat's increased-% pool (scale forever with your base). Endgame builds lean percent; flats still matter for evade, accuracy, and small stats.
Key offensive affixes
of Slaying (+% ATK), of Power (+ATK & +% crit), Keen (+% Crit Chance), Arcane (+% Crit Damage), of Truestrike (+% Accuracy), of Haste (+% SPD). Conditional ones like Berserker (+ATK under 50% HP) and of the Fallen (+ATK vs low-HP enemies) punch above their weight in the right build.
Key defensive/utility affixes
of Warding (+% DEF), of Vitality (+% HP), Ghostly (+% Evade), Vampiric (lifesteal), Thorned (reflect), of Wisdom (+% XP & Gold), of Fortune (+% Gold). Reflect and lifesteal are 'riders' — they trigger on hits rather than showing as a base stat.
Reroll & Locked Reroll
At the Forge, spend Boss Essence to reroll an item's affixes. LOCK the lines you love and reroll only the rest — and Locked Reroll can now land the SAME affix more than once, so you can grind a specialized set (all-ATK cannon, max-XP farm set, all-lifesteal bruiser). It's a deep gold/essence sink — that's the endgame chase.
Class Affinity (✨)
Some Rare+ boss/dungeon drops (and ~20% of Godforged) roll Class Affinity — a gold ✨ badge adding a class-focused % stat package on top of normal affixes, scaled by rarity. Free bonus power for your class; prestige Attunement raises the roll chance.
📋 All PREFIXES
Open Forge → Affixes in the game for the live prefix list.
📋 All SUFFIXES
Open Forge → Affixes in the game for the live suffix list.
🔗 How affixes stack
Each item rolls up to 1 prefix + 1 suffix per line slot (Godforged also carries 2 fixed signature perks). Across all your gear, every % of the same stat ADDS into one pool that multiplies the base once — so a 7th +18% ATK affix adds the same +18 as your 1st. Flat affixes (Titan's HP, of Shadows evade) add to the base before the % pool. Conditional affixes (Berserker's under 50% HP, of the Fallen vs low-HP enemies) only apply when their trigger is met. 'all stats' affixes (Ancient +6%, of the Void +5%, of Eternity +8%) feed EVERY stat's pool at once.
Gems & Crafting4
Gem types
| Gem | Stat |
|---|---|
| Ruby | +ATK |
| Sapphire | +DEF |
| Emerald | +HP |
| Topaz | +SPD |
| Amethyst | +Crit Chance |
| Diamond | +Evade & Accuracy |
| Opal | +Crit Damage |
Five tiers each, Chipped through Perfect (T1–T5). Merge same-type gems upward (8 → next tier at T1, then 20, 60, 150) — and once you reach a tier, all future drops of that gem come at that tier minimum. Socket gems into open slots on gear; unsocket them later from the Forge.
The Forge
Reforge a favorite item up to your current level (all rolls kept), lock the affixes you love and reroll the rest with Boss Essence, combine lower-rarity gear into the next tier in the Rarity Forge, and craft from Blueprints unlocked by defeating area bosses. Set pieces from dungeons can be fused — three duplicates forge into the next set tier, and maxed sets rival Godforged gear.
Every material
Crafting materials by tier and where they come from.
| Material | Tier | About |
|---|---|---|
| 🌠 Ascendant Core | 4 | Crystallized ascension — fuels Forging & keeper reforging. Earned from Eternal depth milestones & World Bosses. |
| 🌿 Forest Essence | 1 | Gathered from forest creatures |
| ⚫ Shadow Dust | 1 | Residue from shadow monsters |
| 🪨 Stone Fragment | 1 | Broken pieces of animated stone |
| 🔥 Ember Shard | 1 | Crystallized fire from mine creatures |
| 😈 Demon Essence | 2 | Distilled from demonic entities |
| 💠 Void Crystal | 2 | Solidified void energy |
| 🌋 Infernal Ash | 2 | Ash from infernal creatures |
| 🌀 Phase Dust | 2 | Residue of phase-shifted creatures |
| 👻 Soul Fragment | 3 | Fragments of trapped souls |
| ✨ Divine Splinter | 3 | Shards of divine energy |
| 💀 Death Essence | 3 | Pure death energy condensed |
| ⭐ Celestial Dust | 3 | Stardust from celestial beings |
| 🕳️ Void Ore | 4 | Raw void matter |
| 🌟 Eternal Flame | 4 | Never-dying fire essence |
| 🪸 Abyssal Coral | 4 | Coral grown in lightless depths |
| 🌊 Deep Essence | 4 | Pressure-crushed essence of the abyss |
| 🌡️ Magma Core | 4 | A still-molten heart of the deep forges |
| 🪵 Cinder Dust | 4 | What remains when magma cools to ash |
| 💎 Reality Shard | 4 | Shattered pieces of reality itself |
| ⚫ Null Essence | 4 | Distilled nothing — anti-matter residue |
| 👁️ God Essence | 4 | Essence of fallen deities |
| ⚙️ Ironveil Fragment | 4 | Plating torn from the Ironveil legion |
| 🗡️ Shadow Steel | 4 | Metal quenched in pure shadow |
| 🌫️ Ashen Essence | 4 | Essence sifted from dominion ash |
| 👑 Dominion Dust | 4 | Ground remains of a fallen dominion |
Every gem type
What each gem raises, by gem tier (tier 1 → 5).
| Gem | Stat | Bonus by tier |
|---|---|---|
| Ruby | ATK | 12 / 28 / 55 / 100 / 200 |
| Sapphire | DEF | 8 / 18 / 38 / 75 / 160 |
| Emerald | HP | 30 / 80 / 160 / 350 / 1000 |
| Topaz | SPD | 3 / 7 / 14 / 28 / 60 |
| Amethyst | CRITPCT | 1 / 1.5 / 2 / 2.5 / 3 |
| Diamond | ACCURACY | 0.5 / 1 / 1.5 / 2 / 3 |
| Moonstone | EVADE | 0.5 / 1 / 1.5 / 2 / 3 |
| Opal | CRITDMG | 3 / 6 / 10 / 15 / 20 |
| Onyx | XPPCT | 0.25 / 0.5 / 0.75 / 0.875 / 1 |
Dungeons3
Dungeons — overview
Multi-room gauntlets ending in a boss, always played manually — no auto-battle inside. Each run costs one daily key. Rooms scale as you go deeper, elite rooms scale above the dungeon's base level, and the final boss gets harder with each key you've used that day.
Why run them
- Set pieces — 40% chance per clear at an exclusive always-Mythic set item; collect a set for powerful bonuses.
- A guaranteed Epic+ bonus item on every clear, plus the boss drop.
- Higher dungeons drop combat scrolls and have better Mythic boss rates.
Free players get 3 runs a day; VIP tiers raise the cap. One extra key per day can be bought with World Boss Essence. Keys reset at midnight UTC.
Every dungeon
Each dungeon is a short run of rooms ending in a boss; its set piece drops from the boss room. Keys come from the daily allowance (see Dungeons).
| Dungeon | Level | Area | Rooms | Set reward |
|---|---|---|---|---|
| Crypt of the Fallen | 1+ (rec. 3) | Ashveil Forest | Entry Hall → Ossuary → Crypt Lord (boss) | Cryptkeeper's Shroud (Helmet, Chestplate, Leggings) |
| Molten Forge | 5+ (rec. 8) | Bleakstone Mines | Smelting Floor → Furnace Corridor → Forge Chamber → Forge Master (boss) | Molten Aegis (Chestplate, Boots, Gloves, Shield) |
| Temple of Ash | 12+ (rec. 16) | Crimson Wastes | Outer Sanctum → Hall of Flames → Inner Sanctum → Ritual Chamber → High Priest Ignar (boss) | Ashen Warlord (Sword 1H, Helmet, Chestplate, Leggings, Boots) |
| Void Sanctum | 22+ (rec. 28) | Voidspire Peaks | Rift Entrance → Phase Corridor → Entropy Chamber → Null Gate → Spectral Vault → Void Harbinger (boss) | Voidwalker's Covenant (Sword 1H, Shield, Ring1, Amulet, Boots, Gloves) |
| Throne of Death | 35+ (rec. 42) | Necrotic Depths | Gates of the Dead → Bone Halls → Shadow Gallery → Knight's Barracks → Throne Approach → Inner Sanctum → The Lich King (boss) | Crown of Undying Dominion (Helmet, Chestplate, Leggings, Boots, Gloves, Ring1, Amulet) |
| Sunken Spire | 50+ (rec. 55) | Celestial Spire | Flooded Nave → Tidal Corridor → Drowned Vault → The Sanctum Depths → The Drowned Seraph (boss) | Fallen Seraph's Grace (Gloves, Boots, Amulet, Ring1) |
| Abyssal Maw | 65+ (rec. 70) | Abyssal Trenches | Sunken Approach → Brine Chambers → The Dark Current → Leviathan's Wake → Void Confluence → The Abyss Warden (boss) | Abyssal Warden's Mantle (Chestplate, Leggings, Helmet, Ring2) |
| Ember Sanctum | 80+ (rec. 85) | Emberstorm Peaks | Magma Threshold → Forge of Giants → The Smelting Halls → Titan's Workshop → Core Chamber → The Ember Colossus (boss) | Emberstorm Mantle (Chestplate, Leggings, Boots, Gloves, Shield) |
| The Null Colosseum | 90+ (rec. 95) | Shattered Realm | Spectator's Abyss → Champion's Gate → The Proving Halls → Eternal Battleground → The Final Arena → The Null Champion (boss) | Null Champion's Edge (MainHand, Helmet, Ring1, Ring2, Amulet) |
| Shattered Colosseum | 100+ (rec. 105) | Shattered Realm | Dimensional Rift → The Broken Spire → Entropy's Domain → The God Tombs → Null Sanctum → The Final Gate → The Shard Sovereign (boss) | Shard Sovereign's Pact (Chestplate, Leggings, Helmet, Boots, Gloves, Ring1, Amulet) |
| Eternity's Vault | 145+ (rec. 150) | Ironveil Sanctum | The Eternal Gate → Vault of Ages → The Timeless Hall → God's Graveyard → The Final Sanctum → Eternity's Edge → The Eternal One (boss) | Eternal One's Transcendence (MainHand, Helmet, Chestplate, Leggings, Boots, Gloves, Ring1, Ring2, Amulet) |
| Ashfall Reliquary | 200+ (rec. 210) | Ashen Dominion | The Ashfall Gate → The Reliquary Walk → Chapel of Embers → The Urn Vaults → The Cinder Choir → The Ashen Threshold → The Reliquarian (boss) | Emberfall Vestments (Helmet, Chestplate, Gloves, Boots, Amulet) |
World Bosses6
World Bosses — overview
Massive shared bosses the whole server fights together, rotating on a Monday / Wednesday / Friday schedule with hundreds of millions to billions of HP. Bosses fight back in phases — the deeper the server pushes, the more dangerous they get.
Loot scales with contribution
Any hit earns at least Rare loot when the boss dies; bigger damage shares climb to Epic, Legendary, and Mythic. Every contributor also rolls independently for a unique Godforged drop — heavy hitters have the best odds, but anyone who landed a hit has a shot.
Boss Essence
Every strike earns Boss Essence regardless of damage. Spend it in the Essence Shop on gear caches, Tomes of Respec, bonus Ability Points, extra dungeon keys, and exclusive titles. Strike limits (15/day free, more with VIP) reset when the next boss spawns.
Every World Boss
All bosses the realm can face, with their level band and what they are. The six rotation bosses alternate Mon/Wed/Fri; event bosses wake only during their event (see Events).
| Boss | Level | Base HP | About |
|---|---|---|---|
| The Rotwood King | 5 | 20,000,000 | The ancient corrupted king of Ashveil Forest. Roots that once gave life now drain it. |
| Skarreth the Undying | 20 | 50,000,000 | A lich of unfathomable age. Has died a thousand times and refuses to stay dead. |
| Void Colossus | 35 | 150,000,000 | A being of pure void that tears reality apart wherever it walks. |
| The Null Sovereign | 55 | 300,000,000 | Ruler of the void between worlds. Its very presence erases existence. |
| Eternal Dreadlord | 80 | 800,000,000 | A being of pure destruction who has burned a hundred worlds. This one is next. |
| Azathyn the Deathless | 120 | 5,000,000,000 | The oldest being in existence. Has watched civilisations rise and fall. Now it simply watches your guild die. |
| Kaelthur the Arena Warden | 400 | 8,000,000,000 | The arena's undefeated warden, crowned with the trophies of everyone who tried. He does not fight for the crowd. He fights so there is one. |
| Xyrrh the Shifting Mass | 450 | 12,000,000,000 | Every monster the mutators ever made, folded into one body that cannot decide what it is. Faces surface. Some of them are yours. |
| The Breachborn Colossus | 500 | 20,000,000,000 | The siege-titan of the invading host, with the gates it broke fused into its shoulders. It has never been stopped at a wall. Be the wall. |
| The Hollow King | 110 | 1,500,000,000 | A crowned wraith that manifests only while the veil is thin. Every soul it takes, it keeps. |
| Frostmaw Colossus | 110 | 1,500,000,000 | A mountain of living glacier that wakes only in the deep of Winterveil. Its heart is a frozen storm. |
| Aurelian the Everforged | 110 | 1,500,000,000 | A colossal titan of living gold, forged from a year of the realm's triumphs. It wakes only for the anniversary. |
| Nian the Lantern Beast | 110 | 1,500,000,000 | A red-and-gold festival beast of the old year, roused only when the lanterns rise. Fortune and fury in equal measure. |
| Floralith the Bloomcaller | 110 | 1,500,000,000 | A colossal flowering titan that sleeps beneath the frost and wakes to reclaim the realm each spring. |
| The Wicker Glutton | 110 | 1,500,000,000 | A towering effigy of woven wheat and wicker, stuffed with the year's harvest. It wakes for the Harvest Feast and it is always hungry. |
World Boss phases
What each boss does as its health falls — read these before a strike.
| Boss | Phase (from) | What happens |
|---|---|---|
| The Rotwood King | Dormant (100% HP) | The Rotwood King awakens, summoning forest creatures. |
| The Rotwood King | Enraged (45% HP) | Roots armor the king — he shrugs off 15% of incoming damage. |
| The Rotwood King | Final Rot (10% HP) | Pure corruption hardens him — incoming damage cut 30%. Break through! |
| Skarreth the Undying | Awakened (100% HP) | Skarreth rises, commanding legions of the dead. |
| Skarreth the Undying | Desperate (45% HP) | Bone shields form — Skarreth takes 15% less damage. |
| Skarreth the Undying | Undying Rage (10% HP) | Death energy shrouds him — incoming damage cut 30%. |
| Void Colossus | Manifest (100% HP) | The Void Colossus tears open a rift and steps through. |
| Void Colossus | Rift Storm (45% HP) | Void plating hardens — the colossus absorbs 15% of incoming damage. |
| Void Colossus | Collapse (10% HP) | Collapsing space shields it — incoming damage reduced 30%. |
| The Null Sovereign | Sovereign (100% HP) | The Null Sovereign descends, silencing all magic in a 1km radius. |
| The Null Sovereign | Null Storm (45% HP) | A null field dampens attacks — the Sovereign takes 15% less damage. |
| The Null Sovereign | Obliteration (10% HP) | Erasing itself from harm — incoming damage cut 30%. |
| Eternal Dreadlord | Awakened (100% HP) | The Dreadlord awakens from its eternal slumber, hungry for destruction. |
| Eternal Dreadlord | Inferno (45% HP) | Dreadfire-scaled hide — the Dreadlord takes 15% less damage. |
| Eternal Dreadlord | Apocalypse (10% HP) | World-ending armor forms — incoming damage reduced 30%. |
| Azathyn the Deathless | Observing (100% HP) | Azathyn watches, curious. It has not seen a challenge in millennia. |
| Azathyn the Deathless | Interested (45% HP) | Azathyn fights seriously — deflecting 15% of incoming damage. |
| Azathyn the Deathless | Wrath (10% HP) | Timeless wrath hardens it — incoming damage cut 30%. |
| Kaelthur the Arena Warden | Salute (100% HP) | Kaelthur salutes the crowd and takes your measure. |
| Kaelthur the Arena Warden | Bloodrush (45% HP) | The crowd roars — he shrugs off 15% of incoming damage. |
| Kaelthur the Arena Warden | Last Stand (10% HP) | The chains tighten — incoming damage cut 30%. Finish it. |
| Xyrrh the Shifting Mass | Unstable (100% HP) | Xyrrh churns — a new shape every breath. |
| Xyrrh the Shifting Mass | Coalescing (45% HP) | The mass hardens around a core — it shrugs off 15% of incoming damage. |
| Xyrrh the Shifting Mass | Unmade (10% HP) | What is left refuses to die — incoming damage cut 30%. Break through! |
| The Breachborn Colossus | Advance (100% HP) | The Colossus advances, gates and all. |
| The Breachborn Colossus | Bulwark (45% HP) | Stone skin hardens — it shrugs off 15% of incoming damage. |
| The Breachborn Colossus | Breach (10% HP) | Molten cracks race across it — incoming damage cut 30%. Hold the line! |
| The Hollow King | The Veil Thins (100% HP) | The Hollow King rises, lanterns of stolen souls circling its crown. |
| The Hollow King | Soul Storm (45% HP) | A tempest of shrieking wisps shields it — the King takes 15% less damage. |
| The Hollow King | Last Harvest (10% HP) | The scythe swings for every soul present — incoming damage cut 30%. |
| Frostmaw Colossus | First Frost (100% HP) | The Colossus stirs, shedding an eternal blizzard from its shoulders. |
| Frostmaw Colossus | Whiteout (45% HP) | A howling storm shrouds it — the Colossus takes 15% less damage. |
| Frostmaw Colossus | Deep Freeze (10% HP) | The air itself freezes solid — incoming damage cut 30%. |
| Aurelian the Everforged | First Dawn (100% HP) | Aurelian rises, radiant with a year of gathered light. |
| Aurelian the Everforged | Golden Zenith (45% HP) | A corona of sunfire shields it — the titan takes 15% less damage. |
| Aurelian the Everforged | Everforged (10% HP) | It blazes at its brightest — incoming damage cut 30%. |
| Nian the Lantern Beast | Lantern Light (100% HP) | Nian stirs, wreathed in a thousand paper lanterns. |
| Nian the Lantern Beast | Firecracker (45% HP) | A storm of festival sparks shields it — the beast takes 15% less damage. |
| Nian the Lantern Beast | Year's Turning (10% HP) | The old year fights to hold on — incoming damage cut 30%. |
| Floralith the Bloomcaller | First Bloom (100% HP) | Floralith rises, shedding a cascade of petals and new green. |
| Floralith the Bloomcaller | Overgrowth (45% HP) | A thicket of living vines shields it — the titan takes 15% less damage. |
| Floralith the Bloomcaller | Eternal Spring (10% HP) | The wilds surge to its defense — incoming damage cut 30%. |
| The Wicker Glutton | Harvest Moon (100% HP) | The Glutton lurches out of the fields, chaff pouring from its seams. |
| The Wicker Glutton | The Gorging (45% HP) | It stuffs itself with sheaves — the Glutton takes 15% less damage. |
| The Wicker Glutton | Last Sheaf (10% HP) | Ablaze and starving, it fights for the final bite — incoming damage cut 30%. |
World Boss named drops
The named Godforged piece each boss can drop and what its affixes do.
| Boss | Named drop | Affixes | About |
|---|---|---|---|
| The Rotwood King | 🌿 Rotwood's Eternal Blight (Sword 1H) | Life Drain: Heals 10% of damage dealt · Poison Touch: +20% ATK | A blade of living corruption. Every strike poisons the spirit. |
| Skarreth the Undying | 💀 Skarreth's Phylactery Shard (Amulet) | Soul Anchor: undefined · Death's Blessing: undefined | A fragment of the lich's soul vessel. Death energies swirl within. |
| Void Colossus | 🌀 Heart of the Void (Ring1) | Void Empowerment: undefined · Phase Strike: undefined | A crystallised shard of pure nothingness. It hums with impossible power. |
| The Null Sovereign | 👑 The Null Crown (Helmet) | Null Ward: undefined · Sovereign's Will: undefined | Crown of a sovereign that rules nothing. Grants dominion over the void. |
| Eternal Dreadlord | 🌋 Dreadlord's Ruination (Sword 2H) | World Ender: undefined · Dread Strike: undefined | A two-handed blade forged from the core of a dead star. It hums with apocalyptic fury. |
| Azathyn the Deathless | 🌌 Azathyn's Eternal Gaze (Amulet) | Timeless: undefined · Eternal Power: undefined | An amulet worn by the oldest being in existence. All stats. All power. Everything. |
| Kaelthur the Arena Warden | ⛓️ Warden's Chain-Crown (Helmet) | Bloodrush: Heals 8% of damage dealt · Trophied: +25% Crit DMG | A circlet of stolen trophies, chained to the brow of the arena's warden. |
| Xyrrh the Shifting Mass | 🧬 Mantle of the Shifting Mass (Chestplate) | Manifold: +15% all stats · Recoil: Reflect 12% of damage taken | Skin that will not settle on one shape. Neither, now, will yours. |
| The Breachborn Colossus | 🪓 Breachbreaker (Axe 2H) | Sundering: Ignores 15% of enemy DEF · Siegeborn: +20% ATK | The Colossus's battering fist, cooled into an axe that remembers the gate it broke. |
| The Hollow King | 🎃 Hollow's Reaping (Sword 2H) | Soulfeeding: Heals 8% of damage dealt · of the Veil: +30% ATK | The Hollow King's weapon — it reforges itself into the wielder's class shape. |
| Frostmaw Colossus | ❄️ Winterfang (Sword 2H) | Rimebound: +25% HP · of Deep Winter: +30% ATK | The Frostmaw Colossus's weapon — it reforges itself into the wielder's class shape. |
| Aurelian the Everforged | 🌅 Dawnbreaker (Sword 2H) | Everdawn: +25% HP · of Radiance: +30% ATK | Aurelian the Everforged's weapon — it reforges itself into the wielder's class shape. |
| Nian the Lantern Beast | 🏮 Lanternfang (Sword 2H) | Festivewrought: +25% HP · of Fortune: +30% ATK | Nian the Lantern Beast's weapon — it reforges itself into the wielder's class shape. |
| Floralith the Bloomcaller | 🌸 Springthorn (Sword 2H) | Verdant: +25% HP · of First Bloom: +30% ATK | Floralith the Bloomcaller's weapon — it reforges itself into the wielder's class shape. |
The Eternal3
The Eternal — overview
An endless wave-survival gauntlet unlocked at Level 100 after clearing Area 9. Each wave is monsters then a boss; every 10th wave is a champion boss, and clearing it is a checkpoint that fully restores HP and mana. Depth is a survival test — enemy lethality (not health) ramps every wave, so your wall is where hits threaten to one-shot you (roughly 3.5–4× your level), set by DEF/HP/lifesteal/regen/evade. See Scaling & Income for the full wall + Eternal Hunger math. Your highest wave is a permanent record on the Eternal Leaderboard.
Modifiers
From Wave 4, enemies gain random modifiers — Armored (DEF×2), Enraged (ATK×1.5), Regenerating, Elusive (+Evade), Frenzied (double attacks) — stacking more the deeper you go.
Rewards
Gems drop steadily, and every NEW best wave pays account-wide Ascension Shards to spend on a prestige tree. Depth milestones (wave 100 / 250 / 500 / 1000 …) grant bonus shards, a chunk of XP, and a depth-scaling shot at a Godforged item. No gold or ordinary gear — depth itself is the prize.
PvP Arena3
PvP Arena — overview
Asynchronous real-player duels: challenge anyone's saved character and the fight simulates server-side with both players' actual gear, skills, and class passives — offline players see the result on next login.
An honest combat model
DEF works like effective HP — every point makes you meaningfully tankier with no cap, so armor builds are as valid as glass cannons. SPD grants evasion and first strike (not extra attacks). Fights run 15–25 hits and no single blow can delete you: a gear gap is a real fight, not a coin-flip.
Trophies, ranks & seasons
Climb Bronze → Silver → Gold → Platinum → Diamond → Legend → Immortal on trophies. Seasons last one month; trophies carry over at 75%, and top finishers earn permanent titles, avatars, and rank rewards. Daily challenge limits: 3 free, up to 6 with VIP.
Training Ground1
Training Ground — overview
The endgame layer, unlocked at Level 100. Train once daily (+1) and once weekly (+3) into any of six stats, each capped at +50 — permanent gains that survive every reset and carry into all content, including PvP. A fully-capped veteran carries +300 total stat points earned over months of consistency.
Quests & Feats2
Quests & Feats — overview
Story quests gate area unlocks; 5 daily and 5 weekly quests reset at midnight UTC with gold scaled to your actual income. Epic Chains are multi-step questlines with exclusive gear sets. Feats are tiered lifetime milestones across eleven categories — from slaying and levelling to your companion stable — and the ladders run deep: five million kills, Level 1,500, 25,000 bosses. Each tier pays gold and XP, and the summits carry exclusive titles, avatars, nameplates, auras and banners. The Collection log tracks every set piece, Godforged relic, and cosmetic in the realm, logged forever even if you sell it.
Every feat
All 64 feats by category. Each pays a permanent reward (gold multiplier, XP %) and higher tiers unlock medallions on your profile.
| Category | Feats | Examples |
|---|---|---|
| Slayer | 8 | Bloodied Blade — Defeat 100 monsters · Centurion — Defeat 1,000 monsters · Warrior of Legend — Defeat 10,000 monsters · … |
| Boss | 8 | Boss Slayer — Defeat your first boss · Titan Hunter — Defeat 10 bosses · Legend of Bosses — Defeat 50 bosses · … |
| PvP | 5 | First Duel — Win your first PvP battle · Arena Veteran — Win 10 PvP battles · Arena Champion — Win 50 PvP battles · … |
| Leveling | 10 | Adventurer — Reach Level 10 · Veteran Hero — Reach Level 25 · Elite Warrior — Reach Level 50 · … |
| Explorer | 5 | Wanderer — Unlock 3 areas · Wastelands Walker — Unlock 5 areas · Realm Seeker — Unlock 7 areas · … |
| Dungeon | 6 | Dungeon Crawler — Complete your first dungeon · Dungeon Veteran — Complete 20 dungeons · Dungeon Master — Complete 100 dungeons · … |
| Resilience | 4 | Immortal Spirit — Die and return 10 times · The Unkillable — Die and return 50 times · Deathwalker — Die and return 100 times · … |
| Collection | 3 | Gem Seeker — Own 5 gems at once · Gem Collector — Own 15 gems at once · Gem Master — Own 30 gems at once |
| Craft | 3 | Apprentice Crafter — Reach Crafting Tier 1 · Architect — Reach Crafting Tier 2 · Master Crafter — Reach the top Crafting Tier |
| Wealth | 7 | Coin Hoarder — Accumulate 100,000 gold · Merchant Prince — Accumulate 1,000,000 gold · Shadow Tycoon — Accumulate 10,000,000 gold · … |
| Companions | 5 | First Friends — Collect 5 companions · Growing Pack — Collect 15 companions · Beastlord — Collect 30 companions · … |
Trading Post1
Trading Post — overview
A player-to-player gold market (Bag → Trading). List items at your price, browse and filter by rarity, slot, and affixes (the affix search supports AND logic), and buy instantly — the server prevents double-purchases. Listings expire back to your inventory if unsold. Free players get 1 concurrent listing; VIP tiers raise it to 5.
Clans & Wars18
Clans & Wars — overview
Clans are guilds of 10 players (the castle’s Barracks wing raises the cap) sharing a Guild Bank, unlockable stat perks, a weekly co-op clan dungeon, weekly Clan Wars — and a fortress to build. Donations fund the bank; perks unlock when both a gold threshold and a clan level are met, then boost every member automatically.
Clan Wars
Every Sunday your clan is matched against a similar-strength rival. War points come from dungeons, World Boss strikes, PvP wins, and boss kills; day 5 is the Clan Power Clash, where combined Combat Ratings duel for bonus points.
The Castle, the Champion & the Climb
Every clan builds a fortress of seven wings — Barracks (member cap), Beacon, Treasury, Emporium and more — each with visible build stages. The castle raises a Clan Champion who fights the clan’s shared Eternal climb: members push it deeper until the champion falls, and new record depth pays Ascension Shards, the clan’s earned-never-bought currency, spent on heraldry and elemental banners in the Emporium.
Invasions & Sieges
On weekends the realm turns on itself: server-wide Invasions throw every player at one shared boss with a realm-wide reward at stake, and in Clan Wars rival clans can siege your champion at the walls while your defenders reinforce it.
Rifts
A party system for 2 to 4 adventurers from any clan (Social → Rifts). Each week your party faces one Rift boss sized to the party. Everyone is paid at their own level, a bigger share of the damage pays more, and there's a bonus whenever two or more players fought.
Clan Dungeon
A weekly rotating raid boss the whole clan chips down together — it respawns at double HP each kill, and every kill banks gold, XP, gear, and a rare shot at Godforged loot. Rewards scale with your damage; the clan bank takes the lion's share to fund perks and the Clan Shop.
🏰 Clans — the basics
Join or found a clan (10 members; the Barracks wing raises the cap). Rooms: Overview (glance row: dailies · castle · wars · shards), Members, Treasury, Emporium, Dungeon, Wars — plus the Clan Eternal climb and Castle under Social → Eternal. Leaders/Officers manage heraldry, stations and purchases. Clan dailies pay Guild XP — the clan levels like a character.
💠 Ascension Shards
The clan's premium currency — EARNED, never bought. Shards pay out when your clan sets a NEW eternal record (the gap between old best and new best pays; re-grinding pays zero). Spend them on castle wings, shard-exclusive heraldry in the Emporium, and premium champion forms. The balance shows on the Overview glance row and in the Emporium.
🏰 The Castle — wings & build stages
Seven wings, each with ranks: Barracks (member cap), Beacon (push power), Treasury (reward bonus), Keep (champion defense), Banner (unlocks heraldry tiers), Shrine (pet-XP trickle), War Room (war intel + sieges). Your TOTAL ranks set the castle's BUILD STAGE — Campsite → Wooden Fort → Stone Keep → Castle → CITADEL (55 ranks) — and the whole realm sees your stage on the ladder and Showcase. Crossing a stage raises THE CLAN RISES.
🎖️ Stations — seven titles
Leaders/Officers appoint ONE member per built wing: Wavecaller (their pushes +5%), Warden (their DEF weighs +10% in the pool), Quartermaster (their dungeon spoils +5%), Siegemaster (their siege strikes +5%), Herald (their heraldry unlocks 5% cheaper), Shrinekeeper (their own shrine pet-XP bonus +5%), Drillmaster (+1 clan-dungeon strike/day). A station weights that member's OWN contribution — it never mints stats. The medal shows on the castle.
⚔️ The Champion
Your clan's pooled warrior: EVERY member's stats added together — the whole roster swings as one. The champion pushes the clan eternal climb, defends in war sieges, and can take the field as a Champion Weekend invasion boss. Dress it in the wardrobe: 4 free forms, 8 premium bought with shards (Worldbreaker at the summit) — the form shows everywhere your champion appears.
🌊 Clan Eternal — the climb
One shared wave counter per week; every member gets 3 pushes a day and each push swings with FULL-CLAN might — an earlier push just clears a bigger share of what remains. The wall is where the combined roster stalls: gear up and recruit to raise it. Beat the clan's ALL-TIME record and shards pay out on the new depth. When the week turns, every contributor is paid gold + XP by depth reached.
📜 The Battle Log
Every push writes the fight itself — strike damage, double hits, the champion's HP swings, the wave it fell on — exactly like solo Eternal shows a fight. Read it on the climb screen; the newest push replaces the log.
🛡️ The Emporium
The clan store, its own room: ~25 heraldry pieces across two currencies. GOLD heraldry is gilded (bank gold, Leader/Officer buys). SHARD-exclusive pieces are elemental — storms, krakens, the void — and unlock as the Banner wing's rank rises. EARNED honours (war standards, level sigils) are battle-worn and can never be bought. Three looks, three stories — a rival reading your banner knows how you got it.
🚩 Wars & Sieges
Weekly clan wars: attacks score points through real PvP; from phase 2, members can also SIEGE the enemy clan's pooled champion (2/day) — your damage share against their castle-hardened defense scores war points. The War Room wing sharpens intel and the Siegemaster strikes harder. War wins hang honours in the Emporium.
👑 Champion Weekends
Some invasion weekends, the reigning eternal champion clan IS the boss — their champion's bought form and crest on the card. If the realm fails to fell it by Sunday night, the defending clan earns 2,000 shards. With TUG-OF-WAR active, defenders don't strike their own guardian — their strikes REINFORCE its HP (capped daily so attackers can always win through). Strike it down, or crown them.
🏛️ Showcase & Heraldry
Every clan's public face: the castle at its earned build stage with the champion at the gate, record wave flying, then wars, dungeon and top contributors. The active crest, banner-frame and title show wherever the clan appears — set them from the Emporium (Leader/Officer). Your castle IS your reputation — build it.
🏯 Clan Dungeon
A rotating weekly dungeon the whole clan strikes together (10 strikes/day each; the Drillmaster gets 11). Damage banks toward clear tiers — deeper tiers pay better weekly rewards, boosted by the Treasury wing and the Quartermaster's station. Rewards land in the Dungeon room when the week resolves.
Companions6
Companions — overview
76 companions across 7 rarities, from Common scrappers to the Primal apex. Your active companions' bonuses apply in every battle, dungeon and auto-battle session.
Flat power, by design
Combat pet bonuses are flat stats (+HP, +ATK, +DEF), not percentages — strong early, honest at endgame. Economy pets are the exception, giving small gold/XP percentages. Every source has its own pool: area bosses (a manual Boss Fight), dungeon clears, World Boss claims, the Clan Dungeon, Arena wins, Eternal milestones, prestige, and holiday event bosses, which drop that event's companion. A drop is always a companion you don't own yet; each companion's card in the Codex says where it comes from and the odds.
Raising & breeding
Your active companion earns growth from every kill; feed it daily for free bonus growth. Breeding fuses two Lv 10+ parents into a rarer hybrid — the only path to Mythic and Primal companions. Parents are consumed, and extra parent levels give the offspring a head start. Wild-caught pets can be traded on the market; bred hybrids are soul-bound forever. Holiday companions breed too: a Hollow Wisp with a Frost Sprite makes a Wraithfrost, and a Hollow Wisp with a Hearthling makes a Wickerwisp.
Companion gear
Companions wear gear of their own (collars, saddles and the like), up to Godforged. Pieces come from World Boss claims and other boss rewards. Lock the ones you love, scrap the rest in bulk for treats, fuse duplicates, temper a piece to raise it, or re-roll it while keeping the line you want.
🐾 Spare companions
You can hold one spare of each companion. A spare comes from breeding a companion you already own (the offspring becomes the spare; a third copy is refused) or from a drop on a source that has nothing new left to give. Breeding takes the plain raised copy first, then the spare, and only reaches for an ascended copy as a last resort; a copy consumed by breeding is replaced by its spare. Swap a spare in from the Pets tab.
Every companion
Companions and where each one comes from (see Companions).
| Companion | Rarity | Type | Source | Gives |
|---|---|---|---|---|
| 🐀 Cave Rat | Common | Combat | Area bosses | HP +180/lvl |
| 🦇 Ember Bat | Common | Combat | Area bosses | ATK +30/lvl |
| 🐗 Thorn Boar | Uncommon | Combat | Area bosses | HP +240/lvl, DEF +28/lvl |
| 🦂 Sand Stinger | Uncommon | Combat | Area bosses | ATK +42/lvl, ACCURACY +2/lvl |
| 🦅 Storm Hawk | Rare | Combat | Area bosses | ATK +55/lvl, EVADE +3/lvl, ACCURACY +3/lvl |
| 🐺 Frost Wolf | Rare | Combat | Area bosses | HP +300/lvl, DEF +40/lvl, ATK +40/lvl |
| 🗿 Magma Golem | Epic | Combat | Area bosses | HP +420/lvl, DEF +60/lvl, ATK +60/lvl, CRITDMG +0.7/lvl |
| 🐉 Ember Drake | Legendary | Combat | Area bosses | ATK +90/lvl, DEF +70/lvl, HP +520/lvl, ACCURACY +4/lvl, EVADE +4/lvl |
| 🦏 Doom Rhino | Legendary | Combat | Area bosses | HP +600/lvl, DEF +100/lvl, ATK +70/lvl |
| 🟡 Coin Slime | Common | Economy | Dungeons | GOLDPCT +0.35/lvl |
| 🦋 Ink Moth | Common | Economy | Dungeons | XPPCT +0.35/lvl |
| 🐹 Pack Rat | Uncommon | Economy | Dungeons | GOLDPCT +0.3/lvl, XPPCT +0.2/lvl |
| 🐸 Wise Toad | Uncommon | Economy | Dungeons | XPPCT +0.35/lvl, GOLDPCT +0.2/lvl |
| 🦊 Lantern Fox | Rare | Economy | Dungeons | GOLDPCT +0.3/lvl, XPPCT +0.3/lvl |
| 🦉 Rune Owl | Epic | Economy | Dungeons | XPPCT +0.4/lvl, GOLDPCT +0.35/lvl |
| 🦌 Gilded Stag | Legendary | Economy | Dungeons | GOLDPCT +0.45/lvl, XPPCT +0.4/lvl |
| 🐆 Shadow Panther | Rare | Prestige | World Boss | ATK +70/lvl, EVADE +4/lvl |
| 🐦⬛ Dread Raven | Epic | Prestige | World Boss | ATK +80/lvl, ACCURACY +5/lvl, CRITDMG +0.7/lvl |
| 🐢 Colossus Turtle | Epic | Prestige | World Boss | HP +600/lvl, DEF +90/lvl |
| 🐋 Leviathan | Legendary | Prestige | World Boss | HP +640/lvl, DEF +95/lvl, ATK +80/lvl, CRITDMG +1/lvl |
| 🔥 Phoenix | Legendary | Prestige | World Boss | ATK +100/lvl, HP +560/lvl, ACCURACY +5/lvl, EVADE +5/lvl |
| 🌙 Lunar Owl | Epic | Economy | Event bosses | XPPCT +0.45/lvl, GOLDPCT +0.2/lvl |
| 🦈 Abyss Stalker | Epic | Prestige | Eternal milestone | ATK +75/lvl, HP +400/lvl, EVADE +3/lvl |
| 🐍 Tempest Serpent | Legendary | Prestige | Eternal milestone | ATK +95/lvl, HP +560/lvl, DEF +70/lvl, CRITDMG +1/lvl |
| ♾️ Eternity Incarnate | Mythic | Prestige | Eternal milestone | ATK +120/lvl, DEF +95/lvl, HP +720/lvl, ACCURACY +5/lvl, EVADE +5/lvl |
| 🐲 Gold Wyrm | Mythic | Hybrid | Bred | ATK +90/lvl, DEF +70/lvl, HP +520/lvl, GOLDPCT +0.35/lvl, XPPCT +0.35/lvl |
| 🐈⬛ Chrono Sphinx | Mythic | Hybrid | Bred | ATK +90/lvl, HP +560/lvl, GOLDPCT +0.4/lvl, XPPCT +0.4/lvl, ACCURACY +4/lvl |
| 🦁 Void Lion | Mythic | Prestige | Bred | ATK +130/lvl, DEF +100/lvl, HP +800/lvl, ACCURACY +6/lvl, EVADE +6/lvl, CRITDMG +1/lvl |
| 🐊 Tidewyrm | Mythic | Prestige | Bred | ATK +100/lvl, DEF +90/lvl, HP +700/lvl, CRITDMG +1/lvl |
| 🐦🔥 Cinder Roc | Mythic | Prestige | Bred | ATK +120/lvl, HP +560/lvl, ACCURACY +5/lvl, EVADE +5/lvl, CRITDMG +1/lvl |
| 🦣 Iron Behemoth | Mythic | Prestige | Bred | HP +900/lvl, DEF +140/lvl, ATK +70/lvl |
| 🐂 Bull Market | Mythic | Hybrid | Bred | ATK +90/lvl, DEF +70/lvl, HP +520/lvl, GOLDPCT +0.4/lvl, XPPCT +0.3/lvl |
| 🌊 Maelstrom Drake | Mythic | Prestige | Bred | ATK +115/lvl, DEF +85/lvl, HP +640/lvl, ACCURACY +5/lvl, CRITDMG +1/lvl |
| ☄️ Cataclysm | Primal | Hybrid | Bred | ATK +150/lvl, DEF +110/lvl, HP +900/lvl, ACCURACY +6/lvl, EVADE +6/lvl, CRITDMG +1/lvl, GOLDPCT +0.4/lvl, XPPCT +0.4/lvl |
| 🦖 Aeon Tyrant | Primal | Hybrid | Bred | ATK +130/lvl, DEF +90/lvl, HP +760/lvl, ACCURACY +6/lvl, CRITDMG +1/lvl, GOLDPCT +0.5/lvl, XPPCT +0.5/lvl |
| 🌋 Worldending | Primal | Prestige | Bred | ATK +170/lvl, DEF +130/lvl, HP +1000/lvl, ACCURACY +7/lvl, EVADE +7/lvl, CRITDMG +1.3/lvl |
| 🕳️ Infinity Maw | Primal | Prestige | Bred | ATK +160/lvl, DEF +115/lvl, HP +900/lvl, ACCURACY +7/lvl, EVADE +8/lvl, CRITDMG +1.3/lvl |
| 🐢 Bulwark Tortoise | Rare | Combat | Dungeons | DEF +70/lvl, HP +120/lvl |
| 🪲 Aegis Beetle | Epic | Combat | Dungeons | DEF +110/lvl, HP +150/lvl, ATK +25/lvl |
| 🐏 Wardstone Ram | Legendary | Combat | Clan Dungeon | DEF +165/lvl, HP +200/lvl, ATK +45/lvl |
| 🦈 Shardfang | Rare | Combat | Dungeons | CRITDMG +1.3/lvl, ATK +35/lvl |
| 🦗 Ruin Mantis | Epic | Combat | World Boss | CRITDMG +1.7/lvl, CRITPCT +0.2/lvl, ATK +50/lvl |
| 🐲 Execution Drake | Mythic | Combat | World Boss | CRITDMG +2/lvl, CRITPCT +0.35/lvl, ATK +80/lvl |
| 🐦 Hawkeye Shrike | Rare | Combat | Dungeons | ACCURACY +4/lvl, ATK +30/lvl |
| 🦉 Truesight Owl | Epic | Combat | Arena | ACCURACY +6/lvl, CRITPCT +0.15/lvl, ATK +45/lvl |
| 🦅 Unerring Falcon | Mythic | Combat | Arena | ACCURACY +6/lvl, CRITPCT +0.25/lvl, ATK +70/lvl |
| 🐈 Mirage Serval | Rare | Combat | Dungeons | EVADE +6/lvl, SPD +4/lvl |
| 🐆 Veilstalker | Epic | Combat | Arena | EVADE +8/lvl, SPD +5/lvl, ATK +40/lvl |
| 🐅 Phase Lynx | Mythic | Combat | Clan Dungeon | EVADE +9/lvl, SPD +7/lvl, ATK +65/lvl |
| 🐇 Quickstep Hare | Rare | Combat | Dungeons | SPD +10/lvl, EVADE +4/lvl |
| 🐎 Tempo Courser | Epic | Combat | Clan Dungeon | SPD +14/lvl, ACCURACY +5/lvl, ATK +40/lvl |
| ⚡ Stormstride | Mythic | Combat | Arena | SPD +16/lvl, EVADE +5/lvl, ACCURACY +5/lvl, ATK +60/lvl |
| 🦑 Abyssal Sovereign | Primal | Prestige | Eternal milestone | ATK +140/lvl, DEF +105/lvl, HP +820/lvl, ACCURACY +6/lvl, EVADE +6/lvl |
| 🐋 Voidmaw Leviathan | Primal | Prestige | Eternal milestone | ATK +165/lvl, DEF +125/lvl, HP +950/lvl, CRITDMG +1.7/lvl, EVADE +7/lvl |
| 🌌 The Endless One | Primal | Prestige | Eternal milestone | ATK +190/lvl, DEF +145/lvl, HP +1100/lvl, ACCURACY +9/lvl, EVADE +9/lvl, CRITDMG +2/lvl |
| 🌀 Riftborn Colossus | Primal | Prestige | Eternal milestone | ATK +215/lvl, DEF +165/lvl, HP +1250/lvl, ACCURACY +10/lvl, EVADE +10/lvl, CRITDMG +2/lvl |
| 🔥 Reborn Phoenix | Mythic | Hybrid | Prestige milestone | ATK +95/lvl, HP +600/lvl, XPPCT +0.5/lvl, GOLDPCT +0.4/lvl |
| ♾️ Eternal Returner | Primal | Hybrid | Prestige milestone | ATK +130/lvl, DEF +95/lvl, HP +780/lvl, XPPCT +0.8/lvl, GOLDPCT +0.6/lvl |
| 🏹 Spectral Huntress | Mythic | Combat | Bred | ACCURACY +5/lvl, EVADE +5/lvl, ATK +70/lvl, CRITPCT +0.2/lvl |
| 🏇 Tempest Lancer | Mythic | Combat | Bred | SPD +14/lvl, ACCURACY +5/lvl, ATK +75/lvl, CRITDMG +1.3/lvl |
| 🗿 Adamant Colossus | Mythic | Combat | Bred | DEF +150/lvl, HP +520/lvl, ATK +60/lvl, CRITDMG +1/lvl |
| 🪓 Headsman Wyrm | Mythic | Combat | Bred | CRITDMG +2/lvl, CRITPCT +0.3/lvl, ATK +85/lvl, ACCURACY +4/lvl |
| 🌪 Ghostwind | Primal | Combat | Bred | EVADE +8/lvl, SPD +15/lvl, ACCURACY +6/lvl, ATK +110/lvl, CRITDMG +1.3/lvl |
| 🦄 Apex Predator | Primal | Hybrid | Bred | ATK +135/lvl, DEF +90/lvl, HP +700/lvl, ACCURACY +6/lvl, EVADE +6/lvl, CRITDMG +1.7/lvl |
| 🎃 Hollow Wisp | Epic | Combat | Event bosses | ATK +60/lvl, HP +280/lvl |
| ❄️ Frost Sprite | Epic | Combat | Event bosses | DEF +40/lvl, HP +320/lvl |
| 🌅 Dawn Phoenix | Epic | Combat | Event bosses | ATK +70/lvl, HP +260/lvl |
| 🐇 Jade Hare | Epic | Combat | Event bosses | SPD +8/lvl, ATK +55/lvl |
| 🌸 Bloomkin | Epic | Combat | Event bosses | HP +300/lvl, DEF +36/lvl |
| 🌾 Hearthling | Epic | Hybrid | Event bosses | HP +290/lvl, GOLDPCT +0.2/lvl |
| 🌨️ Wraithfrost | Mythic | Combat | Bred | DEF +90/lvl, HP +640/lvl, ATK +70/lvl |
| 🌄 Dawnfire Hare | Mythic | Combat | Bred | ATK +110/lvl, SPD +10/lvl, HP +520/lvl, ACCURACY +4/lvl |
| 🌺 Nightbloom Owl | Mythic | Hybrid | Bred | HP +600/lvl, DEF +70/lvl, XPPCT +0.5/lvl, GOLDPCT +0.3/lvl |
| 🔥 Wickerwisp | Mythic | Hybrid | Bred | ATK +95/lvl, HP +560/lvl, GOLDPCT +0.3/lvl |
| 🐆 Astral Lynx | Legendary | Combat | Ambassador reward | ATK +75/lvl, EVADE +5/lvl, ACCURACY +5/lvl, HP +380/lvl |
| 🐉 Herald Wyrm | Mythic | Hybrid | Ambassador reward | ATK +85/lvl, DEF +75/lvl, HP +620/lvl, GOLDPCT +0.35/lvl, XPPCT +0.35/lvl |
Seasons & Battle Pass3
Seasons & Battle Pass — overview
Fresh-start Seasons open a level playing field on a dedicated character slot — climb the seasonal ladder, earn Mastery, and graduate your champion with its banked rewards when the season ends. Holiday events bring boosted rewards and an event-only World Boss with its own set, companion, title and a piece of the Regalia of the Turning Year: Hallow’s Eve (October), Harvest Feast (late November), Winterveil (December), the Lunar Festival (February), Bloomrise (April) and the anniversary (July). The in-game calendar shows what’s live and what’s next.
The Battle Pass
A monthly track of 30 tiers filled by playing — dungeons, World Boss strikes, logins, combat. Every tier is on the free track. Premium multiplies gold rewards and adds the tier-30 exclusive title. Each month carries season exclusives — an avatar, a frame and a nameplate in that month’s colours — gone when the month ends. Missed one? The Vault lets you reclaim lapsed pass cosmetics for gold, two months after that pass ends.
Every season
Seasons run about two months each; a seasonal hero starts fresh on its own ladder and graduates at the end.
| Season | When | About |
|---|---|---|
| ⚡ Season 1: Founders | Jul 11, 2026 – Sep 3, 2026 | The founding season — a fresh-start ladder, Season Mastery, and the first graduation. Everyone begins equal. |
| 🔥 Season 2: Emberfall | Sep 3, 2026 – Nov 3, 2026 | Ash rains over the realm. A new seasonal ladder opens — carry your Mastery forward and climb again. |
| ❄️ Season 3: Frostreign | Nov 3, 2026 – Jan 5, 2027 | The long dark descends. Climb the frozen ladder — Winterveil falls within this season. |
| ⚡ Season 4: Stormrend | Jan 5, 2027 – Mar 7, 2027 | The skies split open. A tempest-wracked ladder resets the climb — carry your Mastery into the storm. |
| 🌿 Season 5: Bloomtide | Mar 7, 2027 – May 7, 2027 | Life claws back through the ash. A season of renewal — the ladder greens over and the climb begins anew. |
| ☀️ Season 6: Sunforge | May 7, 2027 – Jul 11, 2027 | The realm burns bright at its zenith. The sixth ladder closes out the first year — climb toward the anniversary. |
Cosmetics & Identity8
Cosmetics & Identity — overview
More than 200 cosmetics across seven kinds: titles, avatars, frames — and four procedural kinds that scale with every season: nameplates (your name painted in a living gradient in chat, rankings, rosters and your profile), title styles (reshape whichever title you wear while keeping its colour), auras (light behind your portrait, worn together with your frame), and profile banners (paint the header of the screen other players open to see you). Earned from feats, PvP seasons, prestige, the Eternal and the Battle Pass; a handful sell for gold. None sell power. Milestone and season-pass avatars are painted per class — a warrior who conquers wave 10,000 wears a warrior, the mage beside him wears a mage — and the Codex’s Cosmetic Wardrobe lists every item with its unlock path.
Every title, and how to earn it
All 89 titles. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Wayfarer | Starter | Wanderer's Cache exclusive — never sold again. |
| Shadowborn | Store (500,000 gold) | A warrior born from darkness. |
| Godslayer | Store (2,000,000 gold) | One who has felled the divine. |
| The Eternal | Store (5,000,000 gold) | Transcending time itself. |
| Abyssal Pilgrim | Eternal | Reach wave 15,000 in the Eternal. |
| Deepwarden | Eternal | Reach wave 20,000 in the Eternal. |
| Voidbreaker | Eternal | Reach wave 30,000 in the Eternal. |
| Riftlord | Eternal | Reach wave 50,000 in the Eternal. |
| Sovereign of Depths | Eternal | Reach wave 75,000 in the Eternal. |
| The Bottomless | Eternal | Reach wave 100,000 in the Eternal. |
| Voidwalker | Store (750,000 gold) | Steps between worlds unseen. |
| Iron Crown | Store (300,000 gold) | Earned through discipline. |
| Stormcaller | Store (1,200,000 gold) | Commands the fury of storms. |
| Bonelord | Store (800,000 gold) | Commands legions of the dead. |
| Lightbringer | Store (2,500,000 gold) | Beacon of hope in darkness. |
| Realm Defender | Invasion | Struck a server-wide Invasion boss. |
| Invasion Vanquisher | Invasion | Finished top-3 in damage during a server-wide Invasion. |
| The Ambassador | Referral | Recruited a friend to Level 100. |
| Recruiter | Referral | Guided your first champion to the realm. |
| Herald of the Realm | Referral | Summoned ten champions to Shadow Realms. |
| The Curator | Codex | Logged every set piece in the realm. |
| Relic Hunter | Codex | Logged every Godforged relic. A life's work. |
| Beast Whisperer | Codex | Logged every companion, wild and event alike. |
| The Completionist | Codex | 100% Codex. Sets, relics, cosmetics, companions. |
| The Centurion | Feat | Slayer of 50,000 monsters. |
| God of War | Feat | Slayer of 100,000 monsters. Legendary. |
| Boss Slayer | Feat | Fell 100 area bosses. |
| Titanfall | Feat | Fell 500 area bosses. |
| Arena Champion | Feat | 200 PvP victories. |
| The Undefeated | Feat | 500 PvP victories. Feared by all. |
| Eternal Traveller | Feat | Unlocked every area in the realm. |
| Sovereign of the Nine | Relic | Collected all nine Relics of the Nine. |
| the Archivist | Regalia | Claimed all six pieces of the Regalia of the Archivist. |
| the Sovereign | Vault | Vault set — Sovereign's Regalia (100 Sovereigns). |
| the Gilded | Vault | Vault set — The Gilded Crown (300 Sovereigns). |
| the Voidbound | Vault | Vault set — Voidbound (1,000 Sovereigns). |
| Seeker | Vip tenure | Hold Seeker VIP for 30 days — yours forever. |
| Champion | Vip tenure | Hold Champion VIP for 30 days — yours forever. |
| Legend | Vip tenure | Hold Legend VIP for 30 days — yours forever. |
| Patron | Patron | Patron rank I — 250 Sovereigns spent. |
| Sovereign Patron | Patron | Patron rank V — 100,000 Sovereigns spent. |
| Deathwalker | Feat | Returned from death 100 times. |
| Master Crafter | Feat | Reached the top crafting tier. |
| Slaughterwright | Feat | Slayer of 500,000 monsters. |
| Extinction | Feat | Slayer of 5,000,000 monsters. |
| Crownbreaker | Feat | Fell 1,500 area bosses. |
| Godsbane | Feat | Fell 5,000 area bosses. |
| of the Dead Kings | Feat | Fell 25,000 area bosses. |
| Highborne | Feat | Reached Level 500. |
| The Thousandth | Feat | Reached Level 1,000. |
| Past All Reckoning | Feat | Reached Level 1,500. |
| Depth-Carver | Feat | Completed 500 dungeons. |
| Lord of the Maze | Feat | Completed 5,000 dungeons. |
| Realm's Treasury | Feat | Accumulated a quadrillion gold. |
| Gilded Beyond Counting | Feat | Accumulated ten quintillion gold. |
| Stubborn Beyond Death | Feat | Died and returned 500 times. |
| Beastlord | Feat | Collected 30 companions. |
| Keeper of the Ark | Feat | Collected 70 companions. |
| Centurion Hero | Feat | Reached Level 100. |
| Eternal Champion | Feat | Reached Level 150. True legend. |
| World Breaker | Essence | Purchased with Boss Essence. True hunter. |
| Pass Pioneer | Pass | Reached tier 10 of a battle pass season. |
| Pass Veteran | Pass | Reached tier 20 of a battle pass season. |
| Season Sovereign | Pass | Cleared tier 30 with the premium pass. Elite. |
| The Eternal Hunt | Essence | Prestige essence title. The hunt never ends. |
| Bug Hunter | Bounty | Awarded for a verified bug report. Thanks for keeping the realm running. |
| Chronicler | Bounty | Five of your wiki tips were approved and live under their entries (Codex → Wiki). |
| Founder | Season | Climbed the ladder in Season 1: Founders. |
| Emberfall | Season | Climbed the ladder in Season 2: Emberfall. |
| Riftbreaker | Rifts | Sealed a Rift with your party. |
| Frostreign | Season | Climbed the ladder in Season 3: Frostreign. |
| Stormrend | Season | Climbed the ladder in Season 4: Stormrend. |
| Bloomtide | Season | Climbed the ladder in Season 5: Bloomtide. |
| Sunforge | Season | Climbed the ladder in Season 6: Sunforge. |
| The Hallowed | Event | Answered the Hollow King's call on Hallow's Eve. |
| Wintersworn | Event | Braved the Frostmaw Colossus during Winterveil. |
| Ascendant Dawn | Event | Rang in the new year across the realm. |
| Moonblessed | Event | Kept the lanterns lit through the Lunar Festival. |
| Verdant Heart | Event | Bloomed with the realm during Bloomrise. |
| Founding Flame | Event | Was there for the realm's first anniversary. |
| Harvestbound | Event | Felled the Wicker Glutton during the Harvest Feast. |
| the Reborn | Prestige | Reach Prestige depth ℗1 — bank your first level-band and begin the endless climb. |
| Thrice-Forged | Prestige | Reach Prestige depth ℗3 on one character — three level-bands reforged. |
| the Undying Climb | Prestige | Reach Prestige depth ℗5 on one character. The mountain fears you now. |
| the Endless | Prestige | Reach Prestige depth ℗10 on one character. There is no summit. There is only you. |
| the Delver | Mastery | Reach Dungeon Mastery level 10 in any dungeon — the depths know your name. |
| Dungeon Conqueror | Mastery | Reach Dungeon Mastery level 25 in any dungeon — no vault stays sealed to you. |
| the Ascendant Delver | Mastery | Reach Dungeon Mastery level 50 in any dungeon — you have mastered the deep. |
| Mutator Ace | Mutator | LEGACY — earned top-3 on a scored Weekly Mutator leaderboard before the Dungeon Spotlight era. No longer earnable; those who bent the old rules keep the proof. |
Every avatar, and how to earn it
All 67 avatars. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Dragon | Store (1,500,000 gold) | Ancient and fearsome. |
| Phoenix | Store (2,000,000 gold) | Born again from the ashes. |
| Shadow Wolf | Store (600,000 gold) | Hunter of the night. |
| Death's Grin | Store (900,000 gold) | Strikes fear into enemies. |
| Royalty | Store (3,000,000 gold) | For those who rule. |
| Starborn | Store (5,000,000 gold) | Descended from celestial origins. |
| Void Eye | Store (1,200,000 gold) | Sees through all illusions. |
| Runemaster | Store (1,800,000 gold) | Ancient power made visible. |
| Reaper | Store (2,500,000 gold) | Death comes for all. |
| Specter | Store (1,000,000 gold) | Neither living nor dead. |
| Iron Golem | Store (750,000 gold) | Forged in shadow and steel. |
| Void Serpent | Store (1,400,000 gold) | Ancient guardian of the abyss. |
| Dark Knight | Store (2,200,000 gold) | Sworn to shadow eternal. |
| Lich Lord | Store (3,500,000 gold) | Commands the undying armies. |
| Fallen Angel | Store (4,000,000 gold) | Cast down from the celestial spire. |
| The Slayer | Feat | Defeat 10,000 monsters. |
| Warlord | Feat | Defeat 100,000 monsters. |
| Bossbreaker | Feat | Defeat 100 area bosses. |
| Titanslayer | Feat | Defeat 500 area bosses. |
| Dungeon Master | Feat | Clear 100 dungeons. |
| Realm Walker | Feat | Unlock all 10 areas. |
| Arena Legend | Feat | Win 200 PvP battles. |
| The Undefeated | Feat | Win 500 PvP battles. |
| Ascendant | Feat | Reach Level 100. |
| Eternal | Feat | Reach Level 150. |
| Highborne | Feat | Reach Level 500. |
| The Thousandth | Feat | Reach Level 1,000. |
| Deathwalker | Feat | Survive death 100 times. |
| Master Crafter | Feat | Reach the top crafting tier. |
| Bronze Gladiator | Pvp season | Season finisher — Bronze. |
| Silver Duelist | Pvp season | Season finisher — Silver. |
| Gold Warrior | Pvp season | Season finisher — Gold. |
| Platinum Knight | Pvp season | Season finisher — Platinum. |
| Diamond Champion | Pvp season | Season finisher — Diamond. |
| Legend | Pvp season | Season finisher — Legend. |
| Immortal | Pvp season | Season finisher — Immortal. |
| Rotwood Slayer | Worldboss | Contributed to defeating The Rotwood King. |
| Forge Breaker | Areaboss | Defeat The Forge Demon, the boss of Bleakstone Mines. |
| Void Conqueror | Worldboss | Contributed to defeating the Void Colossus. |
| Eternal Dread | Worldboss | Contributed to defeating Eternal Dreadlord. |
| Duskforge Warden | Pass | Season Pass July 2026 — reach Tier 15. |
| Ashborne Sentinel | Pass | Season Pass August 2026 — reach Tier 15. |
| Cinderwake Herald | Pass | Season Pass September 2026 — reach Tier 15. |
| The Lanternbearer | Starter | Wanderer's Cache exclusive — never sold again. |
| Hollowmarch Revenant | Pass | Season Pass October 2026 — reach Tier 15. |
| Frostbind Warden | Pass | Season Pass November 2026 — reach Tier 15. |
| Yulecrown Monarch | Pass | Season Pass December 2026 — reach Tier 15. |
| Deepwinter Warden | Pass | Season Pass January 2027 — reach Tier 15. |
| Stormcall Herald | Pass | Season Pass February 2027 — reach Tier 15. |
| Thawborne Druid | Pass | Season Pass March 2027 — reach Tier 15. |
| Verdance Warden | Pass | Season Pass April 2027 — reach Tier 15. |
| Sunspire Herald | Pass | Season Pass May 2027 — reach Tier 15. |
| Highsummer Sovereign | Pass | Season Pass June 2027 — reach Tier 15. |
| Everforged Champion | Pass | Season Pass July 2027 (Anniversary) — reach Tier 15. |
| Abyss Delver | Eternal | Reach Wave 500 in Eternal. |
| Void Monarch | Eternal | Reach Wave 1,000 in Eternal. |
| Eye of Eternity | Eternal | Reach Wave 2,500 in Eternal. |
| Sovereign of the Deep | Eternal | Reach Wave 5,000 in Eternal. |
| The Unending | Eternal | Reach Wave 10,000 in Eternal. |
| Faithful Hourglass | Streak | Log in 30 days in a row. |
| Eclipse Devotee | Streak | Log in 90 days in a row. |
| Ambassador | Referral | Recruit 3 friends who reach Level 50. |
| The Herald | Referral | Recruit 10 friends who reach Level 50. |
| Reborn Ascendant | Prestige | Reach account Prestige Rank 10. |
| Eternal Sovereign | Prestige | Reach account Prestige Rank 25. |
| The Endless | Prestige | Reach account Prestige Rank 50. |
| World-Ender's Bane | Invasion | Top the damage board in a server-wide Invasion. |
Every frame, and how to earn it
All 43 frames. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Sheaf Wreath | Event | Festival Shop — Harvest Feast stock. |
| Holly Wreath | Event | Festival Shop — Winterveil stock. |
| Ambassador's Emblem | Referral | Recruit 3 friends who reach Level 50. |
| Sovereign's Filigree | Vault | Vault set — Sovereign's Regalia (100 Sovereigns). |
| The Gilded Crown | Vault | Vault set — The Gilded Crown (300 Sovereigns). |
| Voidbound Thorns | Vault | Vault set — Voidbound (1,000 Sovereigns). |
| Patron's Seal | Patron | Patron rank IV — 25,000 Sovereigns spent. |
| Flame | Store (2,000,000 gold) | Blazing fire border. |
| Shadow | Store (1,000,000 gold) | Wreathed in dark smoke. |
| Crystal | Store (3,000,000 gold) | Diamond-edged brilliance. |
| Royal Gold | Store (5,000,000 gold) | For the crowned and mighty. |
| Storm | Store (2,500,000 gold) | Lightning crackles at the edges. |
| Void Rift | Feat | Earned by unlocking 9 areas. |
| Divine Light | Feat | Earned by unlocking all 10 areas. |
| Warlord Crest | Feat | Earned by defeating 100,000 monsters. |
| Legend Blaze | Pvp season | Earned by reaching Legend PvP rank. |
| Immortal Glow | Pvp season | Earned by reaching Immortal PvP rank. |
| Reborn's Glow | Prestige | Reach account Prestige Rank 1. |
| Thrice-Forged Ember | Prestige | Reach account Prestige Rank 3. |
| Undying Radiance | Prestige | Reach account Prestige Rank 5. |
| Endless Halo | Prestige | Reach account Prestige Rank 10. |
| Ascendant Aura | Prestige | Reach account Prestige Rank 15. |
| Eternal Corona | Prestige | Reach account Prestige Rank 20. |
| Sovereign Blaze | Prestige | Reach account Prestige Rank 25. |
| The Infinite | Prestige | Reach account Prestige Rank 50. |
| Invasion Warbanner | Invasion | Finish top-3 in a server-wide Invasion. |
| Seeker's Compass | Vip | Included with Seeker VIP — yours forever after 30 days. |
| Champion's Shield | Vip | Included with Champion VIP — yours forever after 30 days. |
| Legend's Dragon | Vip | Included with Legend VIP — yours forever after 30 days. |
| Duskforge Ring | Pass | Season Pass July 2026 — reach Tier 25. |
| Ashborne Band | Pass | Season Pass August 2026 — reach Tier 25. |
| Cinderwake Ring | Pass | Season Pass September 2026 — reach Tier 25. |
| Wayfarer's Bindings | Starter | Wanderer's Cache exclusive — never sold again. |
| Hollowmarch Ring | Pass | Season Pass October 2026 — reach Tier 25. |
| Frostbind Ring | Pass | Season Pass November 2026 — reach Tier 25. |
| Yulecrown Ring | Pass | Season Pass December 2026 — reach Tier 25. |
| Deepwinter Ring | Pass | Season Pass January 2027 — reach Tier 25. |
| Stormcall Ring | Pass | Season Pass February 2027 — reach Tier 25. |
| Thawborne Ring | Pass | Season Pass March 2027 — reach Tier 25. |
| Verdance Ring | Pass | Season Pass April 2027 — reach Tier 25. |
| Sunspire Ring | Pass | Season Pass May 2027 — reach Tier 25. |
| Highsummer Ring | Pass | Season Pass June 2027 — reach Tier 25. |
| Everforged Ring | Pass | Season Pass July 2027 (Anniversary) — reach Tier 25. |
Every nameplate, and how to earn it
All 35 nameplates. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Harvest Gold | Event | Festival Shop — Harvest Feast stock. |
| Hollyberry | Event | Festival Shop — Winterveil stock. |
| Duskforge Script | Pass | Season Pass July 2026 — reach Tier 20. |
| Ashborne Script | Pass | Season Pass August 2026 — reach Tier 20. |
| Cinderwake Script | Pass | Season Pass September 2026 — reach Tier 20. |
| Sovereign Script | Vault | Vault set — Sovereign's Regalia (100 Sovereigns). |
| Gilded Script | Vault | Vault set — The Gilded Crown (300 Sovereigns). |
| Void Script | Vault | Vault set — Voidbound (1,000 Sovereigns). |
| Seeker's Script | Vip tenure | Hold Seeker VIP for 30 days — yours forever. |
| Champion's Script | Vip tenure | Hold Champion VIP for 30 days — yours forever. |
| Legend's Script | Vip tenure | Hold Legend VIP for 30 days — yours forever. |
| Patron's Script | Patron | Patron rank II — 1,000 Sovereigns spent. |
| Hollowmarch Script | Pass | Season Pass October 2026 — reach Tier 20. |
| Frostbind Script | Pass | Season Pass November 2026 — reach Tier 20. |
| Yulecrown Script | Pass | Season Pass December 2026 — reach Tier 20. |
| Deepwinter Script | Pass | Season Pass January 2027 — reach Tier 20. |
| Stormcall Script | Pass | Season Pass February 2027 — reach Tier 20. |
| Thawborne Script | Pass | Season Pass March 2027 — reach Tier 20. |
| Verdance Script | Pass | Season Pass April 2027 — reach Tier 20. |
| Sunspire Script | Pass | Season Pass May 2027 — reach Tier 20. |
| Highsummer Script | Pass | Season Pass June 2027 — reach Tier 20. |
| Everforged Script | Pass | Season Pass July 2027 (Anniversary) — reach Tier 20. |
| Reborn Script | Prestige | Prestige for the first time. |
| Eternal Script | Eternal | Reach wave 2500 in the Eternal. |
| Godslayer Script | Feat | Fell 5,000 area bosses. |
| Blood Tally Script | Feat | Defeat 1,500,000 monsters. |
| Zenith Script | Feat | Reach Level 500. |
| Labyrinth Script | Feat | Complete 1,500 dungeons. |
| Wildheart Script | Feat | Collect 50 companions. |
| Abyssal Script | Eternal | Reach wave 5000 in the Eternal. |
| Riftglass Script | Eternal | Reach wave 30,000 in the Eternal. |
| Immortal Script | Pvp season | Reach Immortal in a PvP season. |
| Ember Script | Store (40,000 gold) | Bought from the Cosmetics shop. |
| Frost Script | Store (40,000 gold) | Bought from the Cosmetics shop. |
| Verdant Script | Store (40,000 gold) | Bought from the Cosmetics shop. |
Every title style, and how to earn it
All 13 title styles. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Gilded | Store (40,000 gold) | Bought from the Cosmetics shop. |
| Engraved | Store (40,000 gold) | Bought from the Cosmetics shop. |
| Voidbound | Store (60,000 gold) | Bought from the Cosmetics shop. |
| Radiant | Prestige | Prestige for the first time. |
| Shimmering | Eternal | Reach wave 2500 in the Eternal. |
| Laurelled | Pvp season | Reach Immortal in a PvP season. |
| Runic | Feat | Complete 5,000 dungeons. |
| Midas-Touched | Feat | Accumulate ten quintillion gold. |
| Emberbound | Store (45,000 gold) | Bought from the Cosmetics shop. |
| Frostbound | Store (45,000 gold) | Bought from the Cosmetics shop. |
| Bloodletter | Pvp season | Reach Legend in a PvP season. |
| Abyssal Script | Eternal | Reach wave 10,000 in the Eternal. |
| Archivist | Feat | Defeat 5,000,000 monsters. |
Every aura, and how to earn it
All 23 auras. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Emberwake | Store (50,000 gold) | Bought from the Cosmetics shop. |
| Frostveil | Store (50,000 gold) | Bought from the Cosmetics shop. |
| Voidwreath | Store (75,000 gold) | Bought from the Cosmetics shop. |
| Radiance | Prestige | Prestige for the first time. |
| Crown of the Nine | Relic | Collected all nine Relics of the Nine. |
| Bloodhalo | Store (50,000 gold) | Bought from the Cosmetics shop. |
| Stormcrown | Pvp season | Reach Diamond in a PvP season. |
| Treasury Halo | Feat | Accumulate 1 quadrillion gold. |
| Abyssal Halo | Eternal | Reach wave 25,000 in the Eternal. |
| Sovereign Halo | Vault | Vault set — Sovereign's Regalia (100 Sovereigns). |
| Gilded Wreath | Vault | Vault set — The Gilded Crown (300 Sovereigns). |
| Void Mantle | Vault | Vault set — Voidbound (1,000 Sovereigns). |
| Seeker's Compass Light | Vip tenure | Hold Seeker VIP for 30 days — yours forever. |
| Champion's Ward | Vip tenure | Hold Champion VIP for 30 days — yours forever. |
| Legend's Wyrmfire | Vip tenure | Hold Legend VIP for 30 days — yours forever. |
| Patron's Radiance | Patron | Patron rank III — 5,000 Sovereigns spent. |
| Eternity | Eternal | Reach wave 2500 in the Eternal. |
| Immortality | Pvp season | Reach Immortal in a PvP season. |
| Bloodtide | Feat | Defeat 5,000,000 monsters. |
| Zenith | Feat | Reach Level 1,500. |
| Wildheart | Feat | Collect 70 companions. |
| Riftlight | Eternal | Reach wave 10000 in the Eternal. |
| Standard of the Wild | Clan | Reach clan level 40 with your clan. |
Every backdrop, and how to earn it
All 15 backdrops. "Store" means sold for gold or Sovereigns; everything else is earned.
| Name | How | About |
|---|---|---|
| Emberfall | Store (60,000 gold) | Bought from the Cosmetics shop. |
| Frostreach | Store (60,000 gold) | Bought from the Cosmetics shop. |
| Wildgrowth | Store (60,000 gold) | Bought from the Cosmetics shop. |
| Voidscape | Store (90,000 gold) | Bought from the Cosmetics shop. |
| Reborn | Prestige | Prestige for the first time. |
| The Deep | Eternal | Reach wave 2500 in the Eternal. |
| Coronation | Pvp season | Reach Immortal in a PvP season. |
| The Empty Throne | Feat | Defeat 25,000 area bosses. |
| Zenith | Feat | Reach Level 1,000. |
| The Singularity | Eternal | Reach wave 25000 in the Eternal. |
| Bloodmoon | Store (60,000 gold) | Bought from the Cosmetics shop. |
| Gilded Hall | Store (90,000 gold) | Bought from the Cosmetics shop. |
| Stormfront | Pvp season | Reach Legend in a PvP season. |
| The Abyss | Eternal | Reach wave 10,000 in the Eternal. |
| The Archive | Feat | Defeat 5,000 area bosses. |
Scaling & Income11
Areas, Tiers & Ascension
The 19 areas each sit in a level band. Clear the final area's boss at your top tier and you Ascend: the same 19 areas replay at a higher Ascension Tier (up to Tier 53), each with a much higher effective level. Monsters, boss HP, loot rarity, and income are all keyed to that effective level — so a Tier-5 Area 5 is far deadlier and far richer than a Tier-1 Area 5. Tier power multipliers plateau early (around Tier 5); past that, the growth comes from the ever-rising effective level, not bigger multipliers.
How auto-battle income works
Income is performance-anchored, not flat. The server estimates a "par" clear speed for the area at your level and pays gold/XP against how fast you actually clear:
- Over-geared farmers earn a bonus (up to +50%) for clearing faster than par — power you build is power you're paid for.
- Under-geared characters earn honestly less: a survival factor throttles income when you can't reliably outlast the fight (a 💀 badge flags it).
- Higher areas and tiers pay more per kill; VIP adds flat XP/gold bonuses and longer runs — never faster attacks.
Auto-battle banks progress while you're away up to your tier's cap per run, and settles when you return. Quest and feat rewards are anchored to your real hourly income, so they stay meaningful at every level instead of rotting into pocket change.
The Eternal wall
In the Eternal, enemy lethality (not health) ramps every wave, so depth is a survival test, not a health-bar grind. Around 3.5–4× your level, hits threaten to one-shot you — that's your wall, and it's driven by DEF, HP, lifesteal, HP regen, and evade. Eternal Hunger weakens all healing (lifesteal, regen, between-fight recovery) by 0.1% for every wave a fight out-levels you, down to 25% strength — so a pure-sustain build can no longer hover at 1 HP forever. Fights at or below your level are unaffected. Potions are a flat heal (not damped), so an auto-potion setting is a real out at depth.
Ascension Shards
Reaching a new best wave pays account-wide Ascension Shards for the depth gained — re-climbing at or below your record pays nothing (it's a reward for going deeper, not a farm). Seasonal characters bank their shards and receive the full value of their deepest wave at season graduation, keeping the seasonal ladder a fresh, gear-only playing field.
📐 Areas & effective level
The 19 areas each sit in a level band; monsters, boss HP, loot rarity and income all key off an AREA's EFFECTIVE LEVEL. Fighting at your level is 'par'; out-leveling content trivializes it (and pays less per time), under-leveling is deadly (and throttles income).
✦ Ascension Tiers
Clear the final area's boss at your top tier and you ASCEND: the same 19 areas replay at a higher Ascension Tier (up to Tier 53), each with a far higher effective level. A Tier-5 Area 5 is much deadlier — and much richer — than a Tier-1 Area 5. Tier POWER multipliers plateau around Tier 5; past that the growth comes from the rising effective level, not bigger multipliers. Effective level roughly = 200 + ((tier−2)×19 + areaId)×10 from Tier 2 up.
💰 How income scales
Auto-battle pays for what you actually kill, at the listed price. Every area shows its XP and gold PER KILL — that number is static for the area and tier, and it is exactly what each kill pays. Deeper areas and higher tiers pay more per kill; easier content pays less. Your income per hour is simply kill speed × price, and the 'Estimated for your build' line does that math for you — it is the number to compare areas with, not the per-kill price. A survival factor throttles income when a fight is genuinely beyond you (a 💀 badge flags it). VIP adds flat XP/gold bonuses and longer runs — never faster attacks. Quest/feat rewards are anchored to your real hourly income so they never rot.
♾️ The Eternal wall
Enemy LETHALITY (not health) ramps every wave, so depth is a survival test. Around 3.5–4× your level, hits threaten to one-shot you — that's your wall, set by DEF/HP/lifesteal/regen/evade. ETERNAL HUNGER weakens all healing by 0.1% per wave a fight out-levels you (floor 25%), so pure-sustain can't hover at 1 HP forever. Fights at/below your level are unaffected. Flat potions aren't damped — a real out at depth.
🌀 Ascension Shards
Reaching a NEW best wave pays account-wide Ascension Shards for the depth gained; re-climbing at/below your record pays none (reward for going deeper, not a farm). SEASONAL characters bank theirs and receive the full value of their deepest wave at season graduation (fresh-ladder fairness) — the Eternal screen shows your pending banked total. Spend shards on the account-wide prestige tree.
👹 Monster & boss scaling
Monsters scale to the area's effective level using the same ratio math you use. Area bosses are floored at trash-mob stats × the Eternal wave-boss multipliers (roughly ×8 HP) so a boss is always a real step up. Dungeons at Tier 1 scale to the dungeon's recommended level (elite rooms rec+2, boss rec+3, plus the keys you've spent today); at Tier 2+ they join the shared ladder — see 'One wall everywhere'.
🧱 One wall everywhere
Battle Areas, Dungeons and the Eternal all use the SAME difficulty wall. Enemy threat is driven by how far the content sits above your PROVEN depth — that's max(your level, your active Eternal best). At or below that depth, content is quick. Above it, enemy damage ramps hard and smoothly: roughly ×5 at 20 effective levels over, ×15 at 50, ×36 at 100 — so a strong build walls somewhere around 140 over, not at a cliff. This is why the same effective level feels identical whether you meet it in an area, a dungeon, or an Eternal wave. Dungeon TRASH still dies fast (its health is sized to your damage) — the DUNGEON BOSS is the real check and carries full boss-tier health. Practical read: if a tier suddenly bites, you've passed your proven depth — drop a tier or push your build. Tier 1 is untouched by all of this (it's the hand-built 1→100 journey).
Progression9
♾️ Character Prestige
An endgame reset loop for a single character. Prestiging returns that character to Level 1 and banks the LEVEL BANDS it reached — only NEW bands you've never banked pay out, so re-climbing the same ground can't be farmed in a loop. You KEEP everything material: gear (it re-unlocks as you re-level to each piece's requirement), gold, materials, pets, cosmetics, feats, your subclass, Awakening and Dojo purchases. You LOSE your levels, spent skill/ability points and perks (they come back as you re-level), your areas re-lock, and your ACTIVE Eternal progress resets to 0. Your all-time Eternal record is kept safely for cosmetics and shard credit, so re-climbing the depth you already paid for grants no second helping of shards. Banked bands buy nodes on a PvE-only prestige tree (gold, XP, materials, Boss Essence, small capped ATK/DEF/HP/crit/SPD/accuracy/evade, and a tiny Godforged nudge) — nothing on it touches PvP. Depth is shown as a ℗ badge and earns titles at ℗1/3/5/10, and your banked bands across ALL characters set an account-wide Prestige Rank that unlocks frames and avatars.
⭐ Gear Ascension (Forging, Quality, Reforge)
Three ways to push a piece you already love instead of replacing it. FORGING: feed an item two EXACT unequipped duplicates to raise its Forge Rank by 1 — every one of its base stats gains ×1.08 per rank, capped at +2 ranks. QUALITY: every piece carries a hidden ±20% roll on its base stats, shown as a Quality %; TEMPER raises that roll +5 points per use (up to a perfect 100) for an escalating, income-anchored gold cost — the way to fix a great item with a bad roll. REFORGE TO LEVEL: re-anchors an out-of-date piece to your current level, but it's a KEEPER perk — Godforged relics and Set pieces only, priced in income-anchored gold plus Boss Essence and Ascendant Cores by how far behind it is. Everything below Mythic is meant to be RE-CRAFTED instead (that's the material sink). Ascendant Cores are the gate on all of this: they come from deep Eternal milestones, World Bosses, Invasions, the weekly Mutator, and Dust.
Level Colors
1-99 (White) → 100 (Gold, Ascendant) → 110 (Orange) → 125 (Red) → 150 (Purple, Legend) → 200 (Blue, Mythic) → 250 (Cyan) → 300+ (Glowing White, Immortal).
Skill Points
+1 SP every 5 levels. Spend in Hero → Skills. Skill tree branches are permanent -- plan ahead.
Ability Points
2 AP per level, plus a +100 AP milestone chest at every 100th level. Each point is a PERCENT into its attribute (never rots — your 900th = your 9th). Spend in Hero → Abilities on Strength, Accuracy, Agility, Endurance, Vitality and Evade; use the +10/+100 bulk buttons for big respecs. A free Tome of Respec refunds everything.
Subclass
Unlocks at level 50. Each class has 2 subclasses with unique passives. Choice is permanent without a Tome of Respec (World Boss drop). Subclass skills can be leveled 1-5 using Skill Points.
Clan Perks
Guild bank milestones from 50k to 50M gold unlock ATK/DEF/HP/Gold/XP/All Stats boosts for all members.
Combat Rating
Your gear-power score, shown on leaderboards and profiles. It is computed from your fully-calculated stat sheet — offense (higher of ATK/Magic) + DEF×0.7 + HP×0.12 + SPD×2 + Crit%×30 + (Crit Damage − 150)×4 + Accuracy×2 + Evade×4 — so it reflects gear, gems, affixes, skills, sets, subclass and clan perks, not just your level. See Builds → 'Combat Rating — what it measures' for how to read it (and where it misleads).
🏅 Account level
Your account level is one number for the whole account: the sum of every level any of your heroes has ever climbed, including the levels before each prestige. A hero that reached 500, prestiged and climbed back to 1,000 contributes 1,500. It never goes down, and it is what the Account & Characters panel and the Account Lv ranking show. The ℗ badge next to a hero is a different number: its deepest prestige band.
Min-Max Playbook9
Universal principles
- All +% of a stat is equal — grow whichever source is cheapest right now (a gem tier, an affix reroll, an attribute point).
- Chase "more" multipliers (Awakenings) — one beats any single +% line because it scales your whole pool.
- Respect the knees — once a stat is past its soft cap, extra points pay less; spend elsewhere unless nothing below a knee is left. Watch the effective number on your sheet, not the raw sum.
- DEF is effective HP — it never caps, so it's always a valid survival investment, not a "tank-only" stat.
Build to the content
| Goal | Stack |
|---|---|
| Fast farming (areas) | ATK/Magic + Crit Chance to its knee + Crit Damage + Speed (double-hit) |
| Eternal depth | DEF + HP + Lifesteal/HP-regen + Evade; auto-potions on |
| PvP Arena | Evade vs Accuracy contest, Speed for first strike, tighter crit knees — balance offense with a real HP/DEF pool |
| Caster | Magic Damage + INT (ability power) — both fold into your hits |
PvP specifics
Dodge is a contest of your Evade vs your attacker's Accuracy (capped at 55%), so evasion builds are real but counterable. Speed is initiative — who strikes first — not extra attacks. Crit and lifesteal use the tighter PvP knees. Fights run 15–25 hits and no single blow deletes you, so a gear gap is a real fight, not a coin-flip. Class signatures (Rogue's evasion, Ranger's Focus, Berserker's low-HP ramp, Bulwark's damage-taken heal) are always on.
The one rule
Every +% of a stat is worth the same, so grow whichever source is CHEAPEST right now. Chase 'more' multipliers (Awakenings) above any single +% line. Once a stat is past its soft cap (knee), spend elsewhere — watch the EFFECTIVE number on your sheet, not the raw sum.
⚔️ Fast Farmer
Goal: clear areas as fast as possible for gold/XP (income is performance-anchored — faster clears literally pay more). Stack ATK/Magic, Crit Chance to its knee (75%), then Crit Damage, then SPD for double-hits. Glass is fine in areas; the anti-one-shot cap protects you. WHERE to farm: income peaks a little BELOW the deepest content you have proven, not at the very bottom of your range — the area list shows gold and XP per hour for every unlocked area measured against YOUR build, so just take the one wearing the 💰 BEST GOLD or 📖 BEST XP badge. Push deeper and that band moves up behind you.
♾️ Eternal Diver
Goal: survive deep waves. Stack DEF + HP (effective HP), then Lifesteal/HP-regen for sustain, plus Evade. Remember Eternal Hunger weakens healing at depth, so raw DEF/HP matter most up high. Turn on Auto-Use Health Potions — potions aren't damped and are a real out at the wall.
🏟️ PvP Duelist
Goal: win 15–25-hit duels. Balance offense with a real HP/DEF pool (no glass cannons — nothing one-shots). Decide evade vs accuracy: an evade build needs enough evade to beat their accuracy, a bruiser stacks accuracy to punch through dodgers. SPD buys first strike. Crit/lifesteal use the tighter PvP knees, so don't over-invest past them.
🔮 Caster
Goal: fold Magic into every hit. Stack Magic DMG and STR (ATK is the base your magic folds onto), then Crit for spell burst. Casters bypass some armor, so they shine against tanky targets. Keep a mana pool that supports your rotation and use Auto-Use Mana Potions in long fights/dungeons.
Combat Rating — what it measures
Combat Rating IS a gear-power score, derived from your FULLY-calculated sheet: offense (the higher of ATK or Magic DMG) + DEF×0.7 + HP×0.12 + SPD×2 + Crit%×30 + (Crit Damage − 150)×4 + Accuracy×2 + Evade×4. It folds in gear, affixes, gems, skill tree, sets, subclass and clan perks — so two players at the same level with different gear have very different CR. Caveats for theorycrafters: it weights stats by a fixed table, so it rewards balanced sheets and can undervalue a specialist build that's actually stronger in its niche; and it says nothing about your rotation. Treat it as a fast comparison, not a substitute for how deep and how fast you actually clear.
Systems40
📅 Today screen
Battle → Today is your day in one list: what is waiting to be claimed (gold), what you can still do before the daily reset (steel ring — world boss strikes, dungeon runs, arena attacks, fast rewards, training) and points ready to spend (violet diamond). The countdown is to the UTC reset. Come back after three days away and the game opens here first, with how long you were gone at the top. Rows are tap-throughs; nothing on this screen is a new rule, it just gathers the ones that already exist.
Materials
Drop 35% per kill. Each area has unique materials. Used in blueprint crafting. Check Gear → Materials to see what you have and what uses it.
Crafting Recipes
Crafting tiers unlock by defeating area bosses: Rare (area 2), Epic (area 4), Legendary (area 6), Mythic (area 8). Craft any gear type at your unlocked rarity in Bag → Forge → Recipes.
Recipes
Two crafting systems: Recipes combine inventory items (e.g. 3 Rares → 1 Epic). Blueprints use raw materials. Recipes in Gear → Crafting → first tab.
🏚️ Dungeons — mechanics
Multi-room gauntlets, manual only (no auto-battle), 1 daily key each (3 free + VIP; +1 buyable with Essence; reset midnight UTC). At Ascension Tier 1, rooms scale to the dungeon's recommended level (+1 every 2 rooms deeper, +0.5 per key spent), ELITE rooms to rec+2+keys, and the FINAL BOSS to rec+3 PLUS the keys you've already used today — so your 3rd run's boss is much tougher than your 1st. At Tier 2+ the whole dungeon joins the shared difficulty ladder (see Scaling → 'One wall everywhere') and the boss carries real boss-tier health. Every clear: a guaranteed Epic+ bonus item, the boss drop, and a 40% chance at an always-Mythic SET piece (each dungeon has its own set). Elite kills feed the Elite Slayer quest; d6+ clears drop scrolls.
🐉 World Bosses — mechanics
Six shared bosses rotate Mon/Wed/Fri (00:00 UTC), HP from ~20M to ~5B, fighting back in phases (the two-way duel — they hit YOU too). Loot is RANK-based on the damage leaderboard when the boss falls: Top 1% → Mythic, Top 10% → Legendary, Top 35% → Epic, any hit → Rare. Every contributor ALSO rolls independently for a Godforged relic (~0.1% base, scaling with damage share up to a 1.0% cap). Each strike earns Boss Essence regardless of damage; free players get 15 strikes/boss (more with VIP), reset when the next boss spawns. Holiday EVENT bosses replace the rotation only during their event window.
🏟️ PvP Arena — mechanics
Asynchronous duels: you challenge a saved character and the server simulates both sides' real gear/skills/passives (offline players see the result next login). Dodge = your Evade vs their Accuracy (≤55%); SPD = first strike; crit/lifesteal use tighter PvP knees; fights run 15–25 hits with no one-shots. Trophies go up on wins / down on losses (floor 0); ranks Bronze→Champion. 3 free challenges/day (up to 6 VIP). Seasons last a month; trophies carry 75%, top finishers earn titles/avatars/frames.
🏰 Clans & Perks — mechanics
Create for 100,000g, up to 10 members. Donations fund the Guild Bank; perks unlock when BOTH a bank threshold (50M → 1T gold) AND a clan level (1 → 13) are met, then boost every member automatically (ATK/DEF/HP/Gold/XP/All). Note: SEASONAL characters get no clan perks (fresh-ladder sandbox). Clans also have a Shop (bank-funded cosmetics) and a weekly co-op Clan Dungeon.
⚔️ Clan Wars — mechanics
Every Sunday your clan is matched vs a similar-strength rival for a multi-day war. War points come from clan dungeon damage, World Boss strikes, PvP wins, and area-boss kills. Day 5 is the CLAN POWER CLASH: combined member Combat Ratings duel for a big point swing. Winners split rewards into the bank + personal payouts.
🐲 Clan Dungeon — mechanics
A weekly rotating raid boss the whole clan chips down together. It RESPAWNS at DOUBLE HP each time it's killed, so deeper tiers get exponentially tankier. Every kill banks gold, XP, gear, and a Godforged shot; your share scales with your damage, and the bank takes the lion's share to fund perks and the Clan Shop. GODFORGED ODDS: the same curve as a World Boss — ~0.1% floor, rising with your damage share to a 1% cap — plus a depth bonus of +0.02% per tier, so pushing deeper genuinely pays. Every contributor rolls independently; a bigger clan does NOT thin anyone's odds. Holiday-event relics are excluded unless that event is live. Rewards are granted atomically (a past constraint bug that burned payouts was fixed + back-paid).
⛰️ Dungeon Tiers & Mastery
Dungeons run on the SAME Ascension Tier ladder as Areas and the Eternal — pick a tier from the dropdown on the dungeon screen. Higher tier = deadlier enemies AND better pay: gold and XP scale by the tier multiplier, and loot rolls at that tier's item level with better rarity odds. Your tier ceiling is the same one Areas use: max(your Ascension Tier, what your Eternal depth has unlocked). SEPARATELY, every dungeon tracks its own MASTERY: each clear earns Mastery XP (8 + 2×tier), and each Mastery level adds +2% to that dungeon's SET-PIECE drop chance, capped at +20%. Mastery does NOT change difficulty, gold or XP — it is purely 'I have farmed this dungeon a lot, so its set drops more often'. Tier and Mastery multiply: tier for loot quality, Mastery for how often that dungeon's set appears. Mastery 10 / 25 / 50 in any dungeon also earns the Delver, Dungeon Conqueror and Ascendant Delver titles.
🌀 Weekly Mutator
A rotating weekly challenge: one fixed dungeon plus one combat-warping modifier, identical for every player, rerolling Monday 00:00 UTC. You get 3 scored attempts per week and it costs NO dungeon key. Your best clear TIME is what counts — there's a live top-10 leaderboard, and finishing top-3 for a week earns the Mutator Ace title. Clearing it for the first time each week pays a one-off chest (income-scaled gold + Boss Essence + an Ascendant Core). The 8 modifiers: Bloodless (no lifesteal or heal-on-hit), Thornskin (enemies reflect 15% of your damage), Frenzied (enemies strike 50% faster), Glass War (everyone deals AND takes +50%), Sober (no potions), Iron Curtain (enemy DEF doubled), Bloodlust (you only heal on a killing blow), Third Eye (every 3rd hit you land is a guaranteed crit). Mutator runs are pinned to Tier 1 — the modifier IS the difficulty.
💥 Server-wide Invasions
A weekend event (Friday → Sunday, UTC) where the WHOLE server chips down one shared boss HP bar. Find it under Battle → Invasion; a red LIVE badge appears while one is running. Each of your characters gets its own budget of 40 strikes and its own place on the damage leaderboard (per-character, like World Boss — not shared across your account). Rewards are hybrid: everyone who lands a strike earns income-scaled gold, Boss Essence and the Realm Defender title; the top-3 damage dealers claim the Invasion Warbanner frame and the Vanquisher title; and if the server actually KILLS the boss, every defender shares a bonus Ascendant Core. Seasonal characters earn gold only.
🛡️ Set Fusion
Combine 3 identical set pieces (same set, slot AND tier) into one piece a tier higher — every fusion tier empowers its stats by 8% (T4 max). Open the Fusion Forge from Crafting. You pick the KEEP (locked/equipped pieces default to it — they can be upgraded but never burned as fuel); the two fuel pieces are consumed. T2+ pieces unlock REFORGE: re-roll their affixes for gold, cost scaling with tier.
⚡ Fast Rewards
Instant 2-hour-income claims under the Auto-Battle button — spend one and collect two hours of your farm rate on the spot. 2/day base, more with VIP tiers, +bonus charges from Day-7 login streaks. They reset at midnight UTC. Nothing accrues if unspent — use them daily.
♻️ Transmutation (Dust)
Bad-luck protection: shred unwanted gear into Transmute Dust at the Forge, then spend it on a CHOICE instead of praying to the drop table. Shredding pays by rarity — Rare 1, Epic 3, Legendary 10, Mythic 25 Dust. Spending: 750 Dust buys a server-rolled piece of ANY dungeon set you name (any slot, same roll a real clear would give), or 100 Dust buys an Ascendant Core, capped at 5 Cores per week. Equipped, locked, Godforged items and gems can never be shredded. It's deliberately expensive — this is a pity valve for a set piece that refuses to drop, not a faster way to farm.
🐾 Companions (Pets)
Pets are a flat-stat companion system — 47 of them. One pet is ACTIVE at a time and its bonuses apply to your character; the rest sit in your stable. Bonuses are RAW FLAT numbers (not %), deliberately, so pets stay meaningful early without compounding into the exponential late game; rarity decides how many stat lines a pet has, and level scales their size up to a per-rarity cap. Pets level by being active and by feeding (one free feed daily). BREEDING is the only route to the rarest pets: fuse two well-raised parents (each at 75% of its own level cap) into a rarer HYBRID — both parents are CONSUMED, but they return to their drop sources so you can farm and breed again. Raising parents past the minimum gives the offspring a head start (every 4 combined extra levels = +1 starting level, up to +15). Some pets are earned, not dropped — deep Eternal milestones grant accomplishment pets.
⚡ Seasons & Seasonal Characters
A season is a fresh-start PvE ladder on its own dedicated character slot, with its own leaderboards and PvP pool — everyone begins level 1 on equal footing, so it's the one place your account age doesn't decide the race. The seasonal character is a deliberate SANDBOX: it earns no clan perks, and account-power currencies (Boss Essence, Ascendant Cores) are withheld from several reward paths — you'll see gold-only payouts where a permanent character would get more. That's the trade for a level playing field. When a season ends the character GRADUATES: it stops being seasonal and moves to your Legacy Roster, its Ascension Shards cash out, and you earn SEASON MASTERY points — floor(level/10) + sqrt(your eternal depth), capped at 50 per season (a solid casual season lands ~15-25). Mastery is a permanent ACCOUNT track spent on three seasonal-only nodes: Swift Study (+2% XP/rank), Season Fortune (+2% gold/rank), Veteran Edge (+1% ATK & HP/rank), 10 ranks each on a triangular cost ramp. Because they only apply to SEASONAL characters, veterans start each new season slightly stronger without ever compounding into the permanent game.
🎫 Battle Pass
A monthly reward track that fills from playing — 30 tiers at 100 pass XP each, resetting on the 1st. Every tier has a free reward; the premium lane on top of it unlocks either with LEGEND VIP or a one-time pass purchase for that month, and also multiplies the track's gold rewards (×2.5). Progress and claims are SERVER-owned, so the tier you reached is authoritative and can't be lost to a bad save or a device swap. Unclaimed tiers show up in the Rewards hub, and claiming is safe to do at any point before the month ends — but unclaimed tiers do NOT roll over, so sweep them before reset. Each month also carries SEASON EXCLUSIVES — an avatar (tier 15), a nameplate (tier 20) and a frame (tier 25) in that month's colours — which never return once the month ends… with one mercy: THE VAULT lets you reclaim a lapsed pass cosmetic for gold, two months after that pass ends. Find it under Codex → Pass.
✨ Cosmetics — seven kinds
Titles, avatars and frames are the classics — and four newer kinds are procedural, so every season brings fresh ones: NAMEPLATES paint your name in a living gradient everywhere it appears (chat, rankings, rosters, your profile); TITLE STYLES reshape whichever title you wear while keeping its colour (one style looks different on every title you own); AURAS are light behind your portrait, worn TOGETHER with your frame, not instead of it; and BANNERS paint the header of your profile — the screen other players open to look at you. Earn them from feats, PvP seasons, prestige, the Eternal and the Battle Pass; a handful sell for gold in the shop. Milestone and season-pass AVATARS are painted per class — yours always shows your class. Browse every item and its unlock path in Codex → Collection → Cosmetic Wardrobe; equip under Bag → Cosmetics. None of it is power — identity only.
🧭 Pet Expeditions
Send 1–3 BENCHED pets (your active companion can't go) on a timed away-mission and collect when they return: Forage 4h, Hunt 8h, Deep Roam 24h. Rewards are computed server-side from the party's total power (level × rarity weight) and scale with your own income anchor, so a strong roster on a long trip pays properly. Forage leans materials, Hunt leans Boss Essence, Deep Roam pays the most AND can recruit a WILD pet you don't own yet. Every pet on the trip also earns XP while away (half the trip length in credits), so expeditions are how you level a bench you're not playing. One expedition per character at a time; pets on a trip can't be equipped, bred or traded until they're back.
⛏️ Gathering Claims
The fourth expedition type: pick ONE material from any area you have unlocked and your pets return in 8 hours with a concentrated haul of exactly that — the way to farm the specific mats your Forge or a recipe is starving for. Economy pets boost the quantity, and your last pick is remembered. Same rules as other trips: benched pets only, server-timed, collect on return.
🌍 Realm Milestones
Every week the ENTIRE realm shares one kill goal — a single bar every player in the world feeds (autobattle kills count automatically). Find it in Rewards. When the realm meets the goal, everyone who contributed at least one kill that week claims a gold share priced to their level. Completed weeks stay claimable through the following week, so the turn never eats a share you earned.
🩸 The Bloodline
Your bench fights on: every character on your other slots that has reached level 10 sends a daily gold tribute to whichever character you are playing — one collect per account per day, in Rewards. The more of your roster you raise, the richer the tribute. It is resources only, never combat stats, so building alts strengthens your account without touching balance.
🐉 The Bestiary
Codex → Collection → Bestiary: every catalog monster you fell is tallied forever, with mastery stars at 25, 250 and 2,500 kills per beast and a realm-wide star total at the top. Both manual battles and autobattle settles feed it. A completionist ladder that never resets.
Direct Messages
Tap any player name in chat, leaderboard, or world boss rankings → profile appears → tap ✉️ Send Message. Or tap the envelope icon (✉️) at bottom right.
Trading
Daily limit: 1 free, +1 per VIP tier. Items have level requirements -- can't buy gear you can't equip. Post unequipped items at any price, cancel anytime to get them back.
Idle Progress
While offline, you earn gold and materials based on your current area. Shown in 'Welcome Back' popup on login. Caps at 12 hours.
PWA / Install App
Shadow Realms can be installed as a native app on Android and iOS. On Android Chrome, tap the menu and select 'Add to Home Screen'. On iOS Safari, tap Share → Add to Home Screen. Once installed, the game runs full-screen with no browser chrome and supports push notifications.
Push Notifications
When installed as a PWA, Shadow Realms can send push notifications for: PvP attacks, DMs received, trade listings sold, and daily reset. Grant notification permission when prompted after installing.
Attack Speed
All players attack at the same 400ms speed regardless of VIP tier. VIP tiers instead provide XP/gold multipliers, more dungeon keys, more WB strikes, more PvP attacks, and longer auto-battle sessions.
Buff Scrolls
War Scrolls (+30% ATK), Iron Scrolls (+30% DEF), Elixirs of Wisdom (+50% XP), and Elixirs of Fortune (+50% Gold) are time-based buffs lasting 15 or 30 minutes of real time. They go to your inventory when purchased or dropped. Use them manually from the consumable bar, or enable Auto-Use to have autobattle consume them automatically when the previous buff expires. Prices scale with your level and tier; the Elixir of Fortune costs about what its window would earn unbuffed, so it pays for itself whenever you're actively farming.
Scroll Pricing
Scroll prices scale dynamically with your player level — they cost approximately 150% of what you earn during the buff window at max speed. This means a scroll at level 100 costs far more than at level 20. Check the shop to see the current price for your level.
Cosmetics Shop
The cosmetics shop (Shop → Cosmetics) is where you browse, buy, and equip everything visual — titles, avatars, and frames. Your current loadout is summarized on the Character tab with a quick link back to the shop.
Avatar Frames
Frames are a separate equippable slot that appears around your avatar everywhere it shows — chat, leaderboard, PvP, and profile cards. Buy frames from the shop with gold, or earn them through feats and PvP season finishes.
Earned Cosmetics
Many avatars and frames can't be purchased — they're earned by playing. Feat avatars unlock automatically when you hit a milestone. PvP season avatars are granted at season end based on your final rank. World Boss avatars drop when you contribute to a boss defeat.
Scroll Drops
Scrolls drop from area bosses (areas 5-10), dungeon clears (d6+), world boss rewards, and PvP season end rewards. Higher-tier sources are more likely to drop XP Elixirs. Drops go directly to inventory.
💬 Chat mentions
Type @ and a hero's name in chat to mention them. A mention pops up in the game right away for that player and can buzz their phone. Each player controls both: Settings → Notifications → Chat Mentions, and the same row under Push. Mentions in DMs always reach the other person.
Every shop item
The gold shop (Arsenal). Prices scale with your level in the game; the base price is shown.
| Item | Effect | Base price |
|---|---|---|
| 🧪 Minor Health Potion | Restores 20% of max HP. | 75 |
| 🧪 Health Potion | Restores 25% of max HP. | 200 |
| 🍶 Greater Health Potion | Restores 30% of max HP. | 500 |
| 🍶 Superior Elixir | Restores 35% of max HP. | 1,500 |
| ✨ Divine Draught | Restores 40% of max HP. Endgame. | 5,000 |
| 🔵 Minor Mana Potion | Restores 20% of max Mana. | 60 |
| 🔵 Mana Potion | Restores 35% of max Mana. | 180 |
| 💜 Greater Mana Potion | Restores 55% of max Mana. | 500 |
| 💜 Elixir of Focus | Restores 80% of max Mana. Endgame. | 1,500 |
| 📜 War Scroll | +30% ATK for 15 minutes. Price scales with level. | |
| 📜 Iron Scroll | +30% DEF for 15 minutes. Price scales with level. | |
| 📖 Elixir of Wisdom | +50% XP for 30 minutes. Price scales with level. | |
| 💰 Elixir of Fortune | +50% Gold for 30 minutes. Price scales with level. |
Settings2
⚙️ Autopilot
Settings → Autopilot makes the obvious choices for you, and every rule tells you when it acts. New heroes start with all of them on; older heroes opt in.
- Auto-Equip Upgrades — a new drop of a higher rarity than what you wear in that slot goes straight on (an empty slot takes the best). Never over a locked or set piece, never a weapon your class cannot use.
- Recommended Build — free ability points are spent two thirds into your class stat, the rest into Vitality.
- Daily Pet Feed — your companion gets its free daily feed at login.
- Clean Up The Bag — your auto-salvage rule covers every drop source, not just farming: anything in the bag at or below its rarity is salvaged or sold about 20 seconds after it lands. Godforged, set, socketed, locked and worn gear are never touched.
- Claim Everything At Login — once a day: quests, pass tiers, the login calendar, boss and arena inboxes, clan dailies and Fast Rewards, with one summary.
- World Boss Strikes At Login — once a day your unused strikes are fought for you, the same duel as the boss screen.
- Follow the Best Zone — while auto-battling, moves you to the zone and tier that pays the most XP for your build, checked every 30 minutes, only when it beats where you are by 15% or more.
Every setting
Every switch in Settings (gear icon, top right) and what it does. Settings are shared by all your characters; the newest change wins.
| Setting | What it does |
|---|---|
| Notifications | Pop-ups on this device, for every character. Warnings that something did not save still show when this is off. |
| Sound Effects | Play a sound when you level up |
| Chat Sounds | Ping when a new chat message arrives |
| Auto-Equip Upgrades | A new drop of a higher rarity than what you wear in that slot goes straight on (an empty slot takes the best). Never over a locked or set piece, never a weapon your class cannot use. |
| Recommended Build | Free ability points are spent for you: two thirds into your class stat, the rest into Vitality. |
| Daily Pet Feed | Your companion gets its free daily feed when you log in. |
| Clean Up The Bag | Your auto-salvage rule (set on the Battle screen) covers every drop, not just farming: anything in the bag at or below its rarity — from dungeons, bosses, quests or crates — is salvaged or sold for you. Never Godforged, set, socketed, locked or worn gear. |
| Claim Everything At Login | Once a day when you open the game: quests, pass tiers, the login calendar, boss and arena inboxes, clan dailies and Fast Rewards are collected, with one summary. |
| World Boss Strikes At Login | Once a day when you open the game, your unused World Boss strikes are fought for you — the same duel as the boss screen — with one summary. |
| Follow the Best Zone | While auto-battling, moves you to the zone and tier that pays the most XP for your build — checked every 30 minutes, only when it beats where you are by 15% or more. |
| Auto-Regen Between Fights | Auto-use Lick Wounds between auto-battles |
| Auto-Use Health Potions | Drink your smallest HP potion when HP falls below 35% in combat (conserves bigger potions) |
| Auto-Use Mana Potions | Drink your smallest mana potion when mana falls below 20% in combat, so abilities keep firing |
| Show Damage Numbers | Display exact damage in the combat log |
| Show Miss / Evade | Log when attacks miss or are evaded |
| Show Ability Descriptions | List each battle ability's effect below the ability bar |
| Show Item Level | Display the item level (iLv) on gear |
| Color-code Monster Names | Harder monsters show in warning colors |
| Animate HP Bars | HP bars transition smoothly (may affect performance) |
| Show Level Titles | Show Ascendant / Legend / Mythic title badges |
Events1
Event calendar
Every realm event, when it runs (UTC) and what it brings. Event bosses wake only during their event; event companions and sets come from that boss and the Festival Shop (Store → Festival Shop), which keeps your Festival Tokens from one holiday to the next.
| Event | When | Boss | Set | Companions | About |
|---|---|---|---|---|---|
| 🎃 Hallow's Eve | Oct 16, 2026 – Oct 26, 2026 | The Hollow King | Wraithbound Regalia | Hollow Wisp | The veil thins. Spectral foes stalk every zone under a blood moon — hunt the Hollow King, chase the wraith-forged gear, and earn a haunt-born companion. |
| 🌾 Harvest Feast | Nov 24, 2026 – Dec 1, 2026 | The Wicker Glutton | Sheafbound Raiment | Hearthling | The last harvest is in. Harvest Hollow opens — farm your best zone among gobblers and scarecrows for Festival Tokens — the Wicker Glutton stalks the fields, and the Hearthling and the Harvestgrip of the Turning Year wait in the Festival Shop. |
| ❄️ Winterveil | Dec 11, 2026 – Dec 22, 2026 | Frostmaw Colossus | Frostforged Plate | Frost Sprite | Frost blankets the Shadow Realms. Yulewood opens — gingerbread brutes, nutcrackers and Krampus himself pay Festival Tokens for every minute you farm there — the Frostmaw Colossus prowls the north, and the Frost Sprite waits in the Festival Shop. |
| 🎆 New Year's Ascension | Dec 29, 2026 – Jan 4, 2027 | — | — | — | Ring in the new year across the realm — a short, brilliant burst of doubled rewards, fireworks cosmetics, and a resolution-forged title for those who show up. |
| 🏮 Lunar Festival | Feb 12, 2027 – Feb 19, 2027 | Nian the Lantern Beast | Lanternweave Silks | Jade Hare, Lunar Owl | Red lanterns light the dark between storms. Nian the Lantern Beast prowls the realm, festival silks and two lucky companions (the Jade Hare and the Lunar Owl) await, and a moon-blessed title crowns the faithful. |
| 🌸 Bloomrise | Apr 3, 2027 – Apr 13, 2027 | Floralith the Bloomcaller | Bloomwoven Vestments | Bloomkin | The realm shakes off the frost. Floralith the Bloomcaller wakes the wilds, verdant regalia and a sprout-spirit companion bloom, and a verdant-hearted title awaits those who rise with it. |
| ⚒️ Forgefire Weekend | Aug 14, 2026 – Aug 18, 2026 | — | — | — | The founders stoke the forges — double gold from every kill, all weekend. |
| ☄️ The Kindling | Sep 3, 2026 – Sep 18, 2026 | — | — | — | Season 1 burns down to embers and Emberfall catches. Every kill carries more XP and every world boss more essence while the new ladder finds its shape — fifteen days to make the climb yours. |
| 🔥 Embertide | Sep 18, 2026 – Sep 22, 2026 | — | — | — | Emberfall burns hottest at its tide — 1.5× XP and gold to fuel the new ladder. |
| 🕯️ Frostreign Vigil | Nov 13, 2026 – Nov 17, 2026 | — | — | — | Keep the vigil through the long dark — double XP while the candles hold. |
| 🛷 Deepwinter Haul | Jan 22, 2027 – Jan 26, 2027 | — | — | — | The deep-winter caravans arrive heavy — double gold before the storm season breaks. |
| 🌩️ Stormsurge | Mar 12, 2027 – Mar 16, 2027 | — | — | — | Stormrend crests — ride the surge for 1.5× XP and gold. |
| 🌞 Sunforge Bounty | May 21, 2027 – May 25, 2027 | — | — | — | The zenith sun gilds every strike — double gold under the Sunforge. |
| 🔆 Midsummer Rites | Jun 18, 2027 – Jun 22, 2027 | — | — | — | The realm honors the longest days — double XP and double Boss Essence from World Boss strikes. |
| 🎉 Realmforged: Year One | Jul 11, 2027 – Jul 18, 2027 | Aurelian the Everforged | Everforged Regalia | Dawn Phoenix | One year of the Shadow Realms. A week-long celebration — tripled gold and doubled everything else, the Everforged titan prowls the realm, and a Founding Flame title for everyone who made it here. |
