Shadow Realms
GAME WIKI
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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 The same entries open inside the game under Codex → Wiki, where you can add tips and flag anything wrong or out of date.

Spotted a mistake, or know a trick the entry misses? Open the entry in the game (Codex → Wiki) and tap Flag or Add a tip. Approved tips carry your hero's name. Every change ever shipped, by type →

Start Here4

Start Here — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 gameNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 hourNot yet verified against v6.24.267 — flag it in the game if it is wrong

  • 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.
Playing as a guest (a Wanderer_XXXX name)? Your progress lives on that device only. Settings → Claim Account adds an email and password so it is yours on any phone or computer. It takes twenty seconds, keeps everything you own, and pays a Trials reward.

What to do at each stageNot yet verified against v6.24.267 — flag it in the game if it is wrong

StageDo thisWhy
Level 1–20Clear 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 20–100Run 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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

DoWhereHow oftenWhy
Daily quests — Slayer, Hunter, Boss Hunt, Dungeon Dive, GathererQuests tab5 a dayGold scaled to your real income. Auto-Battle kills count for three of them.
Fast RewardsBattle tab2 a day free (VIP 3, 4 or 6)Each one pays two hours of Auto-Battle income at your best area, instantly.
Dungeon keysDungeons tab3 runs a day free, more with VIP, +1 key for Boss EssenceSet gear, dungeon mastery and a share of your level bar in XP per clear.
World Boss strikesWorld Boss tab15 a day free; the boss rotates Mon / Wed / FriEvery strike earns Boss Essence. The kill pays gear by contribution and a roll at Godforged.
Arena fightsPvP tab3 a day free, up to 6 with VIPTrophies climb the monthly ladder. The fight uses your real build against theirs.
Training GroundHero → Training (level 100+)one training a dayPermanent stat points, up to 50 per stat.
Clan dungeon strikesClan → Dungeon10 a day (the Barracks raises it)Every kill banks gold, XP and gear for you and the clan.
Clan Eternal pushesClan → Eternal3 a dayYour clan's shared climb; every push counts toward the daily reward.
Rift strikesSocial → Rifts3 a day, one Rift a weekParty content sized to everyone in it. Sealing it pays every striker and the Riftbreaker title.
Clan War attacksClan → War (from day 3 of the war)3 a dayWar points for the clan and a reward row for you when the war resolves.
Pet expeditionsPets tabforage 4 h · scout 6 h · hunt and gather 8 h · roam 24 hSend pets out before you log off; claim and send them again when you return.
Invasion strikesEvents (weekends)per weekendA server-wide boss sized to the realm. Rewards by participation.
Weekly quests — The Great Hunt, Boss of the Week, Dungeon Week, World Destroyer, Elite SlayerQuests tab5 a weekThey complete themselves if you do the dailies. Elite Slayer needs the elite rooms of dungeons.
Also dailyRewards tabdailyThe login bonus and streak, the VIP chest (VIP), and the Bloodline tribute and Realm milestone when they appear.
The ten-minute version: claim the login bonus, spend the Fast Rewards, run your keys, strike the World Boss, do the Arena fights, send the pets out, and leave Auto-Battle running in your best area. The rest is for when you have longer.

📅 Daily login and the streakNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 areaChecked v6.24.234

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).

#AreaLevelWhat lives thereAbout
1Ashveil Forest1Forest Sprite, Corrupted Rabbit, Shadow Wolf, Thorn Golem, …A haunted forest at the edge of civilization.
2Bleakstone Mines5Cave Rat, Stone Crawler, Ember Bat, Rock Elemental, …Deep mines filled with cursed ore and forgotten souls.
3Crimson Wastes12Blood Imp, Scorch Fiend, Lava Hound, Ember Knight, …A scorched wasteland blistering with demonic energy.
4Voidspire Peaks20Void Wisp, Phase Stalker, Rift Horror, Spectral Knight, …Mountain peaks torn between worlds by void energy.
5Necrotic Depths30Skeleton Archer, Zombie Brute, Lich Acolyte, Death Knight, …An underground labyrinth of undead abominations.
6Celestial Spire50Fallen Seraph, Corrupted Cherub, Void Angel, Divine Construct, …A divine tower where fallen angels wage eternal war.
7Abyssal Trenches65Tide Wraith, Deep Stalker, Coral Golem, Abyssal Leviathan, …The sunken ruins of a drowned civilization, teeming with horrors.
8Emberstorm Peaks80Magma Titan, Cinder Wraith, Pyroclast Fiend, Eruption Drake, …Volcanic peaks where ancient fire titans slumber and rage.
9Shattered Realm100Reality Shard, Paradox Fiend, Null Knight, Shattered Titan, …A fractured dimension where reality itself is your enemy.
10Ironveil Sanctum110Ironveil Sentinel, Veilbroken Knight, Shadow Construct, Sanctum Wraith, …A fortified sanctum where iron constructs guard ancient secrets.
11Ashen Dominion120Ashen Noble, Dominion Guard, Ember Duchess, Ruined Legionnaire, …A scorched dominion ruled by fallen nobility consumed by ash and rage.
12Wraithbone Citadel130Bone Sentinel, Wraith Warden, Citadel Phantom, Soul Cannonier, …A fortress built from the bones of a thousand fallen gods, now patrolled by their vengeful wraiths.
13Stormveil Expanse140Stormborn Wraith, Thunder Stalker, Lightning Colossus, Tempest Drake, …A vast plains where perpetual lightning storms birth monstrous beings of pure electrical fury.
14Glacial Abyss150Frost Revenant, Glacial Titan, Permafrost Shade, Frozen Warden, …A frozen underworld where time itself slows and ancient predators are preserved in eternal ice.
15Voidheart Sanctum160Void Pulsar, Null Revenant, Dark Matter Shade, Entropy Titan, …The pulsing heart of the void dimension — reality tears apart with each step taken.
16Sundered Wastes170Sundered Knight, Apocalypse Shade, Ruins Titan, Blasted Revenant, …A dimension shattered by an ancient apocalyptic war — its survivors fight on even in death.
17Celestial Graveyard180Fallen Deity, God Wraith, Divine Remnant, Celestial Specter, …Where gods come to die — the graveyard of deities stretches endlessly, haunted by divine remnants.
18Oblivion Expanse190Oblivion Shade, Nothingness Titan, Erasure Golem, End Revenant, …The end of all things — a boundless expanse of pure oblivion where existence itself unravels.
19The Absolute Void200Primordial 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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

All meaningful progress — combat rewards, loot, gold, trades, boss damage — is computed and validated server-side.

What should I be doing every day?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

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?Not yet verified against v6.24.267 — flag it in the game if it is wrong

In-game: System → Send Feedback. Reports go straight to the developer with your context attached.

Classes8

Classes — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 theseNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

⚔️ WarriorNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🛡️ PaladinNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🔮 MageNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

💀 NecromancerNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🗡️ RogueNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🏹 RangerNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 treeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PointsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 treeChecked v6.24.234

The Warrior tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.

🔥 Fury

NodeEffectSPNeeds
Battle CryATK +10%1—
BerserkerATK +15%2w_o1
Cleave (fork A)ATK +20%2w_o2
Precision (fork B)Crit Chance +8%, ATK +8%2w_o2
WarlordATK +20%, Crit Chance +5%3wo3a,wo3b
Apex PredatorATK +30%, Crit Dmg +25%4w_o4
Ruin (fork A)ATK +22%, Crit Chance +84w_o5
Tempo (fork B)ATK +22%, SPD +14%4w_o5
AscendantATK +26%5wo6a,wo6b
Ruin (fork A)ATK +30%, Crit Chance +86w_o7
Tempo (fork B)ATK +30%, SPD +14%6w_o7
ApotheosisATK +40%8wo8a,wo8b

🛡️ Iron

NodeEffectSPNeeds
Iron SkinDEF +10%1—
FortifyHP +15%2w_d1
Unbreakable (fork A)DEF +25%2w_d2
Thick Skin (fork B)HP +20%, DEF +8%2w_d2
JuggernautDEF +20%, HP +10%3wd3a,wd3b
Living FortressDEF +30%, HP +15%4w_d4
Fortress (fork A)DEF +22%, HP +16%4w_d5
Deflection (fork B)DEF +22%, Evade +14%4w_d5
AscendantDEF +26%5wd6a,wd6b
Fortress (fork A)DEF +30%, HP +16%6w_d7
Deflection (fork B)DEF +30%, Evade +14%6w_d7
ApotheosisDEF +40%8wd8a,wd8b

🧠 Tactics

NodeEffectSPNeeds
War VeteranXP gain +15%1—
Spoils of WarGold drops +15%2w_u1
Battle Mastery (fork A)All stats +8%2w_u2
Momentum (fork B)SPD +15%2w_u2
Field CommandAll stats +10%3wu3,wu3b
Supreme TacticianAll stats +15%4w_u4
Insight (fork A)All Stats +22%, XP +12%4w_u5
Fortune (fork B)All Stats +22%, Gold +12%4w_u5
AscendantAll Stats +26%5wu6a,wu6b
Insight (fork A)All Stats +30%, XP +12%6w_u7
Fortune (fork B)All Stats +30%, Gold +12%6w_u7
ApotheosisAll Stats +40%8wu8a,wu8b

🏇 Onslaught

NodeEffectSPNeeds
MomentumSPD +10%1—
RelentlessSPD +15%2w_t1
Overrun (fork A)SPD +15%, ATK +10%2w_t2
Bracing Step (fork B)SPD +12%, DEF +12%2w_t2
UnbrokenSPD +15%, Accuracy +12%3wt3a,wt3b
JuggernautSPD +20%, ATK +12%4w_t4
Blitz (fork A)SPD +22%, ATK +14%4w_t5
Elusion (fork B)SPD +22%, Evade +14%4w_t5
AscendantSPD +26%5wt6a,wt6b
Blitz (fork A)SPD +30%, ATK +14%6w_t7
Elusion (fork B)SPD +30%, Evade +14%6w_t7
ApotheosisSPD +40%8wt8a,wt8b

Ranger skill treeChecked v6.24.234

The Ranger tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.

🏹 Predator

NodeEffectSPNeeds
Keen EyeATK +10%1—
HawkshotATK +15%2r_o1
Deadeye (fork A)ATK +20%2r_o2
Rapid Fire (fork B)Crit Chance +8%, ATK +8%2r_o2
Phantom ArrowATK +20%, Crit Chance +5%3ro3a,ro3b
Death from AfarATK +30%, Crit Dmg +20%, Accuracy +10%4r_o4
Ruin (fork A)ATK +22%, Crit Chance +84r_o5
Tempo (fork B)ATK +22%, SPD +14%4r_o5
AscendantATK +26%5ro6a,ro6b
Ruin (fork A)ATK +30%, Crit Chance +86r_o7
Tempo (fork B)ATK +30%, SPD +14%6r_o7
ApotheosisATK +40%8ro8a,ro8b

🌿 Survival

NodeEffectSPNeeds
EvasionDEF +10%1—
Shadow StepHP +15%2r_d1
Camouflage (fork A)DEF +25%2r_d2
Thick Hide (fork B)HP +20%, DEF +8%2r_d2
Warden of the WildsDEF +20%, HP +10%3rd3,rd3b
Evasion MasterDEF +30%, Evade +15%4r_d4
Fortress (fork A)DEF +22%, HP +16%4r_d5
Deflection (fork B)DEF +22%, Evade +14%4r_d5
AscendantDEF +26%5rd6a,rd6b
Fortress (fork A)DEF +30%, HP +16%6r_d7
Deflection (fork B)DEF +30%, Evade +14%6r_d7
ApotheosisDEF +40%8rd8a,rd8b

🦅 Tracker

NodeEffectSPNeeds
Hunter's EyeGold drops +15%1—
PathfinderXP gain +15%2r_u1
Wilderness Mastery (fork A)All stats +8%2r_u2
Eagle Sight (fork B)Crit Chance +6%2r_u2
Apex TrackerAll stats +10%3ru3,ru3b
Eagle EyeAll stats +15%4r_u4
Insight (fork A)All Stats +22%, XP +12%4r_u5
Fortune (fork B)All Stats +22%, Gold +12%4r_u5
AscendantAll Stats +26%5ru6a,ru6b
Insight (fork A)All Stats +30%, XP +12%6r_u7
Fortune (fork B)All Stats +30%, Gold +12%6r_u7
ApotheosisAll Stats +40%8ru8a,ru8b

🎯 Marksmanship

NodeEffectSPNeeds
Steady AimAccuracy +12%1—
Range FinderAccuracy +18%2r_t1
Called Shot (fork A)Accuracy +18%, Crit Chance +6%2r_t2
Light Step (fork B)Accuracy +12%, Evade +14%2r_t2
Hunter's MarkAccuracy +18%, SPD +12%3rt3a,rt3b
DeadeyeAccuracy +22%, Crit Dmg +20%4r_t4
Precision (fork A)Accuracy +22%, Crit Chance +84r_t5
Pressure (fork B)Accuracy +22%, ATK +14%4r_t5
AscendantAccuracy +26%5rt6a,rt6b
Precision (fork A)Accuracy +30%, Crit Chance +86r_t7
Pressure (fork B)Accuracy +30%, ATK +14%6r_t7
ApotheosisAccuracy +40%8rt8a,rt8b

Mage skill treeChecked v6.24.234

The Mage tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.

⚡ Destruction

NodeEffectSPNeeds
Arcane MindATK +10%1—
SpellweaveATK +15%2m_o1
Elemental Fury (fork A)ATK +20%2m_o2
Overload (fork B)Crit Chance +8%, ATK +8%2m_o2
ArchmageATK +20%, Crit Chance +5%3mo3a,mo3b
Arcane SingularityATK +30%, Magic DMG +20%4m_o4
Ruin (fork A)ATK +22%, Crit Chance +84m_o5
Tempo (fork B)ATK +22%, SPD +14%4m_o5
AscendantATK +26%5mo6a,mo6b
Ruin (fork A)ATK +30%, Crit Chance +86m_o7
Tempo (fork B)ATK +30%, SPD +14%6m_o7
ApotheosisATK +40%8mo8a,mo8b

🔵 Warding

NodeEffectSPNeeds
Mana ShieldDEF +10%1—
Arcane BarrierHP +15%2m_d1
Spell Aegis (fork A)DEF +25%2m_d2
Blink (fork B)HP +20%, DEF +8%2m_d2
Prismatic WardDEF +20%, HP +10%3md3,md3b
Mana AegisDEF +30%, Mana +30%4m_d4
Fortress (fork A)DEF +22%, HP +16%4m_d5
Deflection (fork B)DEF +22%, Evade +14%4m_d5
AscendantDEF +26%5md6a,md6b
Fortress (fork A)DEF +30%, HP +16%6m_d7
Deflection (fork B)DEF +30%, Evade +14%6m_d7
ApotheosisDEF +40%8md8a,md8b

📚 Arcana

NodeEffectSPNeeds
ScholarXP gain +15%1—
Gilded GrimoireGold drops +15%2m_u1
Arcane Legacy (fork A)All stats +8%2m_u2
Mana Mastery (fork B)Mana +25%, SPD +10%2m_u2
Arcane AscendanceAll stats +10%3mu3,mu3b
OmniscienceAll stats +15%4m_u4
Insight (fork A)All Stats +22%, XP +12%4m_u5
Fortune (fork B)All Stats +22%, Gold +12%4m_u5
AscendantAll Stats +26%5mu6a,mu6b
Insight (fork A)All Stats +30%, XP +12%6m_u7
Fortune (fork B)All Stats +30%, Gold +12%6m_u7
ApotheosisAll Stats +40%8mu8a,mu8b

🌀 Cadence

NodeEffectSPNeeds
QuickcastSPD +12%1—
Flow StateSPD +15%, Mana +10%2m_t1
Focus (fork A)Accuracy +18%, SPD +10%2m_t2
Blink (fork B)Evade +16%, SPD +10%2m_t2
Arcane TempoSPD +15%, Accuracy +12%3mt3a,mt3b
Time DilationSPD +22%, Mana +20%4m_t4
Blitz (fork A)SPD +22%, ATK +14%4m_t5
Elusion (fork B)SPD +22%, Evade +14%4m_t5
AscendantSPD +26%5mt6a,mt6b
Blitz (fork A)SPD +30%, ATK +14%6m_t7
Elusion (fork B)SPD +30%, Evade +14%6m_t7
ApotheosisSPD +40%8mt8a,mt8b

Rogue skill treeChecked v6.24.234

The Rogue tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.

🗡️ Assassination

NodeEffectSPNeeds
Shadow StepATK +10%1—
BackstabATK +15%2rg_o1
Hemorrhage (fork A)ATK +20%2rg_o2
Death Mark (fork B)Crit Chance +8%, ATK +8%2rg_o2
ReaperATK +20%, Crit Chance +5%3rgo3a,rgo3b
Shadow SlayerATK +30%, Crit Dmg +25%4rg_o4
Ruin (fork A)ATK +22%, Crit Chance +84rg_o5
Tempo (fork B)ATK +22%, SPD +14%4rg_o5
AscendantATK +26%5rgo6a,rgo6b
Ruin (fork A)ATK +30%, Crit Chance +86rg_o7
Tempo (fork B)ATK +30%, SPD +14%6rg_o7
ApotheosisATK +40%8rgo8a,rgo8b

🌑 Shadows

NodeEffectSPNeeds
VanishDEF +10%1—
Smoke ScreenHP +15%2rg_d1
Ghost Walk (fork A)DEF +25%2rg_d2
Slippery (fork B)HP +20%, DEF +8%2rg_d2
UntouchableDEF +20%, HP +10%3rgd3,rgd3b
Phantom FormDEF +30%, Evade +15%4rg_d4
Fortress (fork A)DEF +22%, HP +16%4rg_d5
Deflection (fork B)DEF +22%, Evade +14%4rg_d5
AscendantDEF +26%5rgd6a,rgd6b
Fortress (fork A)DEF +30%, HP +16%6rg_d7
Deflection (fork B)DEF +30%, Evade +14%6rg_d7
ApotheosisDEF +40%8rgd8a,rgd8b

🎭 Cunning

NodeEffectSPNeeds
Pick PocketGold drops +15%1—
OpportunistXP gain +15%2rg_u1
Shadow Master (fork A)All stats +8%2rg_u2
Fleet Foot (fork B)SPD +15%2rg_u2
Master ThiefAll stats +10%3rgu3,rgu3b
Grand LarcenyAll stats +15%4rg_u4
Insight (fork A)All Stats +22%, XP +12%4rg_u5
Fortune (fork B)All Stats +22%, Gold +12%4rg_u5
AscendantAll Stats +26%5rgu6a,rgu6b
Insight (fork A)All Stats +30%, XP +12%6rg_u7
Fortune (fork B)All Stats +30%, Gold +12%6rg_u7
ApotheosisAll Stats +40%8rgu8a,rgu8b

🌑 Shadowcraft

NodeEffectSPNeeds
SlipperyEvade +12%1—
FadeEvade +18%2rg_t1
Cutthroat (fork A)Evade +14%, Crit Chance +6%2rg_t2
Ghostwalk (fork B)Evade +18%, SPD +12%2rg_t2
UntouchableEvade +18%, Accuracy +12%3rgt3a,rgt3b
NightfallEvade +22%, SPD +15%4rg_t4
Slipstream (fork A)Evade +22%, SPD +14%4rg_t5
Warding (fork B)Evade +22%, DEF +16%4rg_t5
AscendantEvade +26%5rgt6a,rgt6b
Slipstream (fork A)Evade +30%, SPD +14%6rg_t7
Warding (fork B)Evade +30%, DEF +16%6rg_t7
ApotheosisEvade +40%8rgt8a,rgt8b

Paladin skill treeChecked v6.24.234

The Paladin tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.

☀️ Holy Wrath

NodeEffectSPNeeds
Sacred VowATK +10%1—
ConsecrationATK +15%2p_o1
Holy Strike (fork A)ATK +20%2p_o2
Divine Hammer (fork B)Crit Chance +8%, ATK +8%2p_o2
Avatar of JusticeATK +20%, Crit Chance +5%3po3a,po3b
Divine WrathATK +30%, DEF +15%4p_o4
Ruin (fork A)ATK +22%, Crit Chance +84p_o5
Tempo (fork B)ATK +22%, SPD +14%4p_o5
AscendantATK +26%5po6a,po6b
Ruin (fork A)ATK +30%, Crit Chance +86p_o7
Tempo (fork B)ATK +30%, SPD +14%6p_o7
ApotheosisATK +40%8po8a,po8b

🛡️ Bulwark

NodeEffectSPNeeds
Holy LightDEF +10%1—
Divine ShieldHP +15%2p_d1
Fortress (fork A)DEF +25%2p_d2
Aura of Light (fork B)HP +20%, DEF +8%2p_d2
IndomitableDEF +20%, HP +10%3pd3a,pd3b
Eternal ShieldDEF +30%, +1% HP regen/round4p_d4
Fortress (fork A)DEF +22%, HP +16%4p_d5
Deflection (fork B)DEF +22%, Evade +14%4p_d5
AscendantDEF +26%5pd6a,pd6b
Fortress (fork A)DEF +30%, HP +16%6p_d7
Deflection (fork B)DEF +30%, Evade +14%6p_d7
ApotheosisDEF +40%8pd8a,pd8b

✨ Faith

NodeEffectSPNeeds
BlessingXP gain +15%1—
TithesGold drops +15%2p_u1
Divine Grace (fork A)All stats +8%2p_u2
Devotion (fork B)Mana +20%, HP +8%2p_u2
ExaltedAll stats +10%3pu3,pu3b
Sacred AuraAll stats +15%4p_u4
Insight (fork A)All Stats +22%, XP +12%4p_u5
Fortune (fork B)All Stats +22%, Gold +12%4p_u5
AscendantAll Stats +26%5pu6a,pu6b
Insight (fork A)All Stats +30%, XP +12%6p_u7
Fortune (fork B)All Stats +30%, Gold +12%6p_u7
ApotheosisAll Stats +40%8pu8a,pu8b

🕯️ Vigil

NodeEffectSPNeeds
WatchfulAccuracy +10%1—
SteadfastAccuracy +15%, DEF +8%2p_t1
Zealot (fork A)Accuracy +16%, ATK +10%2p_t2
Sentinel (fork B)Accuracy +12%, Evade +14%2p_t2
UnwaveringAccuracy +16%, SPD +12%3pt3a,pt3b
JudgementAccuracy +20%, DEF +15%4p_t4
Precision (fork A)Accuracy +22%, Crit Chance +84p_t5
Pressure (fork B)Accuracy +22%, ATK +14%4p_t5
AscendantAccuracy +26%5pt6a,pt6b
Precision (fork A)Accuracy +30%, Crit Chance +86p_t7
Pressure (fork B)Accuracy +30%, ATK +14%6p_t7
ApotheosisAccuracy +40%8pt8a,pt8b

Necromancer skill treeChecked v6.24.234

The Necromancer tree: three branches, each T1 → T2 → a fork (A or B) → T4 → capstone. Costs are Skill Points.

🧪 Plague

NodeEffectSPNeeds
Death CoilATK +10%1—
Soul DrainATK +15%2n_o1
Plague (fork A)ATK +20%2n_o2
Entropy (fork B)Crit Chance +8%, ATK +8%2n_o2
Lich FormATK +20%, Crit Chance +5%3no3a,no3b
Death IncarnateATK +30%, Lifesteal +5%4n_o4
Ruin (fork A)ATK +22%, Crit Chance +84n_o5
Tempo (fork B)ATK +22%, SPD +14%4n_o5
AscendantATK +26%5no6a,no6b
Ruin (fork A)ATK +30%, Crit Chance +86n_o7
Tempo (fork B)ATK +30%, SPD +14%6n_o7
ApotheosisATK +40%8no8a,no8b

🦴 Undying

NodeEffectSPNeeds
Bone ArmorDEF +10%1—
Undying WillHP +15%2n_d1
Death Shroud (fork A)DEF +25%2n_d2
Corpse Skin (fork B)HP +20%, DEF +8%2n_d2
DeathlessDEF +20%, HP +10%3nd3,nd3b
Undying CurseDEF +30%, Lifesteal +5%4n_d4
Fortress (fork A)DEF +22%, HP +16%4n_d5
Deflection (fork B)DEF +22%, Evade +14%4n_d5
AscendantDEF +26%5nd6a,nd6b
Fortress (fork A)DEF +30%, HP +16%6n_d7
Deflection (fork B)DEF +30%, Evade +14%6n_d7
ApotheosisDEF +40%8nd8a,nd8b

🔮 Dark Arts

NodeEffectSPNeeds
Grave RobberGold drops +15%1—
Dark ScholarXP gain +15%2n_u1
Necromantic Mastery (fork A)All stats +8%2n_u2
Dark Vitality (fork B)HP +12%2n_u2
Master of DeathAll stats +10%3nu3,nu3b
Dark ApotheosisAll stats +15%4n_u4
Insight (fork A)All Stats +22%, XP +12%4n_u5
Fortune (fork B)All Stats +22%, Gold +12%4n_u5
AscendantAll Stats +26%5nu6a,nu6b
Insight (fork A)All Stats +30%, XP +12%6n_u7
Fortune (fork B)All Stats +30%, Gold +12%6n_u7
ApotheosisAll Stats +40%8nu8a,nu8b

💀 Withering

NodeEffectSPNeeds
ShroudEvade +10%1—
Grave ChillEvade +15%, SPD +8%2n_t1
Wither (fork A)Evade +14%, ATK +10%2n_t2
Bone Veil (fork B)Evade +12%, DEF +14%2n_t2
Soul TetherEvade +16%, Accuracy +12%3nt3a,nt3b
DeathlessEvade +20%, HP +15%4n_t4
Slipstream (fork A)Evade +22%, SPD +14%4n_t5
Warding (fork B)Evade +22%, DEF +16%4n_t5
AscendantEvade +26%5nt6a,nt6b
Slipstream (fork A)Evade +30%, SPD +14%6n_t7
Warding (fork B)Evade +30%, DEF +16%6n_t7
ApotheosisEvade +40%8nt8a,nt8b

Combat 10115

The core exchangeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 statsNot yet verified against v6.24.267 — flag it in the game if it is wrong

  • 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-BattleNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ResolutionNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 FormulaNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 OrderNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 TimeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 formulaNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DamageNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 LevelingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 HitNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 HitsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

AbilitiesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🛡️ StancesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

Every stat on your sheet is built the same way, and understanding it is the key to min-maxing. A stat is:

final = base flats × (1 + total increased%) × (more multipliers) × scale

One additive pool per statNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 specialNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 rotNot yet verified against v6.24.267 — flag it in the game if it is wrong

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):

AttributeWhat 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 builtNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

⚔️ ATKNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🔮 MagicDMGNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🛡️ DEFNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

❤️ HPNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

⚡ SPDNot yet verified against v6.24.267 — flag it in the game if it is wrong

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%Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 DamageNot yet verified against v6.24.267 — flag it in the game if it is wrong

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%.

🏹 AccuracyNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

💨 EvadeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

💠 ManaNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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: AccuracyNot yet verified against v6.24.267 — flag it in the game if it is wrong

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: EvadeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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: ReflectNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PenetrationNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 RegenNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 %Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 & armorNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 critNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

StatSoft cap (PvE)Soft cap (PvP)
Crit Chance75%40%
Crit Damage500%200%
Lifesteal50%20%
Double-Hit35%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-hitNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & manaNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 ChanceNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DamageNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🩸 LifestealNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

💨 EvadeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 HitNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 stackingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 / AutoNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 rarityNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

AffixesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & locksNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

GodforgedNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 CodexNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 NineNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 setsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 RanksNot yet verified against v6.24.267 — flag it in the game if it is wrong

Common → Uncommon → Rare → Epic → Legendary → Mythic → Godforged. Each tier has better base stats, more affix slots, and gem sockets.

🗡️ Weapon types — the trade-offNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

See the Forge in the game for every two-handed weapon and its trait.

🗡️ 1H & dual-wield weaponsNot yet verified against v6.24.267 — flag it in the game if it is wrong

See the Forge in the game for every one-handed weapon and its trait.

⚖️ 1H vs 2H — the rulesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 affinityNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

CommonNot yet verified against v6.24.267 — flag it in the game if it is wrong

Basic drops: 1 affix, no gem slot. Good for salvaging into materials or selling.

UncommonNot yet verified against v6.24.267 — flag it in the game if it is wrong

Slight stat boost over Common: 2 affixes, no gem slot. Main drop from regular monsters.

RareNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

EpicNot yet verified against v6.24.267 — flag it in the game if it is wrong

4 affixes, 1 gem slot. Significant power jump. Drops from area bosses (15% chance), dungeon bosses, world boss contributions.

LegendaryNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

MythicNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

GodforgedNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ItemsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 LevelNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 FarmNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 SocketingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 KeepsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ceilingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 bossChecked v6.24.234

Godforged relics are unique named pieces; each World Boss has its own pool (see Godforged).

BossItems
The Rotwood KingXelaroth'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 UndyingSkarreth'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 ColossusHeart of the Void (Ring1) · Void Colossus Plating (Chestplate) · Rift Edge (Dagger) · Rift Strider's Greaves (Leggings) · Riftpiercer (Hand Crossbow) · Voidstep Treads (Boots)
The Null SovereignThe 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 DreadlordDreadlord'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 DeathlessAzathyn'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 KingHollow's Reaping (Sword 2H) · Hollow's Reaping (Mace 1H) · Hollow's Reaping (Staff 2H) · Hollow's Reaping (Dagger) · Hollow's Reaping (Bow)
Frostmaw ColossusWinterfang (Sword 2H) · Winterfang (Mace 1H) · Winterfang (Staff 2H) · Winterfang (Dagger) · Winterfang (Bow)
Aurelian the EverforgedDawnbreaker (Sword 2H) · Dawnbreaker (Mace 1H) · Dawnbreaker (Staff 2H) · Dawnbreaker (Dagger) · Dawnbreaker (Bow)
Nian the Lantern BeastLanternfang (Sword 2H) · Lanternfang (Mace 1H) · Lanternfang (Staff 2H) · Lanternfang (Dagger) · Lanternfang (Bow)
Floralith the BloomcallerSpringthorn (Sword 2H) · Springthorn (Mace 1H) · Springthorn (Staff 2H) · Springthorn (Dagger) · Springthorn (Bow)
Kaelthur the Arena WardenWarden's Chain-Crown (Helmet) · Warden's Gavel (Mace 1H) · Champion's Sigil (Amulet)
Xyrrh the Shifting MassMantle of the Shifting Mass (Chestplate) · Shiftfang (Dagger) · Shifting Coil (Ring2)
The Breachborn ColossusBreachbreaker (Axe 2H) · Breachpiercer (Bow) · Breachwalker Legplates (Leggings)

Every gear setChecked v6.24.234

Set bonuses stack as you wear more pieces of the same set. Where a set comes from and what each piece count gives.

SetFromBonuses
Emberfall VestmentsDungeon: Ashfall Reliquary2 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 ArchivistGodforged / collection2 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 Nine3 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 ShroudDungeon: Crypt of the Fallen2 pc: [Tank] +25% HP, +20% DEF · 3 pc: [Tank entry] +40% HP, +30% DEF, +12% ATK
Molten AegisDungeon: Molten Forge2 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 WarlordDungeon: Temple of Ash2 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 CovenantDungeon: Void Sanctum2 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 DominionDungeon: Throne of Death2 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 GraceDungeon: Sunken Spire2 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 MantleDungeon: Abyssal Maw2 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 MantleDungeon: Ember Sanctum2 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 EdgeDungeon: The Null Colosseum2 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 PactDungeon: Shattered Colosseum2 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 TranscendenceDungeon: Eternity's Vault2 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 RegaliaEvent reward2 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 PlateEvent reward2 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 RaimentEvent reward2 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 RegaliaEvent reward2 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 SilksEvent reward2 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 VestmentsEvent reward2 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 Rags2 pc: [Striker entry] +22% ATK, +10% SPD · 3 pc: GRAVE ROBBER: +35% ATK, +15% SPD, +25 Crit Dmg
Forgehammer's Fury2 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 Robes2 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 Bulwark2 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 Malice2 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 Raiment2 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 Hide2 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 Breaker2 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 Aegis2 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 RegaliaGodforged / collection2 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 Hunger2 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 Reliquary2 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 Harness2 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 Leathers2 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 Vestments2 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 Warplate2 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 Mark2 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 Shroud2 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 Deep2 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 Panoply2 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 Vigil2 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 YearGodforged / collection2 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 workNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 FlatNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 affixesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 affixesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 RerollNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 (✨)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 PREFIXESNot yet verified against v6.24.267 — flag it in the game if it is wrong

Open Forge → Affixes in the game for the live prefix list.

📋 All SUFFIXESNot yet verified against v6.24.267 — flag it in the game if it is wrong

Open Forge → Affixes in the game for the live suffix list.

🔗 How affixes stackNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 typesNot yet verified against v6.24.267 — flag it in the game if it is wrong

GemStat
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 ForgeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 materialChecked v6.24.234

Crafting materials by tier and where they come from.

MaterialTierAbout
🌠 Ascendant Core4Crystallized ascension — fuels Forging & keeper reforging. Earned from Eternal depth milestones & World Bosses.
🌿 Forest Essence1Gathered from forest creatures
⚫ Shadow Dust1Residue from shadow monsters
🪨 Stone Fragment1Broken pieces of animated stone
🔥 Ember Shard1Crystallized fire from mine creatures
😈 Demon Essence2Distilled from demonic entities
💠 Void Crystal2Solidified void energy
🌋 Infernal Ash2Ash from infernal creatures
🌀 Phase Dust2Residue of phase-shifted creatures
👻 Soul Fragment3Fragments of trapped souls
✨ Divine Splinter3Shards of divine energy
💀 Death Essence3Pure death energy condensed
⭐ Celestial Dust3Stardust from celestial beings
🕳️ Void Ore4Raw void matter
🌟 Eternal Flame4Never-dying fire essence
🪸 Abyssal Coral4Coral grown in lightless depths
🌊 Deep Essence4Pressure-crushed essence of the abyss
🌡️ Magma Core4A still-molten heart of the deep forges
🪵 Cinder Dust4What remains when magma cools to ash
💎 Reality Shard4Shattered pieces of reality itself
⚫ Null Essence4Distilled nothing — anti-matter residue
👁️ God Essence4Essence of fallen deities
⚙️ Ironveil Fragment4Plating torn from the Ironveil legion
🗡️ Shadow Steel4Metal quenched in pure shadow
🌫️ Ashen Essence4Essence sifted from dominion ash
👑 Dominion Dust4Ground remains of a fallen dominion

Every gem typeChecked v6.24.234

What each gem raises, by gem tier (tier 1 → 5).

GemStatBonus by tier
RubyATK12 / 28 / 55 / 100 / 200
SapphireDEF8 / 18 / 38 / 75 / 160
EmeraldHP30 / 80 / 160 / 350 / 1000
TopazSPD3 / 7 / 14 / 28 / 60
AmethystCRITPCT1 / 1.5 / 2 / 2.5 / 3
DiamondACCURACY0.5 / 1 / 1.5 / 2 / 3
MoonstoneEVADE0.5 / 1 / 1.5 / 2 / 3
OpalCRITDMG3 / 6 / 10 / 15 / 20
OnyxXPPCT0.25 / 0.5 / 0.75 / 0.875 / 1

Dungeons3

Dungeons — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 themNot yet verified against v6.24.267 — flag it in the game if it is wrong

  • 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 dungeonChecked v6.24.234

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).

DungeonLevelAreaRoomsSet reward
Crypt of the Fallen1+ (rec. 3)Ashveil ForestEntry Hall → Ossuary → Crypt Lord (boss)Cryptkeeper's Shroud (Helmet, Chestplate, Leggings)
Molten Forge5+ (rec. 8)Bleakstone MinesSmelting Floor → Furnace Corridor → Forge Chamber → Forge Master (boss)Molten Aegis (Chestplate, Boots, Gloves, Shield)
Temple of Ash12+ (rec. 16)Crimson WastesOuter Sanctum → Hall of Flames → Inner Sanctum → Ritual Chamber → High Priest Ignar (boss)Ashen Warlord (Sword 1H, Helmet, Chestplate, Leggings, Boots)
Void Sanctum22+ (rec. 28)Voidspire PeaksRift Entrance → Phase Corridor → Entropy Chamber → Null Gate → Spectral Vault → Void Harbinger (boss)Voidwalker's Covenant (Sword 1H, Shield, Ring1, Amulet, Boots, Gloves)
Throne of Death35+ (rec. 42)Necrotic DepthsGates 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 Spire50+ (rec. 55)Celestial SpireFlooded Nave → Tidal Corridor → Drowned Vault → The Sanctum Depths → The Drowned Seraph (boss)Fallen Seraph's Grace (Gloves, Boots, Amulet, Ring1)
Abyssal Maw65+ (rec. 70)Abyssal TrenchesSunken Approach → Brine Chambers → The Dark Current → Leviathan's Wake → Void Confluence → The Abyss Warden (boss)Abyssal Warden's Mantle (Chestplate, Leggings, Helmet, Ring2)
Ember Sanctum80+ (rec. 85)Emberstorm PeaksMagma 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 Colosseum90+ (rec. 95)Shattered RealmSpectator'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 Colosseum100+ (rec. 105)Shattered RealmDimensional 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 Vault145+ (rec. 150)Ironveil SanctumThe 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 Reliquary200+ (rec. 210)Ashen DominionThe 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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 contributionNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 EssenceNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 BossChecked v6.24.234

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).

BossLevelBase HPAbout
The Rotwood King520,000,000The ancient corrupted king of Ashveil Forest. Roots that once gave life now drain it.
Skarreth the Undying2050,000,000A lich of unfathomable age. Has died a thousand times and refuses to stay dead.
Void Colossus35150,000,000A being of pure void that tears reality apart wherever it walks.
The Null Sovereign55300,000,000Ruler of the void between worlds. Its very presence erases existence.
Eternal Dreadlord80800,000,000A being of pure destruction who has burned a hundred worlds. This one is next.
Azathyn the Deathless1205,000,000,000The oldest being in existence. Has watched civilisations rise and fall. Now it simply watches your guild die.
Kaelthur the Arena Warden4008,000,000,000The 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 Mass45012,000,000,000Every monster the mutators ever made, folded into one body that cannot decide what it is. Faces surface. Some of them are yours.
The Breachborn Colossus50020,000,000,000The 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 King1101,500,000,000A crowned wraith that manifests only while the veil is thin. Every soul it takes, it keeps.
Frostmaw Colossus1101,500,000,000A mountain of living glacier that wakes only in the deep of Winterveil. Its heart is a frozen storm.
Aurelian the Everforged1101,500,000,000A colossal titan of living gold, forged from a year of the realm's triumphs. It wakes only for the anniversary.
Nian the Lantern Beast1101,500,000,000A red-and-gold festival beast of the old year, roused only when the lanterns rise. Fortune and fury in equal measure.
Floralith the Bloomcaller1101,500,000,000A colossal flowering titan that sleeps beneath the frost and wakes to reclaim the realm each spring.
The Wicker Glutton1101,500,000,000A 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 phasesChecked v6.24.234

What each boss does as its health falls — read these before a strike.

BossPhase (from)What happens
The Rotwood KingDormant (100% HP)The Rotwood King awakens, summoning forest creatures.
The Rotwood KingEnraged (45% HP)Roots armor the king — he shrugs off 15% of incoming damage.
The Rotwood KingFinal Rot (10% HP)Pure corruption hardens him — incoming damage cut 30%. Break through!
Skarreth the UndyingAwakened (100% HP)Skarreth rises, commanding legions of the dead.
Skarreth the UndyingDesperate (45% HP)Bone shields form — Skarreth takes 15% less damage.
Skarreth the UndyingUndying Rage (10% HP)Death energy shrouds him — incoming damage cut 30%.
Void ColossusManifest (100% HP)The Void Colossus tears open a rift and steps through.
Void ColossusRift Storm (45% HP)Void plating hardens — the colossus absorbs 15% of incoming damage.
Void ColossusCollapse (10% HP)Collapsing space shields it — incoming damage reduced 30%.
The Null SovereignSovereign (100% HP)The Null Sovereign descends, silencing all magic in a 1km radius.
The Null SovereignNull Storm (45% HP)A null field dampens attacks — the Sovereign takes 15% less damage.
The Null SovereignObliteration (10% HP)Erasing itself from harm — incoming damage cut 30%.
Eternal DreadlordAwakened (100% HP)The Dreadlord awakens from its eternal slumber, hungry for destruction.
Eternal DreadlordInferno (45% HP)Dreadfire-scaled hide — the Dreadlord takes 15% less damage.
Eternal DreadlordApocalypse (10% HP)World-ending armor forms — incoming damage reduced 30%.
Azathyn the DeathlessObserving (100% HP)Azathyn watches, curious. It has not seen a challenge in millennia.
Azathyn the DeathlessInterested (45% HP)Azathyn fights seriously — deflecting 15% of incoming damage.
Azathyn the DeathlessWrath (10% HP)Timeless wrath hardens it — incoming damage cut 30%.
Kaelthur the Arena WardenSalute (100% HP)Kaelthur salutes the crowd and takes your measure.
Kaelthur the Arena WardenBloodrush (45% HP)The crowd roars — he shrugs off 15% of incoming damage.
Kaelthur the Arena WardenLast Stand (10% HP)The chains tighten — incoming damage cut 30%. Finish it.
Xyrrh the Shifting MassUnstable (100% HP)Xyrrh churns — a new shape every breath.
Xyrrh the Shifting MassCoalescing (45% HP)The mass hardens around a core — it shrugs off 15% of incoming damage.
Xyrrh the Shifting MassUnmade (10% HP)What is left refuses to die — incoming damage cut 30%. Break through!
The Breachborn ColossusAdvance (100% HP)The Colossus advances, gates and all.
The Breachborn ColossusBulwark (45% HP)Stone skin hardens — it shrugs off 15% of incoming damage.
The Breachborn ColossusBreach (10% HP)Molten cracks race across it — incoming damage cut 30%. Hold the line!
The Hollow KingThe Veil Thins (100% HP)The Hollow King rises, lanterns of stolen souls circling its crown.
The Hollow KingSoul Storm (45% HP)A tempest of shrieking wisps shields it — the King takes 15% less damage.
The Hollow KingLast Harvest (10% HP)The scythe swings for every soul present — incoming damage cut 30%.
Frostmaw ColossusFirst Frost (100% HP)The Colossus stirs, shedding an eternal blizzard from its shoulders.
Frostmaw ColossusWhiteout (45% HP)A howling storm shrouds it — the Colossus takes 15% less damage.
Frostmaw ColossusDeep Freeze (10% HP)The air itself freezes solid — incoming damage cut 30%.
Aurelian the EverforgedFirst Dawn (100% HP)Aurelian rises, radiant with a year of gathered light.
Aurelian the EverforgedGolden Zenith (45% HP)A corona of sunfire shields it — the titan takes 15% less damage.
Aurelian the EverforgedEverforged (10% HP)It blazes at its brightest — incoming damage cut 30%.
Nian the Lantern BeastLantern Light (100% HP)Nian stirs, wreathed in a thousand paper lanterns.
Nian the Lantern BeastFirecracker (45% HP)A storm of festival sparks shields it — the beast takes 15% less damage.
Nian the Lantern BeastYear's Turning (10% HP)The old year fights to hold on — incoming damage cut 30%.
Floralith the BloomcallerFirst Bloom (100% HP)Floralith rises, shedding a cascade of petals and new green.
Floralith the BloomcallerOvergrowth (45% HP)A thicket of living vines shields it — the titan takes 15% less damage.
Floralith the BloomcallerEternal Spring (10% HP)The wilds surge to its defense — incoming damage cut 30%.
The Wicker GluttonHarvest Moon (100% HP)The Glutton lurches out of the fields, chaff pouring from its seams.
The Wicker GluttonThe Gorging (45% HP)It stuffs itself with sheaves — the Glutton takes 15% less damage.
The Wicker GluttonLast Sheaf (10% HP)Ablaze and starving, it fights for the final bite — incoming damage cut 30%.

World Boss named dropsChecked v6.24.234

The named Godforged piece each boss can drop and what its affixes do.

BossNamed dropAffixesAbout
The Rotwood King🌿 Rotwood's Eternal Blight (Sword 1H)Life Drain: Heals 10% of damage dealt · Poison Touch: +20% ATKA blade of living corruption. Every strike poisons the spirit.
Skarreth the Undying💀 Skarreth's Phylactery Shard (Amulet)Soul Anchor: undefined · Death's Blessing: undefinedA fragment of the lich's soul vessel. Death energies swirl within.
Void Colossus🌀 Heart of the Void (Ring1)Void Empowerment: undefined · Phase Strike: undefinedA crystallised shard of pure nothingness. It hums with impossible power.
The Null Sovereign👑 The Null Crown (Helmet)Null Ward: undefined · Sovereign's Will: undefinedCrown of a sovereign that rules nothing. Grants dominion over the void.
Eternal Dreadlord🌋 Dreadlord's Ruination (Sword 2H)World Ender: undefined · Dread Strike: undefinedA 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: undefinedAn 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 DMGA 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 takenSkin 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% ATKThe 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% ATKThe 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% ATKThe 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% ATKAurelian 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% ATKNian 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% ATKFloralith the Bloomcaller's weapon — it reforges itself into the wielder's class shape.

The Eternal3

The Eternal — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

ModifiersNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

RewardsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 modelNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & seasonsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 featChecked v6.24.234

All 64 feats by category. Each pays a permanent reward (gold multiplier, XP %) and higher tiers unlock medallions on your profile.

CategoryFeatsExamples
Slayer8Bloodied Blade — Defeat 100 monsters · Centurion — Defeat 1,000 monsters · Warrior of Legend — Defeat 10,000 monsters · …
Boss8Boss Slayer — Defeat your first boss · Titan Hunter — Defeat 10 bosses · Legend of Bosses — Defeat 50 bosses · …
PvP5First Duel — Win your first PvP battle · Arena Veteran — Win 10 PvP battles · Arena Champion — Win 50 PvP battles · …
Leveling10Adventurer — Reach Level 10 · Veteran Hero — Reach Level 25 · Elite Warrior — Reach Level 50 · …
Explorer5Wanderer — Unlock 3 areas · Wastelands Walker — Unlock 5 areas · Realm Seeker — Unlock 7 areas · …
Dungeon6Dungeon Crawler — Complete your first dungeon · Dungeon Veteran — Complete 20 dungeons · Dungeon Master — Complete 100 dungeons · …
Resilience4Immortal Spirit — Die and return 10 times · The Unkillable — Die and return 50 times · Deathwalker — Die and return 100 times · …
Collection3Gem Seeker — Own 5 gems at once · Gem Collector — Own 15 gems at once · Gem Master — Own 30 gems at once
Craft3Apprentice Crafter — Reach Crafting Tier 1 · Architect — Reach Crafting Tier 2 · Master Crafter — Reach the top Crafting Tier
Wealth7Coin Hoarder — Accumulate 100,000 gold · Merchant Prince — Accumulate 1,000,000 gold · Shadow Tycoon — Accumulate 10,000,000 gold · …
Companions5First Friends — Collect 5 companions · Growing Pack — Collect 15 companions · Beastlord — Collect 30 companions · …

Trading Post1

Trading Post — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 WarsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ClimbNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & SiegesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

RiftsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DungeonNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 basicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ShardsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 stagesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 titlesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ChampionNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 climbNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 LogNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 EmporiumNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & SiegesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 WeekendsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & HeraldryNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DungeonNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 designNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & breedingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 gearNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 companionsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 companionChecked v6.24.234

Companions and where each one comes from (see Companions).

CompanionRarityTypeSourceGives
🐀 Cave RatCommonCombatArea bossesHP +180/lvl
🦇 Ember BatCommonCombatArea bossesATK +30/lvl
🐗 Thorn BoarUncommonCombatArea bossesHP +240/lvl, DEF +28/lvl
🦂 Sand StingerUncommonCombatArea bossesATK +42/lvl, ACCURACY +2/lvl
🦅 Storm HawkRareCombatArea bossesATK +55/lvl, EVADE +3/lvl, ACCURACY +3/lvl
🐺 Frost WolfRareCombatArea bossesHP +300/lvl, DEF +40/lvl, ATK +40/lvl
🗿 Magma GolemEpicCombatArea bossesHP +420/lvl, DEF +60/lvl, ATK +60/lvl, CRITDMG +0.7/lvl
🐉 Ember DrakeLegendaryCombatArea bossesATK +90/lvl, DEF +70/lvl, HP +520/lvl, ACCURACY +4/lvl, EVADE +4/lvl
🦏 Doom RhinoLegendaryCombatArea bossesHP +600/lvl, DEF +100/lvl, ATK +70/lvl
🟡 Coin SlimeCommonEconomyDungeonsGOLDPCT +0.35/lvl
🦋 Ink MothCommonEconomyDungeonsXPPCT +0.35/lvl
🐹 Pack RatUncommonEconomyDungeonsGOLDPCT +0.3/lvl, XPPCT +0.2/lvl
🐸 Wise ToadUncommonEconomyDungeonsXPPCT +0.35/lvl, GOLDPCT +0.2/lvl
🦊 Lantern FoxRareEconomyDungeonsGOLDPCT +0.3/lvl, XPPCT +0.3/lvl
🦉 Rune OwlEpicEconomyDungeonsXPPCT +0.4/lvl, GOLDPCT +0.35/lvl
🦌 Gilded StagLegendaryEconomyDungeonsGOLDPCT +0.45/lvl, XPPCT +0.4/lvl
🐆 Shadow PantherRarePrestigeWorld BossATK +70/lvl, EVADE +4/lvl
🐦‍⬛ Dread RavenEpicPrestigeWorld BossATK +80/lvl, ACCURACY +5/lvl, CRITDMG +0.7/lvl
🐢 Colossus TurtleEpicPrestigeWorld BossHP +600/lvl, DEF +90/lvl
🐋 LeviathanLegendaryPrestigeWorld BossHP +640/lvl, DEF +95/lvl, ATK +80/lvl, CRITDMG +1/lvl
🔥 PhoenixLegendaryPrestigeWorld BossATK +100/lvl, HP +560/lvl, ACCURACY +5/lvl, EVADE +5/lvl
🌙 Lunar OwlEpicEconomyEvent bossesXPPCT +0.45/lvl, GOLDPCT +0.2/lvl
🦈 Abyss StalkerEpicPrestigeEternal milestoneATK +75/lvl, HP +400/lvl, EVADE +3/lvl
🐍 Tempest SerpentLegendaryPrestigeEternal milestoneATK +95/lvl, HP +560/lvl, DEF +70/lvl, CRITDMG +1/lvl
♾️ Eternity IncarnateMythicPrestigeEternal milestoneATK +120/lvl, DEF +95/lvl, HP +720/lvl, ACCURACY +5/lvl, EVADE +5/lvl
🐲 Gold WyrmMythicHybridBredATK +90/lvl, DEF +70/lvl, HP +520/lvl, GOLDPCT +0.35/lvl, XPPCT +0.35/lvl
🐈‍⬛ Chrono SphinxMythicHybridBredATK +90/lvl, HP +560/lvl, GOLDPCT +0.4/lvl, XPPCT +0.4/lvl, ACCURACY +4/lvl
🦁 Void LionMythicPrestigeBredATK +130/lvl, DEF +100/lvl, HP +800/lvl, ACCURACY +6/lvl, EVADE +6/lvl, CRITDMG +1/lvl
🐊 TidewyrmMythicPrestigeBredATK +100/lvl, DEF +90/lvl, HP +700/lvl, CRITDMG +1/lvl
🐦‍🔥 Cinder RocMythicPrestigeBredATK +120/lvl, HP +560/lvl, ACCURACY +5/lvl, EVADE +5/lvl, CRITDMG +1/lvl
🦣 Iron BehemothMythicPrestigeBredHP +900/lvl, DEF +140/lvl, ATK +70/lvl
🐂 Bull MarketMythicHybridBredATK +90/lvl, DEF +70/lvl, HP +520/lvl, GOLDPCT +0.4/lvl, XPPCT +0.3/lvl
🌊 Maelstrom DrakeMythicPrestigeBredATK +115/lvl, DEF +85/lvl, HP +640/lvl, ACCURACY +5/lvl, CRITDMG +1/lvl
☄️ CataclysmPrimalHybridBredATK +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 TyrantPrimalHybridBredATK +130/lvl, DEF +90/lvl, HP +760/lvl, ACCURACY +6/lvl, CRITDMG +1/lvl, GOLDPCT +0.5/lvl, XPPCT +0.5/lvl
🌋 WorldendingPrimalPrestigeBredATK +170/lvl, DEF +130/lvl, HP +1000/lvl, ACCURACY +7/lvl, EVADE +7/lvl, CRITDMG +1.3/lvl
🕳️ Infinity MawPrimalPrestigeBredATK +160/lvl, DEF +115/lvl, HP +900/lvl, ACCURACY +7/lvl, EVADE +8/lvl, CRITDMG +1.3/lvl
🐢 Bulwark TortoiseRareCombatDungeonsDEF +70/lvl, HP +120/lvl
🪲 Aegis BeetleEpicCombatDungeonsDEF +110/lvl, HP +150/lvl, ATK +25/lvl
🐏 Wardstone RamLegendaryCombatClan DungeonDEF +165/lvl, HP +200/lvl, ATK +45/lvl
🦈 ShardfangRareCombatDungeonsCRITDMG +1.3/lvl, ATK +35/lvl
🦗 Ruin MantisEpicCombatWorld BossCRITDMG +1.7/lvl, CRITPCT +0.2/lvl, ATK +50/lvl
🐲 Execution DrakeMythicCombatWorld BossCRITDMG +2/lvl, CRITPCT +0.35/lvl, ATK +80/lvl
🐦 Hawkeye ShrikeRareCombatDungeonsACCURACY +4/lvl, ATK +30/lvl
🦉 Truesight OwlEpicCombatArenaACCURACY +6/lvl, CRITPCT +0.15/lvl, ATK +45/lvl
🦅 Unerring FalconMythicCombatArenaACCURACY +6/lvl, CRITPCT +0.25/lvl, ATK +70/lvl
🐈 Mirage ServalRareCombatDungeonsEVADE +6/lvl, SPD +4/lvl
🐆 VeilstalkerEpicCombatArenaEVADE +8/lvl, SPD +5/lvl, ATK +40/lvl
🐅 Phase LynxMythicCombatClan DungeonEVADE +9/lvl, SPD +7/lvl, ATK +65/lvl
🐇 Quickstep HareRareCombatDungeonsSPD +10/lvl, EVADE +4/lvl
🐎 Tempo CourserEpicCombatClan DungeonSPD +14/lvl, ACCURACY +5/lvl, ATK +40/lvl
⚡ StormstrideMythicCombatArenaSPD +16/lvl, EVADE +5/lvl, ACCURACY +5/lvl, ATK +60/lvl
🦑 Abyssal SovereignPrimalPrestigeEternal milestoneATK +140/lvl, DEF +105/lvl, HP +820/lvl, ACCURACY +6/lvl, EVADE +6/lvl
🐋 Voidmaw LeviathanPrimalPrestigeEternal milestoneATK +165/lvl, DEF +125/lvl, HP +950/lvl, CRITDMG +1.7/lvl, EVADE +7/lvl
🌌 The Endless OnePrimalPrestigeEternal milestoneATK +190/lvl, DEF +145/lvl, HP +1100/lvl, ACCURACY +9/lvl, EVADE +9/lvl, CRITDMG +2/lvl
🌀 Riftborn ColossusPrimalPrestigeEternal milestoneATK +215/lvl, DEF +165/lvl, HP +1250/lvl, ACCURACY +10/lvl, EVADE +10/lvl, CRITDMG +2/lvl
🔥 Reborn PhoenixMythicHybridPrestige milestoneATK +95/lvl, HP +600/lvl, XPPCT +0.5/lvl, GOLDPCT +0.4/lvl
♾️ Eternal ReturnerPrimalHybridPrestige milestoneATK +130/lvl, DEF +95/lvl, HP +780/lvl, XPPCT +0.8/lvl, GOLDPCT +0.6/lvl
🏹 Spectral HuntressMythicCombatBredACCURACY +5/lvl, EVADE +5/lvl, ATK +70/lvl, CRITPCT +0.2/lvl
🏇 Tempest LancerMythicCombatBredSPD +14/lvl, ACCURACY +5/lvl, ATK +75/lvl, CRITDMG +1.3/lvl
🗿 Adamant ColossusMythicCombatBredDEF +150/lvl, HP +520/lvl, ATK +60/lvl, CRITDMG +1/lvl
🪓 Headsman WyrmMythicCombatBredCRITDMG +2/lvl, CRITPCT +0.3/lvl, ATK +85/lvl, ACCURACY +4/lvl
🌪 GhostwindPrimalCombatBredEVADE +8/lvl, SPD +15/lvl, ACCURACY +6/lvl, ATK +110/lvl, CRITDMG +1.3/lvl
🦄 Apex PredatorPrimalHybridBredATK +135/lvl, DEF +90/lvl, HP +700/lvl, ACCURACY +6/lvl, EVADE +6/lvl, CRITDMG +1.7/lvl
🎃 Hollow WispEpicCombatEvent bossesATK +60/lvl, HP +280/lvl
❄️ Frost SpriteEpicCombatEvent bossesDEF +40/lvl, HP +320/lvl
🌅 Dawn PhoenixEpicCombatEvent bossesATK +70/lvl, HP +260/lvl
🐇 Jade HareEpicCombatEvent bossesSPD +8/lvl, ATK +55/lvl
🌸 BloomkinEpicCombatEvent bossesHP +300/lvl, DEF +36/lvl
🌾 HearthlingEpicHybridEvent bossesHP +290/lvl, GOLDPCT +0.2/lvl
🌨️ WraithfrostMythicCombatBredDEF +90/lvl, HP +640/lvl, ATK +70/lvl
🌄 Dawnfire HareMythicCombatBredATK +110/lvl, SPD +10/lvl, HP +520/lvl, ACCURACY +4/lvl
🌺 Nightbloom OwlMythicHybridBredHP +600/lvl, DEF +70/lvl, XPPCT +0.5/lvl, GOLDPCT +0.3/lvl
🔥 WickerwispMythicHybridBredATK +95/lvl, HP +560/lvl, GOLDPCT +0.3/lvl
🐆 Astral LynxLegendaryCombatAmbassador rewardATK +75/lvl, EVADE +5/lvl, ACCURACY +5/lvl, HP +380/lvl
🐉 Herald WyrmMythicHybridAmbassador rewardATK +85/lvl, DEF +75/lvl, HP +620/lvl, GOLDPCT +0.35/lvl, XPPCT +0.35/lvl

Seasons & Battle Pass3

Seasons & Battle Pass — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PassNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 seasonChecked v6.24.234

Seasons run about two months each; a seasonal hero starts fresh on its own ladder and graduates at the end.

SeasonWhenAbout
⚡ Season 1: FoundersJul 11, 2026 – Sep 3, 2026The founding season — a fresh-start ladder, Season Mastery, and the first graduation. Everyone begins equal.
🔥 Season 2: EmberfallSep 3, 2026 – Nov 3, 2026Ash rains over the realm. A new seasonal ladder opens — carry your Mastery forward and climb again.
❄️ Season 3: FrostreignNov 3, 2026 – Jan 5, 2027The long dark descends. Climb the frozen ladder — Winterveil falls within this season.
⚡ Season 4: StormrendJan 5, 2027 – Mar 7, 2027The skies split open. A tempest-wracked ladder resets the climb — carry your Mastery into the storm.
🌿 Season 5: BloomtideMar 7, 2027 – May 7, 2027Life claws back through the ash. A season of renewal — the ladder greens over and the climb begins anew.
☀️ Season 6: SunforgeMay 7, 2027 – Jul 11, 2027The realm burns bright at its zenith. The sixth ladder closes out the first year — climb toward the anniversary.

Cosmetics & Identity8

Cosmetics & Identity — overviewNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 itChecked v6.24.234

All 89 titles. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
WayfarerStarterWanderer's Cache exclusive — never sold again.
ShadowbornStore (500,000 gold)A warrior born from darkness.
GodslayerStore (2,000,000 gold)One who has felled the divine.
The EternalStore (5,000,000 gold)Transcending time itself.
Abyssal PilgrimEternalReach wave 15,000 in the Eternal.
DeepwardenEternalReach wave 20,000 in the Eternal.
VoidbreakerEternalReach wave 30,000 in the Eternal.
RiftlordEternalReach wave 50,000 in the Eternal.
Sovereign of DepthsEternalReach wave 75,000 in the Eternal.
The BottomlessEternalReach wave 100,000 in the Eternal.
VoidwalkerStore (750,000 gold)Steps between worlds unseen.
Iron CrownStore (300,000 gold)Earned through discipline.
StormcallerStore (1,200,000 gold)Commands the fury of storms.
BonelordStore (800,000 gold)Commands legions of the dead.
LightbringerStore (2,500,000 gold)Beacon of hope in darkness.
Realm DefenderInvasionStruck a server-wide Invasion boss.
Invasion VanquisherInvasionFinished top-3 in damage during a server-wide Invasion.
The AmbassadorReferralRecruited a friend to Level 100.
RecruiterReferralGuided your first champion to the realm.
Herald of the RealmReferralSummoned ten champions to Shadow Realms.
The CuratorCodexLogged every set piece in the realm.
Relic HunterCodexLogged every Godforged relic. A life's work.
Beast WhispererCodexLogged every companion, wild and event alike.
The CompletionistCodex100% Codex. Sets, relics, cosmetics, companions.
The CenturionFeatSlayer of 50,000 monsters.
God of WarFeatSlayer of 100,000 monsters. Legendary.
Boss SlayerFeatFell 100 area bosses.
TitanfallFeatFell 500 area bosses.
Arena ChampionFeat200 PvP victories.
The UndefeatedFeat500 PvP victories. Feared by all.
Eternal TravellerFeatUnlocked every area in the realm.
Sovereign of the NineRelicCollected all nine Relics of the Nine.
the ArchivistRegaliaClaimed all six pieces of the Regalia of the Archivist.
the SovereignVaultVault set — Sovereign's Regalia (100 Sovereigns).
the GildedVaultVault set — The Gilded Crown (300 Sovereigns).
the VoidboundVaultVault set — Voidbound (1,000 Sovereigns).
SeekerVip tenureHold Seeker VIP for 30 days — yours forever.
ChampionVip tenureHold Champion VIP for 30 days — yours forever.
LegendVip tenureHold Legend VIP for 30 days — yours forever.
PatronPatronPatron rank I — 250 Sovereigns spent.
Sovereign PatronPatronPatron rank V — 100,000 Sovereigns spent.
DeathwalkerFeatReturned from death 100 times.
Master CrafterFeatReached the top crafting tier.
SlaughterwrightFeatSlayer of 500,000 monsters.
ExtinctionFeatSlayer of 5,000,000 monsters.
CrownbreakerFeatFell 1,500 area bosses.
GodsbaneFeatFell 5,000 area bosses.
of the Dead KingsFeatFell 25,000 area bosses.
HighborneFeatReached Level 500.
The ThousandthFeatReached Level 1,000.
Past All ReckoningFeatReached Level 1,500.
Depth-CarverFeatCompleted 500 dungeons.
Lord of the MazeFeatCompleted 5,000 dungeons.
Realm's TreasuryFeatAccumulated a quadrillion gold.
Gilded Beyond CountingFeatAccumulated ten quintillion gold.
Stubborn Beyond DeathFeatDied and returned 500 times.
BeastlordFeatCollected 30 companions.
Keeper of the ArkFeatCollected 70 companions.
Centurion HeroFeatReached Level 100.
Eternal ChampionFeatReached Level 150. True legend.
World BreakerEssencePurchased with Boss Essence. True hunter.
Pass PioneerPassReached tier 10 of a battle pass season.
Pass VeteranPassReached tier 20 of a battle pass season.
Season SovereignPassCleared tier 30 with the premium pass. Elite.
The Eternal HuntEssencePrestige essence title. The hunt never ends.
Bug HunterBountyAwarded for a verified bug report. Thanks for keeping the realm running.
ChroniclerBountyFive of your wiki tips were approved and live under their entries (Codex → Wiki).
FounderSeasonClimbed the ladder in Season 1: Founders.
EmberfallSeasonClimbed the ladder in Season 2: Emberfall.
RiftbreakerRiftsSealed a Rift with your party.
FrostreignSeasonClimbed the ladder in Season 3: Frostreign.
StormrendSeasonClimbed the ladder in Season 4: Stormrend.
BloomtideSeasonClimbed the ladder in Season 5: Bloomtide.
SunforgeSeasonClimbed the ladder in Season 6: Sunforge.
The HallowedEventAnswered the Hollow King's call on Hallow's Eve.
WinterswornEventBraved the Frostmaw Colossus during Winterveil.
Ascendant DawnEventRang in the new year across the realm.
MoonblessedEventKept the lanterns lit through the Lunar Festival.
Verdant HeartEventBloomed with the realm during Bloomrise.
Founding FlameEventWas there for the realm's first anniversary.
HarvestboundEventFelled the Wicker Glutton during the Harvest Feast.
the RebornPrestigeReach Prestige depth ℗1 — bank your first level-band and begin the endless climb.
Thrice-ForgedPrestigeReach Prestige depth ℗3 on one character — three level-bands reforged.
the Undying ClimbPrestigeReach Prestige depth ℗5 on one character. The mountain fears you now.
the EndlessPrestigeReach Prestige depth ℗10 on one character. There is no summit. There is only you.
the DelverMasteryReach Dungeon Mastery level 10 in any dungeon — the depths know your name.
Dungeon ConquerorMasteryReach Dungeon Mastery level 25 in any dungeon — no vault stays sealed to you.
the Ascendant DelverMasteryReach Dungeon Mastery level 50 in any dungeon — you have mastered the deep.
Mutator AceMutatorLEGACY — 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 itChecked v6.24.234

All 67 avatars. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
DragonStore (1,500,000 gold)Ancient and fearsome.
PhoenixStore (2,000,000 gold)Born again from the ashes.
Shadow WolfStore (600,000 gold)Hunter of the night.
Death's GrinStore (900,000 gold)Strikes fear into enemies.
RoyaltyStore (3,000,000 gold)For those who rule.
StarbornStore (5,000,000 gold)Descended from celestial origins.
Void EyeStore (1,200,000 gold)Sees through all illusions.
RunemasterStore (1,800,000 gold)Ancient power made visible.
ReaperStore (2,500,000 gold)Death comes for all.
SpecterStore (1,000,000 gold)Neither living nor dead.
Iron GolemStore (750,000 gold)Forged in shadow and steel.
Void SerpentStore (1,400,000 gold)Ancient guardian of the abyss.
Dark KnightStore (2,200,000 gold)Sworn to shadow eternal.
Lich LordStore (3,500,000 gold)Commands the undying armies.
Fallen AngelStore (4,000,000 gold)Cast down from the celestial spire.
The SlayerFeatDefeat 10,000 monsters.
WarlordFeatDefeat 100,000 monsters.
BossbreakerFeatDefeat 100 area bosses.
TitanslayerFeatDefeat 500 area bosses.
Dungeon MasterFeatClear 100 dungeons.
Realm WalkerFeatUnlock all 10 areas.
Arena LegendFeatWin 200 PvP battles.
The UndefeatedFeatWin 500 PvP battles.
AscendantFeatReach Level 100.
EternalFeatReach Level 150.
HighborneFeatReach Level 500.
The ThousandthFeatReach Level 1,000.
DeathwalkerFeatSurvive death 100 times.
Master CrafterFeatReach the top crafting tier.
Bronze GladiatorPvp seasonSeason finisher — Bronze.
Silver DuelistPvp seasonSeason finisher — Silver.
Gold WarriorPvp seasonSeason finisher — Gold.
Platinum KnightPvp seasonSeason finisher — Platinum.
Diamond ChampionPvp seasonSeason finisher — Diamond.
LegendPvp seasonSeason finisher — Legend.
ImmortalPvp seasonSeason finisher — Immortal.
Rotwood SlayerWorldbossContributed to defeating The Rotwood King.
Forge BreakerAreabossDefeat The Forge Demon, the boss of Bleakstone Mines.
Void ConquerorWorldbossContributed to defeating the Void Colossus.
Eternal DreadWorldbossContributed to defeating Eternal Dreadlord.
Duskforge WardenPassSeason Pass July 2026 — reach Tier 15.
Ashborne SentinelPassSeason Pass August 2026 — reach Tier 15.
Cinderwake HeraldPassSeason Pass September 2026 — reach Tier 15.
The LanternbearerStarterWanderer's Cache exclusive — never sold again.
Hollowmarch RevenantPassSeason Pass October 2026 — reach Tier 15.
Frostbind WardenPassSeason Pass November 2026 — reach Tier 15.
Yulecrown MonarchPassSeason Pass December 2026 — reach Tier 15.
Deepwinter WardenPassSeason Pass January 2027 — reach Tier 15.
Stormcall HeraldPassSeason Pass February 2027 — reach Tier 15.
Thawborne DruidPassSeason Pass March 2027 — reach Tier 15.
Verdance WardenPassSeason Pass April 2027 — reach Tier 15.
Sunspire HeraldPassSeason Pass May 2027 — reach Tier 15.
Highsummer SovereignPassSeason Pass June 2027 — reach Tier 15.
Everforged ChampionPassSeason Pass July 2027 (Anniversary) — reach Tier 15.
Abyss DelverEternalReach Wave 500 in Eternal.
Void MonarchEternalReach Wave 1,000 in Eternal.
Eye of EternityEternalReach Wave 2,500 in Eternal.
Sovereign of the DeepEternalReach Wave 5,000 in Eternal.
The UnendingEternalReach Wave 10,000 in Eternal.
Faithful HourglassStreakLog in 30 days in a row.
Eclipse DevoteeStreakLog in 90 days in a row.
AmbassadorReferralRecruit 3 friends who reach Level 50.
The HeraldReferralRecruit 10 friends who reach Level 50.
Reborn AscendantPrestigeReach account Prestige Rank 10.
Eternal SovereignPrestigeReach account Prestige Rank 25.
The EndlessPrestigeReach account Prestige Rank 50.
World-Ender's BaneInvasionTop the damage board in a server-wide Invasion.

Every frame, and how to earn itChecked v6.24.234

All 43 frames. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
Sheaf WreathEventFestival Shop — Harvest Feast stock.
Holly WreathEventFestival Shop — Winterveil stock.
Ambassador's EmblemReferralRecruit 3 friends who reach Level 50.
Sovereign's FiligreeVaultVault set — Sovereign's Regalia (100 Sovereigns).
The Gilded CrownVaultVault set — The Gilded Crown (300 Sovereigns).
Voidbound ThornsVaultVault set — Voidbound (1,000 Sovereigns).
Patron's SealPatronPatron rank IV — 25,000 Sovereigns spent.
FlameStore (2,000,000 gold)Blazing fire border.
ShadowStore (1,000,000 gold)Wreathed in dark smoke.
CrystalStore (3,000,000 gold)Diamond-edged brilliance.
Royal GoldStore (5,000,000 gold)For the crowned and mighty.
StormStore (2,500,000 gold)Lightning crackles at the edges.
Void RiftFeatEarned by unlocking 9 areas.
Divine LightFeatEarned by unlocking all 10 areas.
Warlord CrestFeatEarned by defeating 100,000 monsters.
Legend BlazePvp seasonEarned by reaching Legend PvP rank.
Immortal GlowPvp seasonEarned by reaching Immortal PvP rank.
Reborn's GlowPrestigeReach account Prestige Rank 1.
Thrice-Forged EmberPrestigeReach account Prestige Rank 3.
Undying RadiancePrestigeReach account Prestige Rank 5.
Endless HaloPrestigeReach account Prestige Rank 10.
Ascendant AuraPrestigeReach account Prestige Rank 15.
Eternal CoronaPrestigeReach account Prestige Rank 20.
Sovereign BlazePrestigeReach account Prestige Rank 25.
The InfinitePrestigeReach account Prestige Rank 50.
Invasion WarbannerInvasionFinish top-3 in a server-wide Invasion.
Seeker's CompassVipIncluded with Seeker VIP — yours forever after 30 days.
Champion's ShieldVipIncluded with Champion VIP — yours forever after 30 days.
Legend's DragonVipIncluded with Legend VIP — yours forever after 30 days.
Duskforge RingPassSeason Pass July 2026 — reach Tier 25.
Ashborne BandPassSeason Pass August 2026 — reach Tier 25.
Cinderwake RingPassSeason Pass September 2026 — reach Tier 25.
Wayfarer's BindingsStarterWanderer's Cache exclusive — never sold again.
Hollowmarch RingPassSeason Pass October 2026 — reach Tier 25.
Frostbind RingPassSeason Pass November 2026 — reach Tier 25.
Yulecrown RingPassSeason Pass December 2026 — reach Tier 25.
Deepwinter RingPassSeason Pass January 2027 — reach Tier 25.
Stormcall RingPassSeason Pass February 2027 — reach Tier 25.
Thawborne RingPassSeason Pass March 2027 — reach Tier 25.
Verdance RingPassSeason Pass April 2027 — reach Tier 25.
Sunspire RingPassSeason Pass May 2027 — reach Tier 25.
Highsummer RingPassSeason Pass June 2027 — reach Tier 25.
Everforged RingPassSeason Pass July 2027 (Anniversary) — reach Tier 25.

Every nameplate, and how to earn itChecked v6.24.234

All 35 nameplates. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
Harvest GoldEventFestival Shop — Harvest Feast stock.
HollyberryEventFestival Shop — Winterveil stock.
Duskforge ScriptPassSeason Pass July 2026 — reach Tier 20.
Ashborne ScriptPassSeason Pass August 2026 — reach Tier 20.
Cinderwake ScriptPassSeason Pass September 2026 — reach Tier 20.
Sovereign ScriptVaultVault set — Sovereign's Regalia (100 Sovereigns).
Gilded ScriptVaultVault set — The Gilded Crown (300 Sovereigns).
Void ScriptVaultVault set — Voidbound (1,000 Sovereigns).
Seeker's ScriptVip tenureHold Seeker VIP for 30 days — yours forever.
Champion's ScriptVip tenureHold Champion VIP for 30 days — yours forever.
Legend's ScriptVip tenureHold Legend VIP for 30 days — yours forever.
Patron's ScriptPatronPatron rank II — 1,000 Sovereigns spent.
Hollowmarch ScriptPassSeason Pass October 2026 — reach Tier 20.
Frostbind ScriptPassSeason Pass November 2026 — reach Tier 20.
Yulecrown ScriptPassSeason Pass December 2026 — reach Tier 20.
Deepwinter ScriptPassSeason Pass January 2027 — reach Tier 20.
Stormcall ScriptPassSeason Pass February 2027 — reach Tier 20.
Thawborne ScriptPassSeason Pass March 2027 — reach Tier 20.
Verdance ScriptPassSeason Pass April 2027 — reach Tier 20.
Sunspire ScriptPassSeason Pass May 2027 — reach Tier 20.
Highsummer ScriptPassSeason Pass June 2027 — reach Tier 20.
Everforged ScriptPassSeason Pass July 2027 (Anniversary) — reach Tier 20.
Reborn ScriptPrestigePrestige for the first time.
Eternal ScriptEternalReach wave 2500 in the Eternal.
Godslayer ScriptFeatFell 5,000 area bosses.
Blood Tally ScriptFeatDefeat 1,500,000 monsters.
Zenith ScriptFeatReach Level 500.
Labyrinth ScriptFeatComplete 1,500 dungeons.
Wildheart ScriptFeatCollect 50 companions.
Abyssal ScriptEternalReach wave 5000 in the Eternal.
Riftglass ScriptEternalReach wave 30,000 in the Eternal.
Immortal ScriptPvp seasonReach Immortal in a PvP season.
Ember ScriptStore (40,000 gold)Bought from the Cosmetics shop.
Frost ScriptStore (40,000 gold)Bought from the Cosmetics shop.
Verdant ScriptStore (40,000 gold)Bought from the Cosmetics shop.

Every title style, and how to earn itChecked v6.24.234

All 13 title styles. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
GildedStore (40,000 gold)Bought from the Cosmetics shop.
EngravedStore (40,000 gold)Bought from the Cosmetics shop.
VoidboundStore (60,000 gold)Bought from the Cosmetics shop.
RadiantPrestigePrestige for the first time.
ShimmeringEternalReach wave 2500 in the Eternal.
LaurelledPvp seasonReach Immortal in a PvP season.
RunicFeatComplete 5,000 dungeons.
Midas-TouchedFeatAccumulate ten quintillion gold.
EmberboundStore (45,000 gold)Bought from the Cosmetics shop.
FrostboundStore (45,000 gold)Bought from the Cosmetics shop.
BloodletterPvp seasonReach Legend in a PvP season.
Abyssal ScriptEternalReach wave 10,000 in the Eternal.
ArchivistFeatDefeat 5,000,000 monsters.

Every aura, and how to earn itChecked v6.24.234

All 23 auras. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
EmberwakeStore (50,000 gold)Bought from the Cosmetics shop.
FrostveilStore (50,000 gold)Bought from the Cosmetics shop.
VoidwreathStore (75,000 gold)Bought from the Cosmetics shop.
RadiancePrestigePrestige for the first time.
Crown of the NineRelicCollected all nine Relics of the Nine.
BloodhaloStore (50,000 gold)Bought from the Cosmetics shop.
StormcrownPvp seasonReach Diamond in a PvP season.
Treasury HaloFeatAccumulate 1 quadrillion gold.
Abyssal HaloEternalReach wave 25,000 in the Eternal.
Sovereign HaloVaultVault set — Sovereign's Regalia (100 Sovereigns).
Gilded WreathVaultVault set — The Gilded Crown (300 Sovereigns).
Void MantleVaultVault set — Voidbound (1,000 Sovereigns).
Seeker's Compass LightVip tenureHold Seeker VIP for 30 days — yours forever.
Champion's WardVip tenureHold Champion VIP for 30 days — yours forever.
Legend's WyrmfireVip tenureHold Legend VIP for 30 days — yours forever.
Patron's RadiancePatronPatron rank III — 5,000 Sovereigns spent.
EternityEternalReach wave 2500 in the Eternal.
ImmortalityPvp seasonReach Immortal in a PvP season.
BloodtideFeatDefeat 5,000,000 monsters.
ZenithFeatReach Level 1,500.
WildheartFeatCollect 70 companions.
RiftlightEternalReach wave 10000 in the Eternal.
Standard of the WildClanReach clan level 40 with your clan.

Every backdrop, and how to earn itChecked v6.24.234

All 15 backdrops. "Store" means sold for gold or Sovereigns; everything else is earned.

NameHowAbout
EmberfallStore (60,000 gold)Bought from the Cosmetics shop.
FrostreachStore (60,000 gold)Bought from the Cosmetics shop.
WildgrowthStore (60,000 gold)Bought from the Cosmetics shop.
VoidscapeStore (90,000 gold)Bought from the Cosmetics shop.
RebornPrestigePrestige for the first time.
The DeepEternalReach wave 2500 in the Eternal.
CoronationPvp seasonReach Immortal in a PvP season.
The Empty ThroneFeatDefeat 25,000 area bosses.
ZenithFeatReach Level 1,000.
The SingularityEternalReach wave 25000 in the Eternal.
BloodmoonStore (60,000 gold)Bought from the Cosmetics shop.
Gilded HallStore (90,000 gold)Bought from the Cosmetics shop.
StormfrontPvp seasonReach Legend in a PvP season.
The AbyssEternalReach wave 10,000 in the Eternal.
The ArchiveFeatDefeat 5,000 area bosses.

Scaling & Income11

Areas, Tiers & AscensionNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 worksNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 wallNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ShardsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 levelNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 TiersNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 scalesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 wallNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ShardsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 scalingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 everywhereNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PrestigeNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 ColorsNot yet verified against v6.24.267 — flag it in the game if it is wrong

1-99 (White) → 100 (Gold, Ascendant) → 110 (Orange) → 125 (Red) → 150 (Purple, Legend) → 200 (Blue, Mythic) → 250 (Cyan) → 300+ (Glowing White, Immortal).

Skill PointsNot yet verified against v6.24.267 — flag it in the game if it is wrong

+1 SP every 5 levels. Spend in Hero → Skills. Skill tree branches are permanent -- plan ahead.

Ability PointsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

SubclassNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PerksNot yet verified against v6.24.267 — flag it in the game if it is wrong

Guild bank milestones from 50k to 50M gold unlock ATK/DEF/HP/Gold/XP/All Stats boosts for all members.

Combat RatingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 levelNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 principlesNot yet verified against v6.24.267 — flag it in the game if it is wrong

  • 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 contentNot yet verified against v6.24.267 — flag it in the game if it is wrong

GoalStack
Fast farming (areas)ATK/Magic + Crit Chance to its knee + Crit Damage + Speed (double-hit)
Eternal depthDEF + HP + Lifesteal/HP-regen + Evade; auto-potions on
PvP ArenaEvade vs Accuracy contest, Speed for first strike, tighter crit knees — balance offense with a real HP/DEF pool
CasterMagic Damage + INT (ability power) — both fold into your hits

PvP specificsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ruleNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 FarmerNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DiverNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DuelistNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

🔮 CasterNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 measuresNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 screenNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

MaterialsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 RecipesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.

RecipesNot yet verified against v6.24.267 — flag it in the game if it is wrong

Two crafting systems: Recipes combine inventory items (e.g. 3 Rares → 1 Epic). Blueprints use raw materials. Recipes in Gear → Crafting → first tab.

🏚️ Dungeons — mechanicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — mechanicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — mechanicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — mechanicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — mechanicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 — mechanicsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 & MasteryNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 MutatorNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 InvasionsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 FusionNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 RewardsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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)Not yet verified against v6.24.267 — flag it in the game if it is wrong

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 CharactersNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PassNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 kindsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ExpeditionsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ClaimsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 MilestonesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 BloodlineNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 BestiaryNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 MessagesNot yet verified against v6.24.267 — flag it in the game if it is wrong

Tap any player name in chat, leaderboard, or world boss rankings → profile appears → tap ✉️ Send Message. Or tap the envelope icon (✉️) at bottom right.

TradingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ProgressNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 AppNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 NotificationsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 SpeedNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ScrollsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 PricingNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 ShopNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 FramesNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 CosmeticsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 DropsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 mentionsNot yet verified against v6.24.267 — flag it in the game if it is wrong

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 itemChecked v6.24.234

The gold shop (Arsenal). Prices scale with your level in the game; the base price is shown.

ItemEffectBase price
🧪 Minor Health PotionRestores 20% of max HP.75
🧪 Health PotionRestores 25% of max HP.200
🍶 Greater Health PotionRestores 30% of max HP.500
🍶 Superior ElixirRestores 35% of max HP.1,500
✨ Divine DraughtRestores 40% of max HP. Endgame.5,000
🔵 Minor Mana PotionRestores 20% of max Mana.60
🔵 Mana PotionRestores 35% of max Mana.180
💜 Greater Mana PotionRestores 55% of max Mana.500
💜 Elixir of FocusRestores 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

⚙️ AutopilotNot yet verified against v6.24.267 — flag it in the game if it is wrong

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.
Settings are shared by all your characters: change one and every hero uses it next time you open them. Ability rotations stay per character.

Every settingChecked v6.24.234

Every switch in Settings (gear icon, top right) and what it does. Settings are shared by all your characters; the newest change wins.

SettingWhat it does
NotificationsPop-ups on this device, for every character. Warnings that something did not save still show when this is off.
Sound EffectsPlay a sound when you level up
Chat SoundsPing when a new chat message arrives
Auto-Equip UpgradesA 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 BuildFree ability points are spent for you: two thirds into your class stat, the rest into Vitality.
Daily Pet FeedYour companion gets its free daily feed when you log in.
Clean Up The BagYour 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 LoginOnce 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 LoginOnce 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 ZoneWhile 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 FightsAuto-use Lick Wounds between auto-battles
Auto-Use Health PotionsDrink your smallest HP potion when HP falls below 35% in combat (conserves bigger potions)
Auto-Use Mana PotionsDrink your smallest mana potion when mana falls below 20% in combat, so abilities keep firing
Show Damage NumbersDisplay exact damage in the combat log
Show Miss / EvadeLog when attacks miss or are evaded
Show Ability DescriptionsList each battle ability's effect below the ability bar
Show Item LevelDisplay the item level (iLv) on gear
Color-code Monster NamesHarder monsters show in warning colors
Animate HP BarsHP bars transition smoothly (may affect performance)
Show Level TitlesShow Ascendant / Legend / Mythic title badges

Events1

Event calendarChecked v6.24.234

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.

EventWhenBossSetCompanionsAbout
🎃 Hallow's EveOct 16, 2026 – Oct 26, 2026The Hollow KingWraithbound RegaliaHollow WispThe 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 FeastNov 24, 2026 – Dec 1, 2026The Wicker GluttonSheafbound RaimentHearthlingThe 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.
❄️ WinterveilDec 11, 2026 – Dec 22, 2026Frostmaw ColossusFrostforged PlateFrost SpriteFrost 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 AscensionDec 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 FestivalFeb 12, 2027 – Feb 19, 2027Nian the Lantern BeastLanternweave SilksJade Hare, Lunar OwlRed 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.
🌸 BloomriseApr 3, 2027 – Apr 13, 2027Floralith the BloomcallerBloomwoven VestmentsBloomkinThe 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 WeekendAug 14, 2026 – Aug 18, 2026———The founders stoke the forges — double gold from every kill, all weekend.
☄️ The KindlingSep 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.
🔥 EmbertideSep 18, 2026 – Sep 22, 2026———Emberfall burns hottest at its tide — 1.5× XP and gold to fuel the new ladder.
🕯️ Frostreign VigilNov 13, 2026 – Nov 17, 2026———Keep the vigil through the long dark — double XP while the candles hold.
🛷 Deepwinter HaulJan 22, 2027 – Jan 26, 2027———The deep-winter caravans arrive heavy — double gold before the storm season breaks.
🌩️ StormsurgeMar 12, 2027 – Mar 16, 2027———Stormrend crests — ride the surge for 1.5× XP and gold.
🌞 Sunforge BountyMay 21, 2027 – May 25, 2027———The zenith sun gilds every strike — double gold under the Sunforge.
🔆 Midsummer RitesJun 18, 2027 – Jun 22, 2027———The realm honors the longest days — double XP and double Boss Essence from World Boss strikes.
🎉 Realmforged: Year OneJul 11, 2027 – Jul 18, 2027Aurelian the EverforgedEverforged RegaliaDawn PhoenixOne 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.