Systems
Items and equipment
Item rarity · Random attributes and power · Sets and item tiers · Rings, necklaces and belts · Refinement up to +10 · Bosses that strip and break gear · Cards · Card combos · Combat consumables
Item rarity
- level 1+
- key I
Monsters drop equipment with a random rarity and attribute type, and the name tells you everything: "Immortal Rusty Dagger of Dexterity". From uncommon up, the item glows on the ground in its rarity's color.
- The rarity name is fixed: Noble (uncommon), Sublime (rare), Ancestral (epic) and Immortal (legendary). A common item has no rarity name.
- Rarity multiplies the whole item: a legendary gives 2.5 times the points of a common one and double the percentages, armor and weapon damage.
- The rarity color shows in the name, in the frame of the inventory slot and on the border of the item on the ground (legendary is gold).
- Whoever picks up a legendary is announced to the whole realm. From rare up, whoever defeated the monster gets a notice.
- Each monster has its own fixed drop table: whoever hunts a creature knows what it can drop. The village creatures drop only Adventurer items.
- Common monsters drop only common and uncommon items; rare, epic and legendary come from minibosses and bosses.
- Level and class matter: each class wears its own items and all-class items, and you need the item's level (visible level). If something no longer fits, it goes back to your bag.
Random attributes and power
- level 1+
- key I
Every item that drops carries extra attributes, rolled on the spot from many types. The higher the visible level of whoever defeated the monster, the better the item tends to be.
- How many: 1 on common, 2 on uncommon, 3 on rare, 4 on epic, 5 on legendary (sometimes one extra).
- Which: Health, Mana, Armor, Strength, Stamina, Dexterity, Intelligence, resistances, regeneration, attack speed, critical, hit damage, magic damage, damage reduction, life steal and movement speed. The class and the item's slot favor the most useful ones.
- How much: each attribute has a quality from 60% to 140%, and sometimes it is exceptional, from 140% to 200% (the tooltip shows it in orange).
- Power is the visible level of whoever defeated the monster. From 50 on it also multiplies the points of the whole item (for example, ×1.32 at power 100 and ×1.74 at 200).
- The item tooltip shows the rolled attributes in a blue block and, below, "Quality 112% · power 87".
- Percentages have a cap per item: haste 12%, critical 6%, hit damage 30%, magic damage 35%, life steal 8%, damage reduction 10%, regeneration 3%.
- Resistances work like this: every 10 points remove 1% of the damage from monsters of their element, up to 60%.
- High critical is for the few: up to 60% it counts in full, above that each point yields less and the chance never reaches 100%.
Sets and item tiers
- level 1–80
- key I
Each class has full sets (weapon, shield or off-hand, head, chest, hands, legs and feet) in level tiers. Where you hunt decides the tier that drops: the map sets the set's level.
- The tiers up to 50 are 5, 10, 20, 30, 40 and 50. Each map drops the highest tier that does not exceed its level cap.
- The chapter 1 sets above 50 are the Ember (60), Jade (70) and Abyssal (80) sets, with their own art, for all six classes.
- A level 60 item is worth 1.25 times a level 50 one; a level 70, 1.51; a level 80, 1.76. The suffix attribute goes from 100 to 249 at 60, from 120 to 299 at 70 and from 141 to 352 at 80.
- Monsters from 51 to 60 drop the Ember pieces, those from 61 to 70 the Jade ones, and from there on the Abyssal ones.
- Two-handed weapons can't be used with a shield. The equipped weapon is the weapon of your basic attack.
- Examples: Toad Marsh and Gloom Mire drop level 10 sets; Shell Coast, level 20; Valley of Kings, level 30; Isvara's Palace, level 40; Crypt of Morvan, level 50.
Rings, necklaces and belts
- level 10+
- key C
From level 10 to 50, each tier has a ring, a necklace and a belt for each class, with its attributes. They don't show on your character, only as an icon, with the class's gem.
- Four slots in the character window (C): Ring 1, Ring 2, Necklace and Belt. The same ring fits in both ring slots.
- The tiers are Copper (10), Silver (20), Gold (30), Platinum (40) and Mithril (50): 90 accessories in total, named like this: "Mage's Gold Ring".
- The gem tells the class: ruby (Warrior), emerald (Rogue), sapphire (Mage), diamond (Priest), amethyst (Bard) and topaz (Archer).
- They drop in a roll separate from equipment, very rare: 1 in 200 from a common monster, 1 in 10 from a miniboss and 1 in 4 from a boss. The tier comes from the map, and half the time it is for the class of whoever defeated the monster.
- They have rarity, a suffix and random attributes like the other pieces.
- Accessories can't be refined. Rare or better items have a card socket for accessories.
Refinement up to +10
- level 1+
Gunnar, Vandória's royal blacksmith, refines weapons and armor pieces up to +10. Up to the safe limit the attempt never fails; above it, if it fails, the piece drops one level, but it never breaks.
- The weapon, chest, legs, head, feet, hands and shield can be refined. Rings, necklaces, belts and hair cannot. You can refine a piece while wearing it.
- Each attempt costs gold (5 times the item level) and 1 ore. Up to the safe limit it is Refining Ore, which drops from minibosses (1 to 3). Above it is Star Ore, which drops from bosses (1 to 2).
- Ores are kept with your goods, in the bag's Misc tab (up to 9,999 of each), and cannot be sold to Flora.
- A refined weapon gives an extra percentage to all damage and all healing: +2% per level up to the safe limit and +4% per level above it. For example, +10 on a weapon of level 39 or higher gives +32%; on one of level 1 to 12, +26%.
- Each refined armor piece gives 0.5% damage reduction per level: one piece at +10 gives 5%, and all six pieces together at +10 give 30%.
- From +7 to +10, the equipped piece shines like a jewel, with little stars and bands of light that grow more intense with each level.
- The name shows the refinement: "+7 Sublime Champions Blade of Strength".
- Up to +8, a level 50 piece takes about 75 attempts; reaching +10 takes many attempts and ores.
- Rare Bossnia items help: the Refine Scroll +7 takes a piece straight to +7, and the Blacksmith's Blessing prevents losing a level on an attempt.
Bosses that strip and break gear
- level Bosses
Some of the strongest bosses rip a piece of equipment off whoever they target, and sometimes break it. You need to know how to protect yourself and get back to Gunnar.
- The Drowned King strips armor or helmet; the Young Leviathan strips weapon or shield; the Ancestral Scourge of the Dungeon strips any of the four. There is no ground warning and no way to dodge.
- The piece goes back to your bag and its slot stays locked for 15 seconds; it does not come back on its own.
- One time in ten, instead of stripping it, the boss breaks the piece: it gets "(broken)" in its name, gives no stats and cannot be worn, but keeps its rarity, stats, cards and refinement.
- Gunnar repairs it for 20 gold × item level × (1 + 0.25 per refinement level). An unrefined level 80 piece costs 1,600; at +10, 5,600.
- A broken piece cannot be refined or have its cards changed: repair it first. Flora pays half the price of the intact piece.
- Full Chemical Protection, a flask Flora sells for 2,000 gold, protects the four pieces for 10 minutes (it ends on death).
Cards
- level 1+
- key N
Every monster in the game has a card. It drops rarely, goes to the Cards tab of the bag, and Odete, in Vandória, engraves it into a piece of equipment with a socket. There are 271 cards.
- The drop chance is 0.01% (1 in 10,000) for any card, from a common creature to a boss. Drop bonuses (instance, Chosen Hunt, creature of the day, boss tally) multiply that chance.
- So the card doesn't vanish, there are two safety valves: the Old Album, which bosses (10%) and minibosses (3%) leave in the bag of whoever hit hardest and which turns into a random common or strong card, and the card of a member of the band (1%) when the leader's card doesn't drop.
- Common cards give one effect based on the monster's family (bats: double strike, dodge and life steal; slimes: health and regeneration). Strong ones give two. Miniboss cards open up a playstyle. Boss cards define the build, almost always with a trade-off.
- There is no limit on boss cards worn, but the same boss card in two pieces counts once.
- Cards give stats, damage against the monster's race or element, on-hit effects and, for boss cards, skills and blessings. There are 10 races: Beast, Insect, Plant, Undead, Demon, Dragon, Humanoid, Formless, Aquatic and Holy.
- Whoever gets a card for the first time in the realm is announced to everyone; boss and miniboss cards are always announced.
- The card book (N) shows all of them, the ones you have never had as silhouettes, with the monster and the maps where it spawns.
- Loose cards can be stored in the bank chest (up to 999 of each), traded with other players and sold at the Royal Market. Flora does not buy cards.
Card combos
- level 1+
- key N
When all the cards of a combo are worn at the same time, you get an extra bonus. There are 110 combos, covering every playstyle of each class.
- A combo applies when all its cards are engraved in what you are wearing, and it counts once.
- Types: 48 class combos, 46 pack combos (the boss card plus those of the pack that travels with it; the bonus completes the card or removes the trade-off), 8 legendary (combining boss cards) and 8 playstyle combos.
- Within the same category the effects add up; across different categories they multiply.
- Each class has four build styles with cards in every level range (1–20, 21–40, 41–50 and 51–80).
- The character sheet (C) lists your completed combos and each one's bonus. The Combos tab of the card book (N) shows all 110, with filters.
- A boss card has a golden frame that breathes.
Combat consumables
- level Bossnia
- key I
Potions, elixirs and scrolls that give extra power for a while. They mainly drop from Bossnia's bosses, work on any map, and can be traded and sold at the Royal Market.
- Combat effects show in the buff box. Death removes the effects, except the Scroll of Experience, which runs on the clock.
- The same family does not stack: of the three attack speed potions, only the strongest counts; using one again only refreshes the duration. Different families stack.
- Elixirs are a percentage of your total stat, so they grow along with your equipment.
- They do not work in the Ancestral Dungeon or the Arena, where power is evened out or players fight each other.
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