Every piece of gear in the game, set by set. Pick a season, your class and a slot to find a piece. Open a card's
Details for the extra stats it can roll and its gem sockets. The Assumptions panel says what the numbers assume.
Class
Slot
Set
AssumptionsChange
+
The slot's + level.
Set on each piece when it drops. It is the biggest multiplier on a piece.
Additional stat rolls
Each extra stat rolls inside a range set by the quality.
Every open socket holds a gem of this tier.
Power rates percent stats against your base stats.
Card details
Additional stats, gems and special lines.
How a piece is valued
A piece's main stat is its value at the piece's level, multiplied by the slot's enhancement and by a fixed
quality factor. The enhancement is the +N: base enhancement up to the promotion's cap, then season enhancement
above it. The game's tooltip reads "Gear Enhancement Level {0} + Season Level {1}". The secondary stat works the
same way with its own values. Each additional stat is its own value times a random roll factor from the quality's range.
On top of all three sits the piece's Season Level ("Dropped Gear: Season Level {0}"). It is a multiplier
that counts only while the piece's promotion is the server's current one ("Season Level expired due to mismatched
season"). It is by far the largest number on a piece.
main = curve[level] x (1 + enhancement[+N]) x (1 + quality) then + main x seasonLevel[b] (while the season matches)
Power is the game's item rating. Each flat stat counts its value times a score per point: 2.5 for ATK, DEF,
Effect Hit and mastery, 0.5 for HP, 3.125 for SPD and 4.17 for the crit and block "value" stats. Each percent stat counts its
value times its score times the rating of the base stat it scales. Power then adds the gems in the sockets and the piece's
share of its set (the set's stat pair divided by the set's slot count).
The cards rate percent stats against the standard character the game uses when no player is involved, at the level you
set. The game rates the non-season part of a piece at your base level. In game your own base stats take the standard
character's place, so the percent part moves a little from player to player. A Season 2 Jade Sword checked against a real
Champion II screen came out within 2%. Additional stats are counted at the roll you chose, averaged over the pool, until you
pick a card's lines.
Picking a piece's lines. Open a card's Details and set each additional stat to what your piece rolled. A plain
stat is pooled with the main and secondary stats and rated with them. Every other line is rated on its own. A two-stat line is rated on its tier's two stats. A special or proc line is rated on
a fixed set of stats the game assigns it, times its tier and its own quality (Epic, Legendary or Mythic,
×1, ×1.25 or ×1.5). While the piece's season is the current one, its Season Level scales every non-plain
line: ×1.5 from Season Level 1 and ×3 from 33 (31 on Expert pieces).
Checked against a real Divine Ink Blade +150: ATK 124K, SPD 23.9K, Block Rate +12.4% and Block Efficiency +18.7%, Crit
RES +15.3% and Block Rate +15.3%, and the special line's 22.5% all match the game's panel.
Quality
Stat factor
Additional stats
Roll range
Common
+0%
0
0.7–0.8
Rare
+10%
1–2
0.7–0.9
Epic
+25%
3
0.8–1
Legendary
+42%
4
0.8–1.15
Mythic
+62%
4
0.8–1.25
Divine
+80%
4
0.8–1.25
Quality factors and roll ranges.
Enhancement
Factor
+1
+5%
+10
+60%
+50
+192%
+100
+312%
+130
+384%
+160
+456%
+190
+528%
+220
+600%
+240
+648%
+300
+792%
+430
+1104%
+460
+1176%
+490
+1248%
+520
+1320%
Enhancement factors. The slot caps are in the season table.
Season Level
Factor
1
+36.94%
10
+79.46%
35
+192.52%
65
+450.61%
95
+950.95%
120
+1630.95%
130
+1955.45%
160
+3108.95%
215
+5924.95%
220
+6225.95%
Season Level factors for Season 2 pieces. Each season's pieces have their own.
Caps by season
Season
Promotion
Gear level
Base enh.
Season enh.
Max +N
Max dropped Season Level
Season 1 · Witching Hours
Expert
100
+100
+140
+240
90
Season 2 · Crossed Paths
Champion
130
+130
+300
+430
120
Season 3 · Finale of Chaos
Master
160
+160
+300
+460
220
Season 4 · Bizarre Spectacle
Paragon
190
+190
+300
+490
215
Season 5 · Frostfire Anthem
Saint
220
+220
+300
+520
215
Base and season enhancement caps at the promotion's top sub-rank, and the highest Season Level a drop can have.
Gems
Every slot has four sockets, unlocked at enhancement +1, +130, +160 and +190. There are eight gem kinds with fifteen
tiers each, and each kind fits a fixed set of slots. A gem's stat is a percent of your base stat.
Gem
Fits
Stat
Tiers
Amber
Helmet, Boots, Off-Hand
HP +10%, Healing Boost +1.60% at T4
15
Amethyst
Main, Boots, Off-Hand
SPD +10%, Crit Rate +0.80% at T4
15
Beryl
Helmet, Armor, Off-Hand
HP +12% at T4
15
Citrine
Helmet, Boots, Off-Hand
SPD +12% at T4
15
Moonstone
Armor, Off-Hand
DEF +10%, DMG RES +0.40% at T4
15
Obsidian
Main, Off-Hand
ATK +10%, DMG Boost +0.40% at T4
15
Ruby
Main, Boots, Off-Hand
ATK +12% at T4
15
Sapphire
Helmet, Armor, Off-Hand
DEF +12% at T4
15
Sets
Two pieces of a set give the stat pair, and four give the effect. Where a bonus fires a skill, the game does not list that
skill's value with the set, so the line says so instead of guessing.
Repulsion Lv 100
2 pieces: ATK +20%, DEF +20%
4 pieces: The wearer takes (the skill's own value) less Technique DMG when shielded.
Barrier Lv 100
2 pieces: HP +20%, SPD +20%
4 pieces: Triggers Wind Shield before battle starts.
Repression Lv 100
2 pieces: DMG Boost +4%, ATK +20%
4 pieces: The wearer deals (the skill's own value) more Technique DMG to frozen and stunned enemies.
Heartsear Lv 100
2 pieces: Crit Rate +8%, ATK +20%
4 pieces: When taking Technique DMG, the wearer has a 15% chance to trigger Fire Ring.
Thunder Wrath Lv 100
2 pieces: Crit Rate +8%, Crit DMG +12%
4 pieces: When an enemy within 3 grids of the wearer moves, the wearer has a 34% chance to trigger Thunder Strike.
Balanced not on a levelled piece
2 pieces: ATK +20%, DEF +20%
4 pieces: Crit Rate +8%, Block Rate +8%
Assimilation Lv 130
2 pieces: DMG RES +4%, DEF +20%
4 pieces: When taking Technique DMG, the wearer has a 25% chance to trigger Auto Protection.
Indomitable Lv 130
2 pieces: DMG Boost +4%, ATK +20%
4 pieces: Triggers Urgent Protection the first time the wearer takes fatal DMG.
Cratering Lv 130
2 pieces: ATK +20%, SPD +20%
4 pieces: When landing, the wearer has a 45% chance to trigger Assault.
Ephemeral Lv 130
2 pieces: DEF +20%, HP +20%
4 pieces: When taking Technique DMG, the wearer has a 12% chance to teleport to any empty grid within 2 grids.
Pursuit Lv 130
2 pieces: Accuracy +8%, SPD +20%
4 pieces: When dealing DMG with a Technique, the wearer has a 22.5% chance to trigger Chi Explosion.
Masterful Lv 130
2 pieces: Crit Rate +8%, SPD +20%
4 pieces: After casting a Technique, the wearer has a 23% chance to reset its CD and cast again. Can trigger up to 0.01% times per turn.
Trial by Fire Lv 130
2 pieces: Block Rate +8%, SPD +20%
4 pieces: After moving, the wearer has a 45% chance to trigger Magma.
Cold Lv 130
2 pieces: Block Rate +8%, HP +20%
4 pieces: When taking Technique DMG, the wearer has a 16% chance to inflict Frozen on the attacker for 1 turn.
Chanting Prelude Lv 130
2 pieces: Crit Rate +8%, Crit DMG +12%
4 pieces: Reduces the CD of the first Technique with the longest CD in the current loadout by 1 turn.
Bulwark Lv 160
2 pieces: Block Rate +10%, DEF +25%
4 pieces: When blocking a Technique attack, the wearer has a 30% chance to trigger Energy Absorption, up to 0.05% time(s) per turn.
Eidolon Lv 160
2 pieces: HP +25%, SPD +25%
4 pieces: Triggers Voltjaw Beast Summon before battle starts.
Ferocity Lv 160
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: Triggers Obsession each time lethal DMG is taken.
Anchor Lv 160
2 pieces: ATK +25%, DEF +25%
4 pieces: At the start of the wearer's turn, the wearer has a 100% chance to trigger Unshakable.
Purify Lv 160
2 pieces: Accuracy +10%, HP +25%
4 pieces: At the start of the wearer's turn, the wearer has a 40% chance to trigger Purify.
Divine Step Lv 160, Lv 220
2 pieces: Crit Rate +10%, SPD +25%
4 pieces: Triggers Divine Step before battle starts.
Fervor Lv 160
2 pieces: HP +25%, SPD +25%
4 pieces: When healing an ally with a Technique, the wearer has a 30% chance to advance the ally's action bar by 20%.
Soul Devour Lv 160
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: When killing an enemy, the wearer triggers Soul Devour, up to 0.02% time(s) per turn.
Antecedent Lv 160, Lv 220
2 pieces: DEF +25%, SPD +25%
4 pieces: At the start of the wearer's turn, the wearer has a 30% chance to trigger Lifemanship, up to 0.02% time(s) per battle.
Echo Lv 160
2 pieces: DMG RES +5%, HP +25%
4 pieces: When the wearer's summon dies or expires, the wearer has a 75% chance to trigger Soulbond Echo, up to 0.02% time(s) per turn.
Ripple Lv 160
2 pieces: ATK +25%, SPD +25%
4 pieces: At the start of the wearer's turn, the wearer has a 30% chance to trigger Water Blast.
Reign Lv 160
2 pieces: Block Rate +10%, HP +25%
4 pieces: Triggers Scarecrow before battle starts.
Rampage Lv 160
2 pieces: DMG Boost +5%, DMG RES +5%
4 pieces: When dealing DMG with a Technique, the wearer has a 60% chance to trigger Frenzy Shark. Can trigger only twice every 2 turns.
Divination Lv 190
2 pieces: ATK +25%, SPD +25%
4 pieces: Triggers Divination before battle starts.
Thorn Lash Lv 190
2 pieces: Block Rate +10%, DEF +25%
4 pieces: At the end of enemy turns within a 1-grid square area of the wearer, there is a 100% chance to trigger Thorn Lash.
Insight Lv 190
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: When an enemy blocks Technique DMG dealt, the wearer has a 80% chance to trigger Insight.
Fortitude Lv 190
2 pieces: Block Rate +10%, HP +25%
4 pieces: When taking Technique Crit DMG, the wearer has a 80% chance to trigger Fortitude.
Resonance Lv 190
2 pieces: HP +25%, SPD +25%
4 pieces: Triggers Resonance when the wearer has a summon on the battlefield.
Wind Slash Lv 190
2 pieces: Accuracy +10%, DEF +25%
4 pieces: When taking Technique DMG, the wearer has a 40% chance to trigger Wind Slash, up to 0.03% times per turn.
Backlash Lv 190
2 pieces: Crit RES +10%, SPD +25%
4 pieces: Whenever inflicted with Ailments or Debuffs, the wear has a 80% chance to trigger Backlash, up to 0.05% times per turn.
Fervor Lv 190
2 pieces: HP +25%, SPD +25%
4 pieces: When killing an enemy, the wearer triggers Fervor, up to 1 time per turn.
Ghostfire Bloom Lv 190
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: Triggers Ghostfire Bloom the first time the wearer takes fatal DMG.
Scorch Lv 190
2 pieces: Accuracy +10%, SPD +25%
4 pieces: The wearer enters Scorch form.
Battle Zeal Surge Lv 190
2 pieces: ATK +25%, DEF +25%
4 pieces: Triggers Battle Zeal Surge the first time the wearer takes fatal DMG.
Kinetic Strike Lv 190
2 pieces: Crit RES +10%, SPD +25%
4 pieces: When landing, the wearer has a 100% chance to trigger Kinetic Strike.
Immunity Lv 190
2 pieces: DMG Boost +5%, DMG RES +5%
4 pieces: Immune to the first 0.03% Ailments or Debuffs inflicted by enemies.
Ferocity Lv 220
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: Triggers Obsession each time lethal DMG is taken.
Shielder Lv 220
2 pieces: Block Rate +10%, HP +25%
4 pieces: Triggers Sylvanwolf Shielder Summon before battle starts.
Phantom Blaze Lv 220
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: When dealing Crit DMG with a Technique, the wearer has a 20% chance to trigger Phantom Blaze.
Umbral Blaze Lv 220
2 pieces: ATK +25%, SPD +25%
4 pieces: When an enemy ends their turn within 2 grids of the wearer, there is a 80% chance to trigger Umbral Blaze.
Emergency Triage Lv 220
2 pieces: Crit RES +10%, SPD +25%
4 pieces: For every 15% HP the wearer loses, triggers Emergency Triage.
Thornstrike Lv 220
2 pieces: Accuracy +10%, SPD +25%
4 pieces: When landing, triggers Thornstrike.
Patronus Lv 220
2 pieces: Block Rate +10%, DEF +25%
4 pieces: When taking Technique DMG from an enemy within 2 grids of the wearer, there is a 30% chance to trigger Patronus.
Spoils of War Lv 220
2 pieces: Crit Rate +10%, ATK +25%
4 pieces: When the wearer's HP drops below 50% for the first time, triggers Spoils of War.
Energy Surge Lv 220
2 pieces: Accuracy +10%, ATK +25%
4 pieces: When taking Technique DMG, triggers Energy Surge.
Purify Lv 220
2 pieces: Crit RES +10%, HP +25%
4 pieces: When blocking a Technique attack, the wearer has a 50% chance to trigger Purify, up to 0.01% time(s) per turn.
Benediction Lv 220
2 pieces: DMG Boost +5%, DMG RES +5%
4 pieces: At the start of the wearer's turn, triggers Benediction.