Reference
Equipment
Every piece in the game's equipment table, grouped into its set the way the game sources it (one dungeon, one
icon sheet, one Season Level) and drawn like the game's own item panel: the art, the Power, the level, the main and secondary
stats, the additional stats it can roll, its gem sockets and its set bonuses. A set is fixed at its gear level — the Jade
set is level 130 and stays level 130 — so what scales it is enhancement, Season Level, rolls and gems, and those are the
controls. Names, stat words and set text are the game's own strings.
How a piece is valued
CalcEquipMainProps reads the main stat off the piece's level curve and multiplies it by the slot's enhancement
(the +N: base enhancement up to the promotion's cap, then season enhancement above it — the game's tooltip
"Gear Enhancement Level {0} + Season Level {1}") and by a fixed quality factor. The secondary stat uses the same
shape on its own curve; each additional stat is its own curve times a random roll factor from the quality's range.
On top of all three sits the piece's own Season Level ("Dropped Gear: Season Level {0}"): a multiplier from the
*_bless_level curves 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: every stat times its prop_cfg score (ATK, DEF, Effect Hit, mastery
2.5 per point; HP 0.5; SPD 3.125; crit and block "value" stats 4.17), percent stats times their score times the rating of the
character's base stats they scale, plus the gems in its sockets and the piece's share of its set (the set's stat pair divided
by the set's slot count). The cards rate against the reference character the game uses when no player is involved
(role_prop_group 20), at the level you set (the game rates the non-season part of a piece at your base
level, GetEquipScoreRatingShow); a real character's own base stats take its place in game, so the percent part
moves a little per 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.
| 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 |
level_prop_equip_rank, equip_rank.
| 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% |
level_prop_equip_upgrade. 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% |
level_prop_equip_bless_level 1154 (Season 2 pieces); each season's pieces use their own curve.
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 |
system_level_limit EquipLevel / EquipBlessLevel at the promotion's top sub-rank; equip_drop_bless_level for the drop.
Gems
Every slot has four sockets, unlocked at enhancement +1, +130, +160 and +190 (equip_inlay_site). Eight gem kinds, fifteen
tiers each; which kinds fit which slot is fixed per kind. A gem's stat is a percent of your base stat (equip_attributes_props).
| 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; four give the effect. Where a bonus fires a skill, the value that skill uses sits on
its prefab rather than in the equipment tables, and 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 first Technique's 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 — 自身进入Scorch形态
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.