COMMON
Common (White)
Example: Novice Blade
Starter gear, stepping stones and salvage material.
Main sources: Shops, starter quests, regular field monsters
Equipment
Color tells you how hard an item is to get and how it trades. Level tells you its base power band. Enhancement tells you how much you’ve invested. The three are tuned independently, so your long-term progression always has a clear direction.
Rarity
White, blue, purple, orange. Each color maps to different sources, market rules and binding mechanics.
COMMON
Example: Novice Blade
Starter gear, stepping stones and salvage material.
Main sources: Shops, starter quests, regular field monsters
RARE
Example: Steelridge Saber
The leveling mainstay and the market’s staple goods.
Main sources: Field elites, low- to mid-tier dungeons
EPIC
Example: Autumn Longblade
Where builds take shape — and where gear sets begin.
Main sources: Dungeon bosses, quest lines, high-tier elites
LEGEND
Example: Cursed Blade
Endgame candidates and the stuff community stories are made of.
Main sources: Peak bosses, weeklies, high-tier crafting, pity systems
※ No fifth artifact tier (red gear) in the near term. New versions never add a new color to obsolete your gear — same-tier, higher-level items take over naturally, so your Legendary gets to retire with dignity.
Slots
Weapon, off-hand, shield, head, body, legs, hands, feet, accessory, ring and earring. Off-hand and shield share a slot, so you wear at most 10 pieces at once.
Your main damage source; refinement mostly adds ATK
Dual-wield secondary weapon or focus
Shield bash and certain skills depend on it
Can carry crit-resistance lines
Your main armor; refinement mostly adds DEF and HP
Second main armor piece
Gloves for defense and accuracy
Move speed +5 to +15
Build-flavor slot; refinement adds crit
Second accessory slot
Third accessory slot
Refinement
Cost and risk come in three bands: enhance freely early on, watch your success rate in the middle, and protect your gear at the top — from +13 a failed attempt can destroy the item, so bring a Protection Charm or Master Artisan Insurance Contract before you push.
TIER 1
Cost: Silver + low-tier enhancement stones
Risk: Gear never breaks — low frustration
Why it works this way: Let every player enjoy the gains from enhancing
TIER 2
Cost: Silver + tradable refinement materials + a small Gold fee
Risk: Success rate drops and a failure loses a level, but gear is never destroyed; a Refinement Charm (usable from +6) prevents the level loss
Why it works this way: Create market demand for loot hunters and life-skill players
TIER 3
Cost: Gold fees + Pure Refinement Cores + protection charms / Master Artisan Insurance Contract
Risk: Failures at +11 and +12 lose a level. From +13 a failed attempt can DESTROY the item (8% at +13, 15% at +14). A Protection Charm absorbs one destruction and turns it into a -1 level instead; a Master Artisan Insurance Contract (+12 to +14) prevents both the level loss and the destruction
Why it works this way: Pace the road to endgame — stopping safely at +10 or gambling on +15 is the player’s own call
Refine Materials
Rough Refinement Shard
+0–+4 early enhancement
Refined Refinement Essence
+5–+10 mid-band enhancement
Pure Refinement Core
+11–+14 high-band enhancement (to +15)
Lesser Blessing Stone
Next attempt success +5% (95% cap)
Blessing Stone
Next attempt success +15% (95% cap)
Refinement Charm
No level loss on failure (from +6)
Potential
Enhancement raises base numbers; potential decides a piece’s bonus lines. The same weapon with different potential can play completely differently.
STEP 01
Use a potential stamp to grant gear a still-unrevealed potential. Stamps come in tiers — the higher the tier, the better the line pool you can roll from.
STEP 02
Freshly granted potential is “unidentified.” An identify scroll reveals the actual lines — combinations of bonuses like crit, attack speed or cast-time reduction.
STEP 03
Not happy? Re-roll for new lines. With a bit of luck the potential even ranks up, lifting the whole set of lines to a higher tier. The last mile of an endgame piece usually lives right here.
※ Enhancement (+0–+15) and potential (lines) are two independent progression tracks: enhancement stacks base stats, potential sets the flavor. Only the two combined make a finished endgame weapon.
Stats
You start with 10 points and gain +2 per level from Lv 1–50 and +1 per level from Lv 51–350 (400 in total at cap), with free resets at any time. The full Lv 1–350 ladder is open.
Physical attack, carry weight
Attack speed, evasion
HP, physical defense, status resistance
Magic attack, MP, casting
Accuracy, cast-interruption resistance
Crit, rare drops, a little evasion
Notes
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