WAR PETS Guide

War Pets Codex

Everything about War Pets — from hatching your first egg to defeating the world boss. Every number on this page is pulled live from the game engine.

1 Genesis — Eggs & Hatching

Every pet begins as an egg. The tier you buy decides which species can hatch — and species decides which stat line (and battle role) your pet will excel at.

Egg Tiers

Siege Egg
Siege Egg 50 Coins

A battle-hardened egg forged in the fires of war. A loyal companion awaits.

Frost Egg
Frost Egg 100 Coins

An icy egg pulsing with frozen energy. Something fierce stirs within...

Ancient Egg
Ancient Egg 200 Coins

An ancient relic inscribed with forgotten runes. Only the mightiest creatures are born from these.

Rose Egg
Rose Egg 150 Coins

A crystalline egg glowing with rose-pink energy. A mystical equine warrior stirs within...

Life Stages (0–5)

Pets evolve through 6 stages (0 Egg → 5 Final Form). Each stage-up requires accumulated Growth XP plus a Soul Coin fee and a sacrifice pet of equal-or-higher stage. Hatching (Stage 0 → 1) is free. After reaching Stage 5, your pet can evolve further into an Ancient Phase by choosing an elemental path.

The SC Cost column shows the Soul Coins required to evolve FROM this stage to the next.

Stage Growth XP SC Cost War Dragon Battle Wolf War Phoenix War Pony
0 free
Egg
Egg
Egg
Egg
1 50 XP 600 SC
War Dragon — Whelp Whelp
Battle Wolf — Pup Pup
War Phoenix — Chick Chick
War Pony — Foal Foal
2 350 XP 1,500 SC
War Dragon — Drake Drake
Battle Wolf — Scout Scout
War Phoenix — Ember Ember
War Pony — Colt Colt
3 700 XP 4,000 SC
War Dragon — Wyrm Wyrm
Battle Wolf — Hunter Hunter
War Phoenix — Firebird Firebird
War Pony — Unicorn Unicorn
4 1,500 XP 10,000 SC
War Dragon — War Dragon War Dragon
Battle Wolf — Alpha Alpha
War Phoenix — Phoenix Phoenix
War Pony — Pegasus Pegasus
5 3,000 XP → Ancient
War Dragon — Elder Dragon Elder Dragon
Battle Wolf — Elder Wolf Elder Wolf
War Phoenix — Eternal Phoenix Eternal Phoenix
War Pony — Alicorn Alicorn
Evolution sacrifice: From Stage 1 onward, evolving requires a second pet of the same or higher stage. The sacrifice is permanently consumed — its higher rarity transfers to the evolved pet.

Ancient Phases

Once your pet reaches Stage 5, it can transcend into an Ancient Phase by choosing an elemental path. Ancient pets keep their Stage 5 form but gain a permanent elemental bonus: every hit deals an extra 10% damage of the chosen element type, reduced by the target's matching resistance.

War Dragon
War Dragon — Flame Ancient Flame Deals bonus fire damage. Reduced by Flame Resist.
War Dragon — Frost Ancient Frost Deals bonus ice damage. Reduced by Ice Resist.
War Dragon — Lightning Ancient Lightning Deals bonus lightning damage. Reduced by Lightning Resist.
War Dragon — Shadow Ancient Shadow Deals bonus shadow damage. Reduced by Shadow Resist.
Battle Wolf
Battle Wolf — Flame Ancient Flame Deals bonus fire damage. Reduced by Flame Resist.
Battle Wolf — Frost Ancient Frost Deals bonus ice damage. Reduced by Ice Resist.
Battle Wolf — Lightning Ancient Lightning Deals bonus lightning damage. Reduced by Lightning Resist.
Battle Wolf — Shadow Ancient Shadow Deals bonus shadow damage. Reduced by Shadow Resist.
War Phoenix
War Phoenix — Flame Ancient Flame Deals bonus fire damage. Reduced by Flame Resist.
War Phoenix — Frost Ancient Frost Deals bonus ice damage. Reduced by Ice Resist.
War Phoenix — Lightning Ancient Lightning Deals bonus lightning damage. Reduced by Lightning Resist.
War Phoenix — Shadow Ancient Shadow Deals bonus shadow damage. Reduced by Shadow Resist.
War Pony
War Pony — Celestial Ancient Celestial Deals bonus fire damage. Reduced by Flame Resist.
War Pony — Frost Ancient Frost Deals bonus ice damage. Reduced by Ice Resist.
War Pony — Lightning Ancient Lightning Deals bonus lightning damage. Reduced by Lightning Resist.
War Pony — Shadow Ancient Shadow Deals bonus shadow damage. Reduced by Shadow Resist.
Elemental Damage: Ancient bonus damage = 10% of your pet's primary hit. It is calculated separately and reduced by the target's elemental resistance — not physical or magical defense. Choose your element based on the dungeons you plan to run.
📖 Worked Example Evolving Ignis the Rare Dragon, Stage 2 → Stage 3
1
Hit the level cap.

Your pet must be at Stage × 10 level before it can evolve. For Stage 2, that's Lv 20. Ignis also needs 700 Growth XP to unlock the evolve button.

2
Pay the Soul Coin fee.

4,000 SC covers the Stage 2 → 3 evolution. Fees scale up: 600 / 1,500 / 4,000 / 10,000 for each later stage.

3
Choose a sacrifice pet.

You need a second War Dragon of Stage 2 or higher. Your active pet can't sacrifice itself. The sacrifice's quality is what matters most — higher is better.

4
Watch the quality transfer.
Before
Rare Ignis Stage 2 · Lv 20
Epic Sacrifice Stage 2+ Dragon
After
Epic Ignis Stage 3 · Lv 20 ↑ rarity re-rolls all base stats
Higher sacrifice quality

Sacrificing an Epic or higher pet upgrades your active pet's quality by one tier. Always look for the highest-quality duplicate you can spare.

Same or lower quality

Sacrificing a Common, Uncommon, or Rare pet still triggers the evolution but keeps your pet at its current quality. Handy when you're just pushing through stages.

⚠️
Items drop first, pet is deleted

Any items equipped on the sacrifice fall into your pet bag automatically, then the sacrifice pet is permanently consumed. You cannot undo this — double-check before confirming.

2 Path System

At Stage 2, each pet chooses one of three paths. Your path locks which equipment you can wear and decides your combat archetype.

Warrior Warrior

Physical bruiser. Wears steel armor, uses a blade and shield. High ATK, fragile vs magic. Main stat: ATK / DEF / HP.

Sentinel Sentinel

Balanced tank. Wears steel armor, uses blade + shield. Trades some ATK for all-stat defensive coverage. Main stat: DEF / MDEF / HP.

Sage Sage

Magic caster. Wears mage robes, wields a Staff (2H, blocks shield) or Staff + Tome (spellbook). Main stat: MGC / MDEF / DEF.

Triangle Advantage

Path matchups grant a soft ×1.10 damage multiplier to the attacker — stage and gear progression still dominate the fight.

Sentinel beats Warrior

Tank outlasts bruiser — Sentinel deals ×1.10 damage vs Warrior.

Warrior beats Sage

Physical burst cuts through robes — Warrior deals ×1.10 damage vs Sage.

Sage beats Sentinel

Magic bypasses armor — Sage deals ×1.10 damage vs Sentinel.

3 Growth & Feeding

Growth XP is gained through daily visits and feeding. Hit the stage threshold to unlock the evolution button.

Daily Visit

  • Base growth: +8 XP on your first daily visit to each pet.
  • Streak bonus: +floor(streak ÷ 3) additional XP. At the 50-day streak cap that's +16 XP per visit.
  • Streak increments once per UTC day. Miss a day and it resets to 1.

Feeding

  • First feed of each pet each day: +4 XP (free).
  • Extra feeds: +4 XP for 2 War Coins.
  • Caps: 10 feed actions / day, 5 distinct pets / day, 5 feeds / same pet / day.
  • Growth XP is clamped to the next stage threshold — once you're evolve-ready, further feeding just costs coins.
Pet limit: You can own up to 20 pets at once. Sell or dismiss an older pet before hatching the next.

4 Stats Breakdown

Pets have 6 stats. The battle engine uses a square-root "effective" value — stat gains follow diminishing returns, so each point matters less the higher you stack.

Species Base Stats (Lv.1, no gear)

Species ATK MGC DEF MDEF HP Affinity
War Dragon War Dragon
88 84 83 85 120 +10% ATK (Phys)
Battle Wolf Battle Wolf
87 82 88 83 120 +10% DEF (Phys)
War Phoenix War Phoenix
84 88 82 86 120 +10% MGC (Magic)
War Pony War Pony
88 88 82 82 120 +5% all 4 + versatile

The Effective-Stat Formula

effective(stat) = √(stat × 100)

So 100 raw stat → 100 effective. 200 raw → ~141 effective (+41%). 400 raw → 200 effective (double at 4× the raw). Stacking is useful, but not linear.

Damage Formula (skills)

raw = damage_mult × √(atk_effective × 100) × (1 + timing_bonus)

final = max(3, raw ± 30% variance − √(def_effective × 100))

Double-sqrt scaling keeps fights from being one-shot affairs. Minimum 3 damage ensures an attack always chips something off.

Stat Icons at a Glance

ATKPhysical damage output. Warriors/Sentinels rely on this.
MGCMagic damage output. Sages rely on this.
DEFPhysical mitigation. Subtracted from ATK damage.
MDEFMagic mitigation. Subtracted from MGC damage.
HPHit points. Not affected by rarity; grows per-stage.
WISIncreases your skill effect chances (+0.5% per point, cap +15%) and resists enemy skill effects (−0.5% per point, cap −15%). Also boosts counter-attack chance and breaks turn-order ties. Gained through training and feeding.

5 Combat Skills (4 per species × 4 species)

Every species has its own 4-skill rotation. Slot 1 is the basic attack (no cooldown). Slots 2–4 unlock at Lv.5 / Lv.15 / Lv.25 with increasing cooldowns and power.

War Dragon War Dragon

# Skill Lv CD Mult Type Effect
1 Flame Bite
A quick fiery bite. Basic attack that always applies a 1-turn burn (3% max HP).
1 0 1.0× Phys burn dot 3% (1t)
2 Inferno Claw
Raking claw strike that always ignites the target (3% max HP burn for 2 turns). Dragon heals 8% of its max HP on cast plus 65% of burn damage dealt — reliable sustain at low stages.
5 2 1.4× Phys heal pct 8% burn dot 3% (2t)
3 Dragon's Roar
A terrifying roar: strikes a random enemy (0.3× ATK), boosts Dragon's ATK +23% for 3 turns, intimidates (-15% DEF for 2 turns), ignites the target (3% burn if fresh, or +1% if already burning), and has a 25% chance to inflict Fear.
15 4 0.3× Phys atk up 23% (3t) intimidate 15% (2t) fear 50% (1t) burn dot 3%
4 Meteor Strike
Calls down a meteor. 1.6× ATK nuke that ignites the target (3% max HP burn for 3 turns). Burn stacks with Inferno Claw for sustained damage.
35 4 1.6× Phys burn dot 3% (3t)

Battle Wolf Battle Wolf

# Skill Lv CD Mult Type Effect
1 Fang Rush
A swift fang strike. Basic attack with no cooldown. Rends enemy armor (-8% DEF for 2 turns). 70% chance to apply bleed (4% max HP / 2 turns).
1 0 1.0× Phys def down 8% (2t) bleed dot 4% (4t)
2 Pack Shield
Raises a protective barrier. +35% DEF for 2 turns, heals 14% max HP, and taunts enemies to attack this pet for 1 turn.
5 3 None def up 35% (2t) heal pct 14% taunt 100% (1t)
3 Howl of Fury
3-turn reflective stance. Grants a shield equal to 25% of max HP and reflects 23% of incoming damage back (attacker's own defense used in the swap).
15 4 None shield pct 25% (3t) reflect pct 23% (3t)
4 Alpha Strike
A devastating charge that shatters enemy armor (-8% DEF for 3 turns). 1.5× ATK. Always applies bleed (4% max HP / 2 turns).
35 4 1.5× Phys def down 8% (3t) bleed dot 4% (4t)

War Phoenix War Phoenix

# Skill Lv CD Mult Type Effect
1 Arcane Bolt
A focused bolt of arcane energy. Basic magic attack that drains 6% of damage dealt as self-heal.
1 0 1.1× Magic drain pct 6%
2 Soul Burn
1.6× MGC damage. Drains 14% of damage dealt as self-heal.
5 3 1.6× Magic drain pct 14%
3 Void Shield
Reduces incoming damage by 22% for 3 turns and ignores 8% of the target's MDEF for 3 turns.
15 4 None dmg reduce 22% (3t) mdef ignore 8% (3t)
4 Phoenix Rebirth
1.9× MGC nuke. Drains 14% of damage dealt as self-heal. Heals 15% max HP if target survives; restores 30% max HP if this kills the target.
35 6 1.9× Magic drain pct 14% survive heal pct 15% revive heal pct 30%

War Pony War Pony

# Skill Lv CD Mult Type Effect
1 Quick Strike
A swift adaptive strike using the higher of ATK or MGC. Has a 15% chance to put the target to Sleep for 1 turn — sleeping pets cannot act and their skill cooldowns do not tick. Sleep cannot be cleansed.
1 0 1.0× Adaptive sleep (1t)
2 Mirror Coat
Coats self in reflective energy. Restores 10% max HP. 75% chance (boosted by Wisdom) to reflect 30% of incoming damage back and heal 3% max HP per hit, for 3–4 hits. Recasting refreshes the charges.
5 3 None heal pct 10% counter 30%
3 Stampede
1.5× adaptive damage. Enemy's attack is reduced by 25% for 3 turns.
15 3 1.5× Adaptive atk down 25% (3t)
4 Equilibrium
Caster heals 20% max HP, cleanses debuffs, and gains +15% to all stats for 2 turns. Allies in the same team heal 7% max HP, have a 50% chance to be cleansed, and gain +5% all stats for 2 turns.
35 5 None heal pct 20% cleanse 100% all stats up 15% (2t) team heal pct 7% team cleanse 100% team all stats up 5% (2t)

6 Combat Effects

Every skill can apply one or more effects. Buffs help your pet, debuffs weaken enemies, and DoTs deal damage over time. Each point of WIS increases your chance to land chance-based effects by +0.5% (up to +15%) and reduces the enemy's chance by −0.5% (down to −15%).

Damage over Time

Burn (DoT)
Burn (DoT)

Single growing flame. Starts at 3% max HP per tick; each hit intensifies by 0.5–1.5%; flares for an instant 10% HP burst when capped. Decays 0.5%/turn. Only Flame Resist counters it. Chance boosted by WIS.

Bleed (DoT)
Bleed (DoT)

Growing wound up to 5 stacks. Each hit adds a stack; dmg/turn = base% × stacks (reduced by DEF). Instant burst at stack 5. Chance boosted by WIS.

Debuffs

ATK Down
ATK Down

Reduces the target's physical attack stat for a set number of turns. Chance boosted by WIS.

DEF Down
DEF Down

Reduces target's physical defence, increasing damage taken. Chance boosted by WIS.

MDEF Down
MDEF Down

Reduces target's magic defence, increasing magic damage taken. Chance boosted by WIS.

Intimidate
Intimidate

Combined fear + DEF down in one effect. Chance boosted by WIS.

Stun
Stun

Target loses its next turn entirely. Chance boosted by WIS.

Sleep
Sleep

Target skips turns until hit by a damaging attack. Cooldowns frozen while asleep. Cannot be cleansed. Chance boosted by WIS.

Fear
Fear

50% chance each turn to cancel the target's action. Chance boosted by WIS.

Slow
Slow

Reduces target's Speed, slowing turn-bar fill rate. Stacks. Applied by Crystal Hollow mob on hit.

Void Break
Void Break

Stacks DEF Down + MDEF Down simultaneously. Void Sanctum dungeon passive — chance resisted by WIS.

Taunt
Taunt

Forces all enemies to attack the taunting pet until charges run out. Used by Wolf's Pack Shield.

Taunted
Taunted

Applied to the enemy: they must attack the taunter next action.

Buffs

ATK Up
ATK Up

Increases caster's physical attack for the duration.

DEF Up
DEF Up

Increases caster's physical defence for the duration.

MDEF Up
MDEF Up

Increases caster's magic defence for the duration.

All Stats Up
All Stats Up

Raises ATK, DEF, MGC, and MDEF simultaneously.

Shield
Shield

Absorbs a percentage of max HP as a shield before HP is reduced.

Counter
Counter

On being hit, automatically strikes back for a percentage of the incoming damage. WIS increases base counter chance.

Reflect
Reflect

Returns a fraction of incoming damage to the attacker instead of absorbing it.

Damage Reduce
Damage Reduce

Reduces all incoming damage by a flat percentage for the duration.

Heal
Heal

Restores a percentage of max HP immediately or over several turns.

Drain
Drain

Each Burn tick heals the caster by a fraction of the DoT damage dealt (Dragon Inferno Claw passive).

Lifesteal
Lifesteal

Percentage of damage dealt is returned to the caster as HP.

Revive Heal
Revive Heal

When the pet would die, this buff triggers to restore a percentage of max HP instead. Single-use.

DEF Pierce
DEF Pierce

Next attack ignores a percentage of target's DEF / MDEF.

Vampiric
Vampiric

On-hit heal: each auto-attack or skill restores a percentage of damage dealt as HP.

Cleanse
Cleanse

Removes all active debuffs and DoTs from the caster immediately.

Mob Passives

Self DEF Down
Self DEF Down

Some mobs sacrifice defence on their own powerful attacks.

Mob Drain
Mob Drain

Mob heals a fraction of each hit it deals. Crimson Fortress dungeon passive.

Mob Regen
Mob Regen

Mob regenerates HP each turn. Crystal Hollow dungeon passive.

15 Bestiary

Four species, four playstyles. Base stats are low (80–90 range) so gear, sets, and runes do the heavy lifting. Species affinity tilts your stat budget before the sqrt is applied.

Elder Dragon
War Dragon

Born of volcanic ash, the War Dragon is a physical bruiser. Its flame-wreathed claws ignite targets on hit.

ATK 88 MGC 84 DEF 83 MDEF 85 HP 120
  • Role: Physical damage dealer
  • Path: Warrior (preferred) or Sentinel
  • Strengths: High physical burst against Sage opponents; growing Burn flame wins drawn-out fights — hits the 10% cap and flares for an instant nuke.
  • Weaknesses: Squishy against Magic; can run out of steam if enemy survives the opening.
Elder Wolf
Battle Wolf

The Battle Wolf moves in silence and closes the distance in a breath. Natural tank with pack cohesion.

ATK 87 MGC 82 DEF 88 MDEF 83 HP 120
  • Role: Tank / Sustain
  • Path: Sentinel (preferred) or Warrior
  • Strengths: Highest physical DEF base; Fang Rush and Alpha Strike stack a single growing Bleed wound (up to 5 stacks, instant burst at cap); reflective Howl stance punishes aggressive attackers.
  • Weaknesses: Magic damage chews through its low MDEF; Bleed build-up is wasted if the enemy has high DEF or the fight ends too fast.
Eternal Phoenix
War Phoenix

The War Phoenix spirals through flame and time. Dies and rises again — sometimes literally.

ATK 84 MGC 88 DEF 82 MDEF 86 HP 120
  • Role: Magic caster / Sustain
  • Path: Sage
  • Strengths: Highest MGC base; Phoenix Rebirth deals 1.8× and heals 13% of damage dealt; Void Shield grants lifesteal 7% for 2 turns alongside 30% damage reduction.
  • Weaknesses: Fragile vs physical; relies on Void Shield lifesteal and dmg-reduction window to survive sustained pressure.
Alicorn
War Pony

Unicorn, Pegasus, Alicorn — the War Pony is the versatile path. Gets stronger the more you train it across all stat pools.

ATK 88 MGC 88 DEF 82 MDEF 82 HP 120
  • Role: Versatile hybrid
  • Path: Any — warrior, sentinel, or sage viable
  • Strengths: Quick Strike has a 15% chance (boosted by WIS) to sleep the target for 1 turn; Mirror Coat counters 3–4 hits at 30% damage and heals 3% HP per trigger — counter hits also proc the sleep chance; Equilibrium heals and cleanses the whole team.
  • Weaknesses: No burst nuke — relies on sleep disruption and sustained heals; Mirror Coat charges are wasted if the enemy is not attacking; sleep is only 15% base so RNG-dependent.

6 Dungeons

7 story dungeons from Ashen Ruins to Inferno Abyss. Each dungeon drops unique materials, set pieces, and elemental affixes. Entry is gated by Seal coins, which drop from the previous dungeon.

Dungeon Progression

# Dungeon Entry Seal Sets SC Reward (D1–Dmax)
1 🏚️ Ashen Ruins
Ancient ruins swallowed by ash and dust. The perfect starting ground for any young pet.
Free Setless gear D1: 8–23 · D2: 15–38 · D3: 27–60 · D4: 45–90 · D5: 75–128
2 🔥 Amber Cavern
Deep volcanic caverns filled with amber crystals. Home of the Cinder Bulwark and Amber Oracle sets.
Amber Seal Cinder Bulwark, Amber Oracle D1: 15–38 · D2: 27–60 · D3: 45–90 · D4: 75–135 · D5: 120–210
3 ⚔️ Crimson Fortress
A blood-soaked siege fortress. Bloodforged hardens Warriors; Bloodmoon Sage empowers Sages.
Blood Seal Bloodforged, Bloodmoon Sage D1: 30–75 · D2: 53–113 · D3: 83–150 · D4: 128–218 · D5: 195–315
4 🌑 Shadow Keep
A fortress swallowed by eternal darkness. Shadow wraiths guard every corridor.
Shadow Seal Nightfall Aegis, Shadow Weave D1: 60–120 · D2: 98–180 · D3: 150–255 · D4: 225–375 · D5: 330–540 · D6: 480–780
5 ❄️ Crystal Hollow
A frozen cavern of ancient ice. Home of the Glacial Bastion and Frostveil Oracle sets.
Frost Seal Glacial Bastion, Frostveil Oracle D1: 120–225 · D2: 180–315 · D3: 270–450 · D4: 390–630 · D5: 570–900 · D6: 825–1290
6 🌀 Void Sanctum
A sanctum between dimensions. Void Warden nullifies magic; Void Whisperer nullifies physical.
Void Seal Void Warden, Void Whisperer D1: 270–450 · D2: 405–660 · D3: 600–960 · D4: 870–1350 · D5: 1230–1950 · D6: 1650–2700
7 💀 Inferno Abyss
The volcanic abyss. Inferno Colossus forges the ultimate warrior; Inferno Seer the ultimate sage.
Inferno Seal Inferno Colossus, Inferno Seer D1: 450–750 · D2: 675–1125 · D3: 975–1575 · D4: 1350–2175 · D5: 1875–3000 · D6: 2550–4200

Ticket Economy

Daily

  • Scout: 1 ticket every 8h
  • Commander: 1 ticket every 7h
  • Warlord: 1 ticket every 6h
  • Extra ticket from shop: 200 SC

Weekly

  • Scout: 1 ticket every 1d
  • Commander: 1 ticket every 20h
  • Warlord: 1 ticket every 18h
  • Extra ticket from shop: 500 SC

Monthly

  • Scout: 1 ticket every 7d
  • Commander: 1 ticket every 6d
  • Warlord: 1 ticket every 5d
  • Extra ticket from shop: 1000 SC

Run Tiers & Drop Rates

Each run type uses one ticket and determines what loot can drop. Higher tiers unlock better rewards and more rooms — but require earning or buying extra tickets.

Tier Rooms Items Item Rarity Accessories Growth Scroll Rune
Daily 4–5 12% Common – Rare No 8%
Weekly 5–6 40% Rare – Legendary Yes 12%
Monthly 6–7 40% Epic – Mythical Yes 10% 11%

All tiers also drop: Materials, EXP Scrolls, HP Potions. Daily drops armor & weapons only — no rings, necklaces, or other accessories. Room count includes the final boss room; last room is always a boss fight.

Difficulty (D1–D5)

Each dungeon lets you pick a difficulty before entry. Higher difficulty means stronger enemies and better loot quality — same ticket cost, higher risk.

Difficulty Enemy Strength Item Rarity Range
D1 1.02× Common – Uncommon
D2 1.25× Common – Rare
D3 1.45× Uncommon – Epic
D4 1.65× Rare – Legendary
D5 2.00× Epic – Mythical

Daily tier caps item rarity at Rare regardless of difficulty. Weekly and Monthly follow the full rarity table.

Boss Skill Rotations

Every dungeon boss has 4 skills on Daily runs. Slot 1 is the basic attack (no cooldown). Slot 2 is the signature skill. Slot 3 is a heavy power move. Slot 4 is the rage ultimate — boss prefers it when HP drops below 40%. Weekly and Monthly runs add extra boss phases (see below).

Dungeon Slot 1 — Basic Slot 2 — Signature Slot 3 — Power Move Slot 4 — Rage (≤40% HP)
Ashen Ruins Ruin Strike
1.0× phys · CD 0
Cinder Lash
1.4× phys · CD 3
Ashen Collapse
1.8× phys · CD 5
Ruin's Wrath
2.4× phys · CD 7
Amber Cavern Crystal Smash
1.4× phys · CD 0
Amber Aegis
utility · CD 3
Earthshatter
2.0× phys · CD 4
Titan's Weight
2.2× phys · CD 5
Crimson Fortress Crimson Strike
1.0× phys · CD 0
Bloodlust
1.3× phys · CD 3
Royal Decree
utility · CD 5
Crimson Dominion
2.1× phys · CD 7
Shadow Keep Shadow Bolt
1.0× magic · CD 0
Umbral Grasp
1.3× magic · CD 3
Soul Leech
1.6× magic · CD 5
Eclipse
2.3× magic · CD 7
Crystal Hollow Frost Slash
1.0× phys · CD 0
Glacial Bind
1.2× magic · CD 4
Crystal Shatter
1.9× phys · CD 5
Absolute Zero
2.2× magic · CD 7
Void Sanctum Void Touch
1.0× magic · CD 0
Mirror Veil
utility · CD 5
Void Annihilation
2.0× adaptive · CD 6
Void Singularity
2.6× adaptive · CD 8
Inferno Abyss Molten Fist
1.1× phys · CD 0
Firestorm
1.7× magic · CD 3
Meteor Fall
2.2× phys · CD 5
Magma Surge
2.8× magic · CD 7
World boss Dragon Claw
1.0× phys · CD 0
Shadow Breath
1.4× magic · CD 3
Titan's Roar
utility · CD 4
Eclipse Maw
2.0× adaptive · CD 6

Weekly & Monthly Boss Phases

Weekly and Monthly runs unlock additional boss skill slots beyond the standard 4. Slot 5 is a defensive/sustain phase (fires when boss HP falls below 60%). Slot 6 (Monthly only) is a second rage nuke (fires below 40% HP — the boss will prefer the highest available slot).

Dungeon Slot 5 — Weekly Phase (≤60% HP) Slot 6 — Monthly Rage (≤40% HP)
Ashen Ruins Cinder Barrier
shield_pct 20% / 3t · atk_up 15% / 2t · CD 5
Final Eruption
2.0× phys · burn_dot 12% / 3t · def_down 25% / 2t · CD 8
Amber Cavern Amber Shell
shield_pct 20% / 3t · reflect_pct 20% / 3t · heal_pct 3% · CD 5
Crystal Detonation
2.8× phys · stun 0% / 1t · def_ignore_pct 50% · CD 7
Crimson Fortress Blood Pact
atk_up 30% / 3t · heal_pct 15% · CD 5
Blood Dominion
2.5× phys · drain_pct 60% · bleed_dot 10% / 3t · CD 8
Shadow Keep Umbral Veil
dmg_reduce 30% / 3t · mdef_up 20% / 2t · CD 5
Void Collapse
2.2× magic · mdef_down 40% / 3t · fear 60% / 1t · CD 8
Crystal Hollow Permafrost
shield_pct 15% / 3t · def_up 25% / 3t · heal_pct 10% · CD 5
Glacial Extinction
2.3× magic · stun 0% / 2t · def_ignore_pct 45% · CD 8
Void Sanctum Void Distortion
dmg_reduce 30% / 3t · def_up 20% / 2t · CD 5
Event Horizon
2.8× adaptive · drain_pct 50% · mdef_down 30% / 3t · atk_down 25% / 3t · CD 8
Inferno Abyss Magma Shell
heal_pct 25% · atk_up 20% / 3t · CD 5
Apocalypse
3.2× magic · burn_dot 18% / 5t · def_down 35% / 3t · CD 8

Amber Cavern boss mechanics: "Hardening Hide" — gains +5% DEF and +5% MDEF every 3 turns (max 6 stacks = +30%). At turn 10, "Crushing Burst" fires — the boss permanently gains +50% ATK. Burst it down fast before the DEF stacks become a wall.

Room Types

Combat Combat

Tactical fight against a dungeon mob. Drops materials, items, seals.

Treasure Treasure

Guaranteed item/loot drop, no fight.

Event Event

Choice rooms — Mystic Pool, Ancient Chest, Merchant, Wounded Pet. Each dungeon reskins them thematically.

Shrine Shrine

Kneel to heal 35% HP, or Pray Hard for +10% ATK buff at 5% HP cost.

Trap Trap

Disarm for SC (70% success), sneak for -5% HP, or fail for -15% HP.

Boss Boss

Final room. Tactical fight with themed boss rotation + big drop.

Dungeon Mob Passives

Each dungeon's mobs carry a unique passive that changes how you fight them. These trigger on every mob action.

Dungeon Mob Passive
Ashen RuinsNo passive — starter dungeon.
Amber CavernRegen 5% max HP per turn. Boss gains +5% DEF/MDEF every 3 turns (max 6 stacks = +30%) and +50% ATK permanently at turn 10.
Crimson FortressDrain: heal 15% of damage dealt. On-hit: 50% chance to deepen the Bleed wound (6% max HP base, 1 turn). Bleed is a single growing wound — each application adds a stack (max 5). Damage per turn = 6% × stacks, reduced by DEF. At 5 stacks an instant burst fires immediately.
Shadow Keep25% evasion — mob fully dodges your hit (no damage AND no effect applied). On-hit: 20% chance to apply Fear (50% chance to skip your next turn).
Crystal HollowOn-hit: 20% chance to Stun (skip next turn). On-hit: slows pet ATB by 25% for 2 turns.
Void SanctumOn-hit: 50% chance to apply DEF Break −12% + MDEF Break −12% (stackable, 3 turns).
Inferno AbyssOn-hit: 60% chance to intensify the target's Burn (base 5% max HP/turn, +1.5% per existing stack, 3 turns — same growing flame as Dragon burns). Burn is mitigated only by Flame Resist affixes.

Status effects tip: Bleed is a single growing wound — each new application adds a stack (cap 5). Damage per turn = 6% max HP × stacks, reduced by DEF. At stack 5 an instant burst fires. Burn is a single growing flame: starts at 3% max HP, intensifies per application up to 10% — hitting the cap flares for an instant hit, then decays each turn. Only Flame Resist affixes reduce burn damage.

7 Equipment System

Pets wear 14 items across 3 loadout zones. Main stat is fixed per slot. Mage path overrides some slots (Tome instead of Shield, Staff as 2H weapon).

Slot Chart

Slot Main Stat (Warrior) Main Stat (Sage/Mage) Stat Scale
Weapon Weapon
ATK MGC 100%
Shield Shield
DEF MDEF 65%
Staff Staff
MGC MGC 100%
Helmet Helmet
DEF DEF 45%
Chest Chest
DEF DEF 45%
Pants Pants
MDEF DEF 45%
Gloves Gloves
MDEF MDEF 45%
Boots Boots
MDEF MDEF 45%
Cloak Cloak
MDEF MDEF 45%
Ring Ring
HP HP 55%
Earring Earring
HP HP 55%
Necklace Necklace
HP HP 55%
Belt Belt
HP HP 55%
Bracelet Bracelet
ATK MGC 55%
Charm Charm
ATK MGC 55%

Rarity: Min Stage & Max Upgrade

Rarity Min Pet Stage Max Upgrade Default Rune Slots Weapon/Shield Rune Slots
Common 0 (Stage 0) +3 0 0
Uncommon 0 (Stage 0) +5 0 0
Rare 1 +7 1 1
Epic 2 +9 1 1
Legendary 3 +12 2 3
Mythical 4 +15 2 3

Path Restrictions & 2H Staff

  • Warrior/Sentinel: equips Blade (1H) + Shield. Cannot equip Staff or Tome.
  • Sage: equips Staff (1H or 2H) + Tome. A 2H Staff occupies the weapon slot AND blocks the shield slot.
  • 2H Staff stat scale is 1.59× a 1H weapon (combines weapon + shield roles with a slight penalty). Dismantle returns 2× the normal mystic_wood and dust yield.
  • Dual main stat: Weapons, shields, and most armor pieces also carry a secondary main at 25% of the primary value (Warrior blade = ATK + a small MGC splash, etc).

8 Named Sets

Each set has a Warrior/Sentinel branch and a Mage branch — path-specific bonuses at 2 / 4 / 6 pieces (higher tier replaces lower, not stacks). Set pieces drop only from the matching dungeon stage.

Not set pieces: Accessories (ring, earring, necklace, belt, bracelet, charm) are never set pieces. Only armor pieces (helmet / chest / pants / gloves / boots / cloak) and weapons+shields of the matching path contribute to the set count.
How to get set pieces: Only Rare or higher items can be set pieces — Common and Uncommon items are never part of a set. Even then, it's not guaranteed: each eligible item has a chance to roll as a set piece depending on its rarity.
  • Rare → 18% chance
  • Epic → 30% chance
  • Legendary → 45% chance
  • Mythic → 65% chance
Seal 2
SEAL 2 Amber Cavern
Cinder Bulwark warrior

Forged against the Amber Cavern's ironclad beasts. Warriors build armour and learn to shatter it — 6pc slashes opponent DEF by 18%.

helmet chest pants gloves boots cloak weapon shield
Warrior
2pc DEF +8%
4pc DEF +12% · Opp DEF −8%
6pc DEF +16% · Opp DEF −18%
Sentinel
2pc DEF +6% · MDEF +6%
4pc DEF +10% · MDEF +10% · HP +6%
6pc DEF +14% · MDEF +14% · HP +10% · 20% chance to absorb · absorb 25%
Amber Oracle mage

Woven against the Amber Cavern's magic-resistant beasts. Sages build physical resilience and pierce through magical barriers — 6pc slashes opponent MDEF by 18%.

helmet-mage chest-mage pants-mage gloves-mage boots-mage cloak-mage staff-1h staff-2h spellbook
Mage
2pc DEF +8%
4pc DEF +12% · Opp MDEF −8%
6pc DEF +16% · Opp MDEF −18%
Seal 3
SEAL 3 Crimson Fortress
Bloodforged warrior

Quenched in the blood of the Crimson Fortress. Warriors strike harder and endure; Sentinels become an unyielding wall.

helmet chest pants gloves boots cloak weapon shield
Warrior
2pc ATK +10% · HP +5%
4pc ATK +16% · HP +8%
6pc ATK +20% · HP +10% · Opp MGC −18%
Sentinel
2pc DEF +8% · MDEF +8%
4pc DEF +12% · MDEF +12% · HP +8%
6pc DEF +16% · MDEF +16% · HP +12% · Opp ATK −10% · Opp MGC −10%
Bloodmoon Sage mage

Channeled under the crimson moon. Sages deflect physical strikes; 6pc Aura crushes opponent ATK by 18%.

helmet-mage chest-mage pants-mage gloves-mage boots-mage cloak-mage staff-1h staff-2h spellbook
Mage
2pc DEF +10% · MGC +5%
4pc DEF +16% · MGC +8%
6pc DEF +20% · MGC +10% · Opp ATK −18%
Seal 4
SEAL 4 Shadow Keep
Nightfall Aegis warrior

Tempered in the Shadow Keep under a moonless sky. Warriors ignite when struck by magic; Sentinels absorb every hit and stand unyielding.

helmet chest pants gloves boots cloak weapon shield
Warrior
2pc ATK +12% · HP +8%
4pc ATK +18% · HP +14%
6pc ATK +22% · HP +18% · Opp MGC −20% · Reactive ATK ×1.30
Sentinel
2pc DEF +10% · MDEF +10%
4pc DEF +15% · MDEF +15% · HP +12%
6pc DEF +20% · MDEF +20% · HP +20% · 25% chance to absorb · absorb 30%
Shadow Weave mage

Stitched from shadow essence in the Shadow Keep. Sages erupt when physically struck; 6pc Reactive: physical hit → MGC +30%. Aura: opp ATK -20%.

helmet-mage chest-mage pants-mage gloves-mage boots-mage cloak-mage staff-1h staff-2h spellbook
Mage
2pc DEF +12% · MGC +8%
4pc DEF +18% · MGC +14%
6pc DEF +22% · MGC +18% · Opp ATK −20% · Reactive MGC ×1.30
Seal 5
SEAL 5 Crystal Hollow
Glacial Bastion warrior

Forged from eternal ice in the Crystal Hollow. Warriors unleash freezing strikes; Sentinels raise a wall of glacial steel.

helmet chest pants gloves boots cloak weapon shield
Warrior
2pc ATK +13% · HP +8%
4pc ATK +19% · HP +14%
6pc ATK +25% · HP +18% · Opp MGC −22% · Reactive ATK ×1.38
Sentinel
2pc DEF +11% · MDEF +11%
4pc DEF +17% · MDEF +17% · HP +10%
6pc DEF +22% · MDEF +22% · HP +18% · 28% chance to absorb · absorb 32%
Frostveil Oracle mage

Spun from the Crystal Hollow's glacial mist. Sages raise a freezing veil that slows every strike; 6pc Aura: opponent ATK -22%. Reactive: physical hit → MGC +38%.

helmet-mage chest-mage pants-mage gloves-mage boots-mage cloak-mage staff-1h staff-2h spellbook
Mage
2pc DEF +13% · MGC +8%
4pc DEF +19% · MGC +14%
6pc DEF +25% · MGC +18% · Opp ATK −22% · Reactive MGC ×1.38
Seal 6
SEAL 6 Void Sanctum
Void Warden warrior

Shattered from the core of the Void Sanctum. Warriors nullify magic; Sentinels become immune to all weaknesses.

helmet chest pants gloves boots cloak weapon shield
Warrior
2pc ATK +15% · HP +10%
4pc ATK +22% · HP +18%
6pc ATK +28% · HP +22% · Opp MGC −25% · Reactive ATK ×1.45
Sentinel
2pc All stats +8%
4pc All stats +12% · HP +10%
6pc All stats +16% · HP +18% · 30% chance to absorb · absorb 35%
Void Whisperer mage

Woven from collapsing void whispers. Sages raise an impenetrable physical wall; 6pc Aura: opponent ATK -25%. Reactive: physical hit → MGC +45%.

helmet-mage chest-mage pants-mage gloves-mage boots-mage cloak-mage staff-1h staff-2h spellbook
Mage
2pc DEF +15% · MGC +10%
4pc DEF +22% · MGC +18%
6pc DEF +28% · MGC +22% · Opp ATK −25% · Reactive MGC ×1.45
Seal 7
SEAL 7 Inferno Abyss
Inferno Colossus warrior

Born in the Inferno Abyss. Warriors absorb arcane fire and strike back harder. Sentinels become unkillable — survive any lethal hit once.

helmet chest pants gloves boots cloak weapon shield
Warrior
2pc ATK +18% · HP +12%
4pc ATK +26% · HP +22%
6pc ATK +32% · HP +28% · Opp MGC −30% · Reactive ATK ×1.60
Sentinel
2pc All stats +10% · HP +8%
4pc All stats +16% · HP +16%
6pc All stats +22% · HP +24% · Phoenix: survive 1 lethal hit · 35% chance to absorb · absorb 40%
Inferno Seer mage

Summoned from eternal flames. Sages become untouchable — pinnacle DEF, stripped opponent ATK -30%, survive one killing blow (Phoenix).

helmet-mage chest-mage pants-mage gloves-mage boots-mage cloak-mage staff-1h staff-2h spellbook
Mage
2pc DEF +18% · MGC +12%
4pc DEF +26% · MGC +22%
6pc DEF +32% · MGC +28% · Opp ATK −30% · Reactive MGC ×1.60

9 Affixes

Affixes are rolled bonus properties. Slot count, drop chance, and value range scale with rarity. Upgrade milestones at +4 / +8 / +12 re-roll empty slots — +12 is guaranteed (Legendary+ only).

Rarity → Affix Slots & Odds

Rarity Max Slots Per-Slot Drop Chance Value Range (%)
Common 0 0% 0
Uncommon 1 70% 3–7
Rare 1 80% 5–10
Epic 2 80% 8–13
Legendary 2 85% 11–17
Mythical 3 90% 14–20

Probability Math

Legendary (2 slots × 85% each): P(0 affixes at drop) = (1−0.85)² = 2.25%. So 97.75% of Legendaries drop with at least one affix.

Upgrade milestones fill empty slots: +4 = 60% per empty slot, +8 = 85%, +12 = 100% (Legendary+ only). So a +12 Legendary/Mythical ALWAYS ends with every affix slot filled.

Upgrade Milestone Re-Roll Chances

+4

60% per empty slot

+8

85% per empty slot

+12

100% per empty slot · Legendary+ only

Affix Pool

Offensive — Warrior

  • Attack Power
    +X% Attack
  • Armor Pierce
    Bypass X% of enemy DEF

Offensive — Mage

  • Magic Power
    +X% Magic
  • Spell Pierce
    Bypass X% of enemy MDEF

Offensive — Universal

  • Shadow Damage
    Ancient form Shadow elemental bonus is amplified by +X%.
  • Ice Damage
    Ancient form Ice elemental bonus is amplified by +X%.
  • Flame Damage
    Ancient form Flame elemental bonus is amplified by +X%.
  • Lightning Damage
    Ancient form Lightning elemental bonus is amplified by +X%.
  • Crit Chance
    +X% Crit Chance
  • Crit Damage
    +X% Crit Damage
  • Lifesteal
    X% of damage dealt heals you

Defensive

  • Shadow Resist
    +X% Shadow Resist
  • Ice Resist
    +X% Ice Resist
  • Flame Resist
    +X% Flame Resist
  • Lightning Resist
    +X% Lightning Resist
  • Vitality
    +X% Max HP
  • Fortitude
    +X% DEF
  • Warding
    +X% MDEF
  • Evasion
    +X% Dodge
  • Block
    +X% chance to halve incoming damage
  • Thorns
    Reflect X% of incoming damage
  • Regeneration
    Restore X HP at the start of each turn (max 20% of max HP)

Utility

  • Swiftness
    +X Speed (faster turn bar fill)
  • Haste
    +X% Speed (faster turn bar fill)
  • Quick Cast
    X% chance per turn to tick all cooldowns by 2
  • Resilience
    X% chance to resist debuffs (stun, def_down, atk_down, burn, etc.)
Caps: Per-element resist caps at 80% across a full set. Damage conversion (flame/ice/shadow/lightning damage) caps at 50% per element.

10 Runes

Runes socket into unlocked slots on Rare+ items. They give always-on multipliers, triggered procs, auras that debuff enemies, or reactive buffs.

Rune Categories

Stat

Always-active multiplier on one stat (ATK / DEF / MGC / MDEF).

Proc

Percent chance per round to apply a buff. Rolled at start of battle in classic mode.

Aura

Debuffs the opponent's stat (value is negative — e.g. −15% ATK).

Reactive

Triggers on an in-battle condition (HP threshold, hit taken). Phase-2 runes use this.

Slot Counts by Rarity

Rarity Default Slot Unlock Weapon / Shield
Common 0 0
Uncommon 0 0
Rare 1 1
Epic 1 1
Legendary 2 3
Mythical 2 3

Socket & unsocket rules:

  • Sockets unlock progressively as the item reaches +4, +8, and +12 upgrade levels.
  • Legendary & Mythical items carry up to 2 rune slots by default, or 3 on a weapon/shield.
  • Common & Uncommon items cannot be runed at all.
  • Unsocketing a rune requires a Rune Removal Parchment (drops from dungeons).
  • An item must be empty of runes before you can dismantle it.

11 Forge, Upgrade & Dismantle

Every upgrade level adds +8% to the item's main stat, eats materials, and eats Soul Coins. Upgrade success is 100% per level — the cost is the gate.

Upgrade Cost Scaling

cost(material) = ceil(base × rarity_mult × (current_level + 1))

Rarity multipliers: Common 1.0× · Uncommon 1.5× · Rare 2.5× · Epic 4.0× · Legendary 7.0× · Mythical 12.0×.

So a +1 → +2 Legendary Blade costs 7× the base materials. +11 → +12 costs 7 × 12 = 84× base.

Material Families

Ashen Ruins
ashen dust ashen dust raw
ashen stone ashen stone refined
Amber Cavern
amber dust amber dust raw
amber stone amber stone refined
Crimson Fortress
blood dust blood dust raw
blood stone blood stone refined
Shadow Keep
shadow dust shadow dust raw
shadow crystal shadow crystal refined
Crystal Hollow
frost dust frost dust raw
frost crystal frost crystal refined
Void Sanctum
void dust void dust raw
void shard void shard refined
Inferno Abyss
inferno dust inferno dust raw
inferno core inferno core refined

Dismantle Returns

Dismantle returns materials keyed by path × slot × rarity, with a flat 50% (rounded up) refund on every material spent on upgrades. Soul Coins are never refunded.

  • Warrior weapon/shield: steel_dust × ceil(8 × rarity_mult).
  • Warrior armor: dust × 3 + steel_dust × 5 (rarity-mult scaled).
  • Mage staff (1H): mystic_wood_piece × 4 + dust × 3 + steel_dust × 1.
  • Mage staff (2H): same as 1H but doubled — 8 mystic_wood_piece + 6 dust + 2 steel_dust.
  • Mage Tome (shield slot): dust × 5 + stone × 1 + leather_piece × 2.
  • Mage armor: dust × 3 + steel_dust × 2 + leather_piece × 4.
  • Accessories: dust × 5 + steel_dust × 2.

Prerequisite: an item must be unequipped and have every rune socket empty before you can dismantle it.

Crafting (10-to-1)

10 × ashen dust → 1 × ashen stone

10 × amber dust → 1 × amber stone

10 × shadow dust → 1 × shadow crystal

10 × blood dust → 1 × blood stone

10 × frost dust → 1 × frost crystal

10 × void dust → 1 × void shard

10 × inferno dust → 1 × inferno core

10 × steel dust → 1 × steel ingot

10 × leather piece → 1 × leather

10 × mystic wood piece → 1 × mystic wood

12 Marketplace

Trade your gear with other players using Soul Coins. Every listing charges a fee up-front; the same fee is what the marketplace collects as tax on sale.

Fees & Rules

  • Listing fee: max( 2 SC, 10% of price ). Charged when you list.
  • Sale tax: 10% of the final sale price (can be lower than the paid fee — the difference refunds to you via pet mail).
  • Listing durations: 24 / 48 / 72 hours.
  • Max resales per item: 3×. After that, the item is bound to the current owner.
  • Legendary+ items become soul-bound after equipping — requires a Soul Unbinding Scroll before re-listing.
  • Bound items (soul_bound or is_tradeable = 0) can never be listed.

Auction vs Buy-Now

  • Starting bid only: auction — highest bidder wins when the timer expires.
  • Buy-now price only: instant sale at the listed price.
  • Both: hybrid — players can bid OR pay buy-now to end it immediately.
  • Listing fee is calculated from buy-now price if set, otherwise the starting bid.
New (2026-04-19) — Unsold items return via pet mail:
  • When a listing expires with no bids, or you cancel an active listing, the item is not auto-restored.
  • Instead, a system mail is delivered to your active pet's mail inbox with the item + the full listing-fee refund attached.
  • Open the mail and Claim — the item lands in your bank storage; the SC refund goes to your Soul Coin balance.
  • If you have no active pet, the legacy fallback (direct restore) still runs.

13 Pet Arena

Tactical ATB (active-time battle) matches between two pets. Speed fills the turn bar, WIS breaks ties, and damage is computed by the same engine that runs dungeon boss fights and the world boss.

Combat Flow

  • Each pet's turn bar fills based on its Speed stat (base 100, modified by Swiftness / Haste affixes).
  • On its turn, the pet picks the best available skill from its 4 slots. Cooldowns tick down 1 per turn.
  • Damage applies status effects: Burn DoT (single growing flame — starts 3% max HP, intensifies per application up to 10%; flares for an instant hit when capped; decays 0.5% per turn; countered only by Flame Resist affixes), Bleed DoT (single growing wound — each application adds a stack up to 5; damage per turn = base% × stacks, reduced by DEF; instant burst at stack 5), lifesteal, stun, sleep, def_down, atk_up, shield_pct, counter, drain, and more.
  • Ties on the turn bar are resolved by WIS (higher goes first). If still tied, challenger moves first.
  • Set bonuses (auras / procs / reactives), rune multipliers, affixes, and path triangle all feed into the same damage formula.

Rewards

  • Per-battle Soul Coins were removed — arena SC is now awarded via weekly ranking payouts only.
  • Win → Combat Level XP + rank climb. Loss → small Combat Level XP consolation.
  • Your Arena rank decays if you stop fighting — keep playing to hold the top brackets.

14 World Boss

A weekly PvE event. The Dragon Boss spawns Sunday 21:00 UTC, lives for 20 minutes, and everyone in the community teams up to chip its HP. Rewards are ranked by total Damage Dealt and Damage Tanked.

Boss Stats

ATK 110
DEF 130
MGC 100
MDEF 120
HP (raw stat) 260
Stage 5

Event Rules

  • Base HP pool: 250,000 + 2,500 per recent participant.
  • Duration: 20 minutes, or ends early when HP hits 0.
  • Attacks per player: 3.
  • Damage nerf: the battle-sim damage fraction is divided by 5 before applying to the boss. Ensures 3 attacks from one player can't one-shot the boss.
  • Hard cap per hit: each individual attack is capped at 8% of the boss' maximum HP pool.
  • Tactical sim engine: same engine as Arena & Dungeon — skills fire, crits land, burn DoT & bleed DoT stack, lifesteal heals, counters punish, etc. No legacy atk−def one-shot math.

Chest Tiers & Rewards

Bracket Chest Tier SC Item Rarity
Top 3 4 500 Epic – Mythical
Top 10 3 200 Rare – Epic
Top 25 2 100 Uncommon – Rare
Participation 1 30 Common – Uncommon
New (2026-04-19) — Rewards via pet mail: When the boss dies (or the event times out), chest rewards are delivered to every attacker as pet mail — claim the mail to receive the Soul Coins and the rolled item into your bag.

16 Inventory, Bank & Stackables

Items live in three places: equipped on a pet, in that pet's bag, or in the account-wide bank. Stackables (materials, consumables, runes) share grid slots and collapse into single stacks.

Pet Bag

  • Default bag size: 30 slots.
  • Expansion: 100 SC adds 5 slots, up to 50 total.
  • Bag is per-pet — each pet carries its own loadout.

Bank (Account)

  • Default bank size: 50 slots.
  • Expansion: 200 SC adds 10 slots, up to 200 total.
  • Bank is shared across all your pets — move items here to free up a bag.
  • Marketplace unsold returns and World Boss chest rewards all land here via pet mail.

Stackables

Consumables

HP Potions (heal pet out of battle), EXP Scrolls (grant Combat Level XP), Growth Scrolls (grant Growth XP), Rune Removal Parchments (unsocket runes), ATK/DEF Parchments (timed buff before battle).

Materials

Dust (raw) and Stone / Crystal / Core / Shard (refined). Raw stacks to 999, refined stacks to 99. Craft 10 raw into 1 refined.

Runes

Stat / Proc / Aura / Reactive. Stored unsocketed in the bank; socket into an item to activate.

Soul Coin Sinks

  • Evolve: 600 / 1,500 / 4,000 / 10,000 SC for S1→S2, S2→S3, S3→S4, S4→S5, S5→max respectively.
  • Upgrade: scales with rarity and level — Legendary +12 is the biggest sink.
  • Bag / Bank expansion: 100 SC / 200 SC per expansion respectively.
  • Marketplace listing fee: max(2, 10% of price).
  • Extra dungeon tickets: 200 SC / 500 SC / 1,000 SC (Daily / Weekly / Monthly).

Guide rewritten 2026-06-21 — every number sourced from the current game engine. Check the `SYNC:` comments in the page source for where each value lives.