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
A battle-hardened egg forged in the fires of war. A loyal companion awaits.
An icy egg pulsing with frozen energy. Something fierce stirs within...
An ancient relic inscribed with forgotten runes. Only the mightiest creatures are born from these.
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
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Egg
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Egg
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Egg
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| 1 | 50 XP | 600 SC |
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| 2 | 350 XP | 1,500 SC |
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| 3 | 700 XP | 4,000 SC |
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| 4 | 1,500 XP | 10,000 SC |
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| 5 | 3,000 XP | → Ancient |
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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.
Flame
Deals bonus fire damage. Reduced by Flame Resist.
Frost
Deals bonus ice damage. Reduced by Ice Resist.
Lightning
Deals bonus lightning damage. Reduced by Lightning Resist.
Shadow
Deals bonus shadow damage. Reduced by Shadow Resist.
Flame
Deals bonus fire damage. Reduced by Flame Resist.
Frost
Deals bonus ice damage. Reduced by Ice Resist.
Lightning
Deals bonus lightning damage. Reduced by Lightning Resist.
Shadow
Deals bonus shadow damage. Reduced by Shadow Resist.
Flame
Deals bonus fire damage. Reduced by Flame Resist.
Frost
Deals bonus ice damage. Reduced by Ice Resist.
Lightning
Deals bonus lightning damage. Reduced by Lightning Resist.
Shadow
Deals bonus shadow damage. Reduced by Shadow Resist.
Celestial
Deals bonus fire damage. Reduced by Flame Resist.
Frost
Deals bonus ice damage. Reduced by Ice Resist.
Lightning
Deals bonus lightning damage. Reduced by Lightning Resist.
Shadow
Deals bonus shadow damage. Reduced by Shadow Resist.
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.
4,000 SC
covers the Stage 2 → 3 evolution. Fees scale up: 600 / 1,500 / 4,000 / 10,000 for each later stage.
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.
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.
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.
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.
Physical bruiser. Wears steel armor, uses a blade and shield. High ATK, fragile vs magic. Main stat: ATK / DEF / HP.
Balanced tank. Wears steel armor, uses blade + shield. Trades some ATK for all-stat defensive coverage. Main stat: DEF / MDEF / HP.
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.
Tank outlasts bruiser — Sentinel deals ×1.10 damage vs Warrior.
Physical burst cuts through robes — Warrior deals ×1.10 damage vs Sage.
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.
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 |
|---|---|---|---|---|---|---|
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88 | 84 | 83 | 85 | 120 | +10% ATK (Phys) |
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87 | 82 | 88 | 83 | 120 | +10% DEF (Phys) |
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84 | 88 | 82 | 86 | 120 | +10% MGC (Magic) |
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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
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
| # | 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
| # | 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
| # | 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
| # | 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
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.
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
Reduces the target's physical attack stat for a set number of turns. Chance boosted by WIS.
Reduces target's physical defence, increasing damage taken. Chance boosted by WIS.
Reduces target's magic defence, increasing magic damage taken. Chance boosted by WIS.
Combined fear + DEF down in one effect. Chance boosted by WIS.
Target loses its next turn entirely. Chance boosted by WIS.
Target skips turns until hit by a damaging attack. Cooldowns frozen while asleep. Cannot be cleansed. Chance boosted by WIS.
50% chance each turn to cancel the target's action. Chance boosted by WIS.
Reduces target's Speed, slowing turn-bar fill rate. Stacks. Applied by Crystal Hollow mob on hit.
Stacks DEF Down + MDEF Down simultaneously. Void Sanctum dungeon passive — chance resisted by WIS.
Forces all enemies to attack the taunting pet until charges run out. Used by Wolf's Pack Shield.
Applied to the enemy: they must attack the taunter next action.
Buffs
Increases caster's physical attack for the duration.
Increases caster's physical defence for the duration.
Increases caster's magic defence for the duration.
Raises ATK, DEF, MGC, and MDEF simultaneously.
Absorbs a percentage of max HP as a shield before HP is reduced.
On being hit, automatically strikes back for a percentage of the incoming damage. WIS increases base counter chance.
Returns a fraction of incoming damage to the attacker instead of absorbing it.
Reduces all incoming damage by a flat percentage for the duration.
Restores a percentage of max HP immediately or over several turns.
Each Burn tick heals the caster by a fraction of the DoT damage dealt (Dragon Inferno Claw passive).
Percentage of damage dealt is returned to the caster as HP.
When the pet would die, this buff triggers to restore a percentage of max HP instead. Single-use.
Next attack ignores a percentage of target's DEF / MDEF.
On-hit heal: each auto-attack or skill restores a percentage of damage dealt as HP.
Removes all active debuffs and DoTs from the caster immediately.
Mob Passives
Some mobs sacrifice defence on their own powerful attacks.
Mob heals a fraction of each hit it deals. Crimson Fortress dungeon passive.
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.
Born of volcanic ash, the War Dragon is a physical bruiser. Its flame-wreathed claws ignite targets on hit.
- 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.
The Battle Wolf moves in silence and closes the distance in a breath. Natural tank with pack cohesion.
- 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.
The War Phoenix spirals through flame and time. Dies and rises again — sometimes literally.
- 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.
Unicorn, Pegasus, Alicorn — the War Pony is the versatile path. Gets stronger the more you train it across all stat pools.
- 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
Tactical fight against a dungeon mob. Drops materials, items, seals.
Guaranteed item/loot drop, no fight.
Choice rooms — Mystic Pool, Ancient Chest, Merchant, Wounded Pet. Each dungeon reskins them thematically.
Kneel to heal 35% HP, or Pray Hard for +10% ATK buff at 5% HP cost.
Disarm for SC (70% success), sneak for -5% HP, or fail for -15% HP.
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 Ruins | No passive — starter dungeon. |
| Amber Cavern | Regen 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 Fortress | Drain: 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 Keep | 25% 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 Hollow | On-hit: 20% chance to Stun (skip next turn). On-hit: slows pet ATB by 25% for 2 turns. |
| Void Sanctum | On-hit: 50% chance to apply DEF Break −12% + MDEF Break −12% (stackable, 3 turns). |
| Inferno Abyss | On-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 |
|---|---|---|---|
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ATK | MGC | 100% |
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DEF | MDEF | 65% |
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MGC | MGC | 100% |
|
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DEF | DEF | 45% |
|
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DEF | DEF | 45% |
|
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MDEF | DEF | 45% |
|
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MDEF | MDEF | 45% |
|
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MDEF | MDEF | 45% |
|
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MDEF | MDEF | 45% |
|
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HP | HP | 55% |
|
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HP | HP | 55% |
|
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HP | HP | 55% |
|
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HP | HP | 55% |
|
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ATK | MGC | 55% |
|
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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.
- Rare → 18% chance
- Epic → 30% chance
- Legendary → 45% chance
- Mythic → 65% chance
Forged against the Amber Cavern's ironclad beasts. Warriors build armour and learn to shatter it — 6pc slashes opponent DEF by 18%.
Woven against the Amber Cavern's magic-resistant beasts. Sages build physical resilience and pierce through magical barriers — 6pc slashes opponent MDEF by 18%.
Quenched in the blood of the Crimson Fortress. Warriors strike harder and endure; Sentinels become an unyielding wall.
Channeled under the crimson moon. Sages deflect physical strikes; 6pc Aura crushes opponent ATK by 18%.
Tempered in the Shadow Keep under a moonless sky. Warriors ignite when struck by magic; Sentinels absorb every hit and stand unyielding.
Stitched from shadow essence in the Shadow Keep. Sages erupt when physically struck; 6pc Reactive: physical hit → MGC +30%. Aura: opp ATK -20%.
Forged from eternal ice in the Crystal Hollow. Warriors unleash freezing strikes; Sentinels raise a wall of glacial steel.
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%.
Shattered from the core of the Void Sanctum. Warriors nullify magic; Sentinels become immune to all weaknesses.
Woven from collapsing void whispers. Sages raise an impenetrable physical wall; 6pc Aura: opponent ATK -25%. Reactive: physical hit → MGC +45%.
Born in the Inferno Abyss. Warriors absorb arcane fire and strike back harder. Sentinels become unkillable — survive any lethal hit once.
Summoned from eternal flames. Sages become untouchable — pinnacle DEF, stripped opponent ATK -30%, survive one killing blow (Phoenix).
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
60% per empty slot
85% per empty slot
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.)
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
Always-active multiplier on one stat (ATK / DEF / MGC / MDEF).
Percent chance per round to apply a buff. Rolled at start of battle in classic mode.
Debuffs the opponent's stat (value is negative — e.g. −15% ATK).
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
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.
- 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
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 |
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).