The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
Nine slots. A piece only gives its stats while equipped.
| Slot | Stats it carries |
|---|---|
| Helm | Strength, Intuition, Stamina |
| Chest | Intuition, Defense, Stamina |
| Hands | Strength, Haste, Malice |
| Pants | Stamina, Defense, Haste |
| Feet | Haste, Malice, Intuition |
| Main Hand | Strength, Malice, Haste |
| Off Hand | Defense, Stamina, Intuition |
| Necklace | Stamina + 1 random |
| Ring | 2 random |
The seven fixed slots always roll the same three stats — only the split between them varies. Accessories pick their stats when forged, and never roll Intelligence.
Each recipe has a quantity stepper: type a number or press MAX (up to 100 a press, limited by materials and bag space). A batch is all-or-nothing; the whole cost is checked up front.
Only Bronze is craftable; every piece starts Bronze at level 1. LEVEL moves it up the bands (see Gear Upgrades): 6-10 Silver, 11-15 Gold, 16-20 Diamond, each with its own border color.
Levels 2 to 20 are one attempt at a time on the Workshop’s Upgrade tab. A failed attempt always eats the materials. Bands: 1-5 BRONZE; 6-10 SILVER (silver border; attempts add Silver Ore, Giant Logs and Scales); 11-15 GOLD (gold border; adds Gold Ore, Oak Logs and Giant Pelts); 16-20 DIAMOND (light-blue border; adds Diamond Ore, Cypress Logs and Giant Scales). Entering a band is always a sure attempt. Odds fall the deeper into a band you go.
| To level | Success | Accessory success |
|---|---|---|
| 2 | 80% | 70% |
| 3 | 60% | 50% |
| 4 | 40% | 30% |
| 5 | 20% | 10% |
| 6 | 100% | 100% |
| 7 | 80% | 70% |
| 8 | 60% | 50% |
| 9 | 40% | 30% |
| 10 | 20% | 10% |
| 11 | 100% | 100% |
| 12 | 40% | 40% |
| 13 | 30% | 30% |
| 14 | 20% | 20% |
| 15 | 10% | 10% |
| 16 | 100% | 100% |
| 17 | 20% | 20% |
| 18 | 15% | 15% |
| 19 | 10% | 10% |
| 20 | 5% | 5% |
Upgrading needs the matching node in Mastery › Gear: Bronze Upgrade Lv. 2-5, Silver Lv. 6-10, Gold Lv. 11-15, Diamond Lv. 16-20. The node lets you attempt; it never guarantees success.
| At level | Downgrade on fail | Accessory downgrade | Destroyed | Accessory destroyed |
|---|---|---|---|---|
| 2 | — | 10% | — | — |
| 3 | — | 30% | — | 2% |
| 4 | 20% | 20% | — | 5% |
| 8 | — | 30% | — | 2% |
| 9 | 20% | 20% | — | 5% |
| 11 | 30% | 30% | — | — |
| 12 | 25% | 25% | — | — |
| 13 | 20% | 20% | 2% | 4% |
| 14 | 15% | 15% | 5% | 10% |
| 16 | 45% | 45% | — | — |
| 17 | 37.5% | 37.5% | — | — |
| 18 | 30% | 30% | 3% | 6% |
| 19 | 22.5% | 22.5% | 7.5% | 15% |
Destruction is rolled separately from downgrade: a piece can just be gone. In the Gold and Diamond bands EVERY slot risks destruction, not just accessories. Band entries (5 → 6, 10 → 11, 15 → 16) cannot fail.
Each of the nine slots has its own Proficiency level, which multiplies what any gear in that slot gives you. Spend Proficiency Tokens on the Workshop’s Proficiency tab, one token per point.
| Level | Points needed | Equipped gear multiplier |
|---|---|---|
| 1 | 250 | +15% |
| 2 | 500 | +20% |
| 3 | 750 | +25% |
| 4 | 1,000 | +30% |
| 5 | 1,250 | +35% |
| 6 | 5,000 | +40% |
| 7 | 7,500 | +45% |
| 8 | 10,000 | +50% |
| 9 | 12,500 | +55% |
| 10 | 15,000 | +60% |
| 11 | 30,000 | +70% |
| 12 | 35,000 | +80% |
| 13 | 40,000 | +90% |
| 14 | 45,000 | +100% |
| 15 | 50,000 | +110% |
| 16 | 100,000 | +125% |
| 17 | 200,000 | +140% |
| 18 | 400,000 | +155% |
| 19 | 800,000 | +170% |
| Max (20) | 1,000,000 | +200% |
Levels 1-5 are the Bronze band (bronze dots), 6-10 Silver, 11-15 Gold, 16-19 Diamond (light-blue dots), and Lv. 20 (Max) is one red star. Each band past Bronze needs its Proficiency talent (Mastery › Gear, 5 points each, in order: Silver, Gold, Diamond; Diamond covers Max). Points keep banking past a cap, and the level rises the moment the talent is learned.
Tokens come from monster drops and dungeon kills. You can also convert unwanted gear in that slot into points, or craft tokens at the Workshop’s Token tab: any of the nine slots, at 90% of the matching gear piece’s cost, up to 5,000 a press.
A monster’s token drop chance climbs with the stage’s level: +0.5 percentage points per 1,000 levels, to a 10% cap at Lv. 16,000. Deep stages pay fastest.
Necklace and Ring tokens drop from no ordinary monster and no dungeon Alpha. Get them from the Three-headed Hydra on the battle map, a dungeon chest’s random tokens, or the Token tab.