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Game data: patch 1.0.0.30 updated 2026-05-27 what changed →
Browse public builds →

Gear builder

Pick a class, fill slots, see stats update live. The URL is the build — copy it, drop it in Discord.

Compare with another build →

Start with your weapon

Quick Start picks a weapon and a full armor set for you in one step — your weapon decides which classes and skills you can use. You can swap any piece afterward.

or scroll down to fill each slot by hand
My builds 0 / 10 slots
Force value across pieces 0 selected

Tick the rows below, pick a scope, then apply a value to every selected piece at once. Grade & enhancement skip bag/cards; talisman skips cards; gems skip cards.

Select:
Source = the focused row (click a piece’s slot label).
Armor
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Weapons
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Jewelry
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Other
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh
Grade
Gems
Talisman
Enh

Stat allocation

0 / 200 stat points spent — 200 remaining

A level-100 character has 200 stat points to spend, up to 100 in any single stat. Lower-level characters have fewer — plan toward your target level.

Offense

0

+0.25% Physical Attack per point

0

+0.25% Magical Attack per point

Defense

0

+0.25% Physical Defense per point

0

+0.25% Magical Defense per point

Vitals

0

+0.25% Health, +0.25% Health Regen per point

0

+0.25% Mana, +0.25% Mana Regen per point

Advanced — scaling models Most players can leave these alone.

curve

Active: +15 → ×8.20

Default is Post-Patch (live since 2026-05-04, ×8.20 at +15). Pre-Patch (Frenzy) tops out at ×7.46 and Proposed at ×7.43 — each reshapes the per-step climb. See /builds/enhance-curve for the full per-step breakdown.

Damage model (patch 1.0.0.29)

Mode: Live (additive)

Patch 1.0.0.29: all % bonuses now sum together and apply once (additive stacking) — that's the live model the stats above use. Switch to Pre-patch (multiplicative) only to compare against the old compounding behavior.

Attack Power
0

Pick a class above to see your damage-type-aligned headline AP.

Health
Critical Rate
Health Regen
Critical Damage
Effective HP

Effective HP at 1,500 incoming

vs Physical
825
×1 of HP
vs Magical
825
×1 of HP
HP825
Phys DEF0
Mag DEF0

Pre-mitigation damage you can absorb before dying, given hits of 1,500. Model: damage = max(1, incoming − DEF × 0.5).

Derived stats

attribute scaling
  • Physical Attack
  • Magical Attack
  • Physical Defense
  • Magical Defense
  • Health
  • Mana
  • Health Regen
  • Mana Regen

Talisman bonuses

Group key: (lineage × rarity × threshold). Lowest-rarity piece in a set drives the magnitude.

Equip talismans on gear slots to see set bonuses fire here. Each slot can hold one talisman piece — bonuses group by (lineage, rarity) across all slots.

Class & skills

  1. Equip a main weapon — Your weapon decides which classes and skills you can use.
  2. Pick a class — Two classes share each weapon — pick the playstyle you want.
  3. Set mastery & spend skill points — Weapon mastery is your skill-point pool — raise it, then level your skills.

Equip a main-weapon to allocate skill points.

Skills

Slot # = in-game hotbar position. Click a tile to equip / unequip.

Pick a class above to see its skill loadout.

Skill data © Vawraek (Quinfall studio).

Guild Buffs

Each axis applies one multiplier; tiers are TOTALS, not stacking deltas.

Character bonus picks

Quinfall's character creation surfaces a 4-section permanent picker — one bonus per section. These bonuses are permanent in-game once a character is created; the codex models them as plannable so you can compare alternatives without rolling.

Gathering big-3
Lifeskill
Combat passive
Faction