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Game data: patch 1.0.0.32 updated 2026-05-31 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 — 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