Gear builder
Pick a class, fill slots, see stats update live. The URL is the build — copy it, drop it in Discord.
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.
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.
Stat allocation
0 / 200 stat points spent — 200 remainingA 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
+0.25% Physical Attack per point
+0.25% Magical Attack per point
Defense
+0.25% Physical Defense per point
+0.25% Magical Defense per point
Vitals
+0.25% Health, +0.25% Health Regen per point
+0.25% Mana, +0.25% Mana Regen per point
Advanced — scaling models Most players can leave these alone. Post-Patch · Live (additive)
curve
Active: +15 → ×8.20Default 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.
Pick a class above to see your damage-type-aligned headline AP.
Effective HP ›
Effective HP at 1,500 incoming
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
- Equip a main weapon — Your weapon decides which classes and skills you can use.
- Pick a class — Two classes share each weapon — pick the playstyle you want.
- 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
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.