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Rarities

Seven rarities, each with its own colour. The same sword is a different weapon at every one of them.

CommonUncommonRareEpicLegendaryMythicGilded

What a rarity multiplies

A piece's stats are its Common numbers times its rarity's step. There are three kinds of stat, and each climbs at its own pace.

CommonUncommonRareEpicLegendaryMythicGilded
Flat statsx1x2x3.8x7x12.5x22x38
Percentagesx1x1.5x2.1x2.8x3.6x4.5x5.5
Strikes and manax1x1x2x2x3x3x4
Pricex1x2.4x5.5x12x26x56x120

Telling them apart

Colour is the first sign: the name on the card and the rim of the tile. The coach names them "grey", "green", "blue", "purple", "gold", "red", "gilded". Shape is the second: the bright corner marks on a tile grow with rarity, none on Common and longest on Mythic. Legendary and Mythic tiles catch a glint now and then, and a Gilded tile is solid, shimmering gold.

Odds by floor

A drop or a market offer rolls its rarity from the floor it is on.

FloorsCommonUncommonRareEpicLegendary
1 to 388%12%
4 to 670%26%4%
7 to 1055%33%10%2%
11 to 1540%36%18%5%1%
16 to 2028%36%25%9%2%
21 to 2518%32%31%15%4%
26 to 3010%28%34%21%7%

Some sources roll one step higher than the table: a chest, an elite's drop, a boss's extra piece and, below the first depth, the merchant's gear. That step is the only way a Mythic is ever found. Uniques are never below Rare, a boss's pick of three is never below Epic, and tomes and Worn gear are always Common.

Gilded

Nothing drops, sells or forges as Gilded. The forge and the Gilding Leaf stop at Mythic. A Gilded piece is made one way: by merging two Mythics of the same piece. It can't merge again.

Raising a rarity

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Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.