Rarities
Seven rarities, each with its own colour. The same sword is a different weapon at every one of them.
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.
| Common | Uncommon | Rare | Epic | Legendary | Mythic | Gilded | |
|---|---|---|---|---|---|---|---|
| Flat stats | x1 | x2 | x3.8 | x7 | x12.5 | x22 | x38 |
| Percentages | x1 | x1.5 | x2.1 | x2.8 | x3.6 | x4.5 | x5.5 |
| Strikes and mana | x1 | x1 | x2 | x2 | x3 | x3 | x4 |
| Price | x1 | x2.4 | x5.5 | x12 | x26 | x56 | x120 |
- Flat stats are health, armor, power, arcana, thorns and regen. They also grow 19% for every floor deeper the piece was found: its level, the "LV" on its card.
- Percentages are everything with a % sign: crit, leech, gold find, dodge, pierce and the % forms of health, armor, power and arcana. They grow with rarity only.
- Strikes and mana come in whole steps.
- A penalty never grows. A piece that costs you 3 power costs 3 at every rarity.
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.
| Floors | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| 1 to 3 | 88% | 12% | |||
| 4 to 6 | 70% | 26% | 4% | ||
| 7 to 10 | 55% | 33% | 10% | 2% | |
| 11 to 15 | 40% | 36% | 18% | 5% | 1% |
| 16 to 20 | 28% | 36% | 25% | 9% | 2% |
| 21 to 25 | 18% | 32% | 31% | 15% | 4% |
| 26 to 30 | 10% | 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
- Merge two of the same piece at the same rarity: free, anywhere, up to Gilded.
- Temper it at a forge for gold: once per forge, up to Mythic.
- A Gilding Leaf: free, anywhere, up to Mythic.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.