Gear & gems
Troop gear, guard equipment, guard weapons and gemstones, and how to build them without waste.
Troop gear
Troop gear comes in six qualities, best to worst: Red, Gold, Brown, Purple, Blue, Green. The long-term goal is Gold and then Red. Craft the gear that matches your stat focus (the troop type you invest in most; see Guards) first, and only then invest in other troop types. Bonus attributes are extra stat lines on top of a piece's base stats.
- DIY Chests give materials, not finished gear. Open one from your Inventory and pick the troop category (Infantry, Distance or Cavalry) first. Chest quality (Green, Blue, Purple, Brown, Gold) sets material quality.
- Material Synthesis upgrades materials one quality step at a time, and you cannot skip a step: Green → Blue → Purple → Brown → Gold. Four lower-quality materials make one higher-quality material. Find it in the Imperial Armament Center → Warehouse → Material Warehouse.
- Craft gear once you have all four required materials at the same quality. You need only one of each. The gear takes the quality of the materials.
- Gold gear has two bonus attributes (extra stat lines on top of its base stats) as soon as it is crafted. Dismantling it returns only part of the materials.
- Red gear is made by fusing two Gold pieces of the same type with 200 Volcanic Stones. It can carry up to four bonus attributes, inherited from both pieces. Dismantling returns only part of the materials.
- Fusion lets you choose. After any fusion (Gold + Gold, Red + Gold or Red + Red) you see three options: the left piece, the right piece, or the new result. You keep one and the others are lost. Keep an original if the result rolled poor attributes.
- Brown, Purple, Blue and Green gear are fully recyclable. Dismantling returns every material, so you can upgrade freely.
Guard equipment
Each guard has six equipment slots, so a two-guard setup needs 12 pieces. Quality, best to worst: Mythic (Gold), Legendary (Brown), Epic (Purple), Rare (Blue), Uncommon (Green) and Common (Grey). Uncommon and Common are the two lowest grades. Higher quality means stronger base stats and better bonus attributes.
Focus on the two guards you use most, and on equipment that fits your stat focus. Economy guard equipment, which boosts resource gathering, is a separate category and is not covered here.
- Getting materials. Chests can give random materials, let you choose materials, give finished equipment of a quality and set you choose, or give random equipment that you can dismantle for materials.
- Material Synthesis is in the Guard Equipment building → Material Workshop → Synthesize. Four lower-quality materials make one higher-quality one, for every material type. The workshop synthesizes through every step for you, so you can turn Grey materials straight into Mythic.
- Forging. Open the Guard Equipment building → Forge Equipment. Choose troop type, quality, piece, and forge method. Each piece needs four different materials and a Craft Guide for the troop type.
- Dismantling is lossy. You can take a piece off a guard and dismantle it for random materials, but Craft Guides are never returned and only a portion of the materials comes back. The game itself warns you to make your decisions thoughtfully to minimize losses. Before dismantling, check whether the piece could be used for a Tier Up instead (see below).
- Mixing material qualities is allowed. Four materials of the same quality guarantee that quality. If one material is lower quality, the result becomes a chance of either quality. If you are one high-quality material short, mixing is a reasonable choice, at the cost of lower odds.
Forge methods
| Method | Materials needed | Chance of 1st bonus attribute | Chance of 2nd bonus attribute |
|---|---|---|---|
| Standard Forge | 4 of each of the 4 materials, plus Craft Guide | 10% | 1% |
| Enhanced Forge | 8 of each, plus Craft Guide | 30% | 3% |
| Super Forge | 16 of each, plus Craft Guide | 100% | 10% |
Each piece can have up to two bonus attributes, and both is rare. Quality sets the pool: lower grades give weaker attributes, Legendary gives better ones, and Mythic gives the strongest. For important pieces, Enhanced or Super Forge improve your chances of a bonus attribute. Super Forge guarantees the first one, at twice the materials of Enhanced Forge. Once you hold Mythic equipment, use Equipment Refinement to tune its bonus attributes instead of crafting new pieces, and keep synthesizing materials upward toward Mythic.
Refining and tiering up guard equipment
- Equipment Refinement rerolls the bonus attributes on Mythic equipment that already has some. Each refinement costs 10 Refinement Stones, which come from events or the in-game store. Locked equipment cannot be refined. After each roll you can keep your current attributes or replace them.
- Refinement Stones can be bought in the store, which makes refining a faster path for spenders.
- Tiers. Refined attributes rank S++, S+ and S, best first. Odds match Mythic forging.
- S++ guarantee. Each Mythic piece tracks its own progress. If you keep missing S++, one is guaranteed. The screen shows how many refinements remain, for example “S++ attribute guaranteed within 23 refinement(s)”.
- Wish Attribute. Pick one S++ attribute you want before refining. After you roll 8 S++ attributes, the next guaranteed S++ is exactly your wish. For example, with Distance Lethality +5.00% as the wish, the screen reads “Wish Attribute guaranteed after 8 S++ attribute(s)”.
- Tier Up raises a piece to the next quality (Rare → Epic → Legendary → Mythic). Mythic cannot be tiered up.
- You need four pieces: the main piece plus three more of the same quality and the same troop type. They can be different slots, such as boots upgraded using a helmet, chest and gloves. The main piece may be equipped, but the three used up must be unequipped.
- Bonus attribute chance. Each of the four pieces that has a bonus attribute adds 25% to the chance the upgraded piece gets one: 25% for one piece, 50% for two, 75% for three, 100% for all four. The game shows the final chance on the Tier Up screen once you have added the pieces to be used up, so check it before you confirm.
- Tier Up uses up the extra pieces. The three pieces you add are consumed, and so are any bonus attributes on them. If you would otherwise dismantle spare pieces (which refunds only part of the materials and no Craft Guides), using them for a Tier Up can be the better deal.
- If you do not have three eligible unequipped pieces, the Tier Up option is unavailable. Equipment you can tier up shows a green upward arrow, and the Tier Up button shows a red dot.
Guard weapons: tempering
Every guard weapon has honing benefits (Attack, Defense, Health and utility stats that change on every hone) and tempering benefits (Damage and Damage Received). Damage is one of the strongest stats in the game, so build for tempering and ignore honing. When this is done, you are finished with the feature unless an update adds a higher benefit quality.
There are 8 slots: 2 Infantry, 2 Cavalry, 2 Distance and 2 Troop Stat. Build the two that match your stat focus, plus the two Troop Stat slots (called A and B).
| Slot | Tempering benefit to hunt | Maximum |
|---|---|---|
| Two slots for your focus | Infantry, Cavalry or Distance Damage, matching your focus | 24.00% each, 48.00% total |
| Troop Stat slots A and B | Army Damage, for every player | 12.00% each, 24.00% total |
- Open the Guard Weapons page and choose the weapon. Tap HONE, then AUTO HONE.
- Set Benefit Quality to Legendary. Leave the Honing Benefit section empty. Under Tempering Benefits, select only one damage stat. Selecting more raises Gold use without raising your odds.
- Auto Hone rerolls with Gold until it finds your stat or you run out of Gold. You can cancel at any time.
- When it finishes, tap Replace if you got the damage stat you wanted, or Retain if not. Judge by the tempering benefit only.
- Enhance the weapon. Everyone gets 5 free enhancements a day. After that, use Enhancement Hammers, and accept only upgrades to your tempering benefit.
- Free source of Enhancement Hammers: the Alliance Celebration equipment task gives 6 per week, if your alliance picks it as that week's task.
- Enhancement Hammers are also sold in Limited Deals → DIY Pack → Utility Item Pack.
Gemstones
Four gemstone types go on your Lord Equipment: Earth (2 slots), Star (4 slots), Moon (6 slots) and Sun (6 slots). Each gemstone can be enhanced.
- Echo Benefits unlock at +2, +4 and +6. Every gemstone in a type must reach the level. For example, both Earth gemstones must be +2 for the first Earth echo. The milestones stack, so +6 gives all three. There is nothing beyond +6.
- New generation problem. When a new generation arrives (for example R20), you rarely have the materials to take every new gemstone to +6. Swapping them all at once can drop you below the echo milestones until they are fully upgraded.
- Echo retention trick. Keep at least one gemstone from the older generation in each type. While one older gemstone stays equipped, the game keeps judging echo benefits by that older generation, and the newer ones count as meeting its requirements. You keep the old echo bonuses while you upgrade the new gemstones one at a time.
- Example. Going from R20 to R21 Earth gemstones without materials to take both to +6: keep one R20 Earth gemstone at +6, put an R21 in the other slot, and keep upgrading the R21 over time. You keep the R20 echo benefits until the R21 set is ready. The same works for Star, Moon and Sun.
Formulas and worked examples
The math behind the pages above. Quantities are exact unless marked as an estimate.
| What | Formula | Worked example |
|---|---|---|
| Synthesis | Lower-quality materials needed = 4steps, where steps is the number of quality levels you climb. Each step is 4 into 1. | Troop gear Green to Purple is 2 steps: 4² = 16 Green. Green to Gold is 4 steps: 4⁴ = 256. Guard equipment Common (Grey) → Uncommon (Green) → Rare (Blue) → Epic (Purple) → Legendary (Brown) → Mythic (Gold) is 5 steps: 4⁵ = 1,024 Grey per Mythic material. |
| Troop gear from raw materials | Lower-quality materials = 4 (one of each required material) × 4steps | One Gold troop gear from Green: 4 × 256 = 1,024 Green. |
| Forge materials | Materials per forge = materials per type × 4 types, plus 1 Craft Guide | Standard 4 × 4 = 16. Enhanced 8 × 4 = 32. Super 16 × 4 = 64. All Mythic from Grey, Standard Forge: 16 × 1,024 = 16,384 Grey. Enhanced 32,768. Super 65,536. |
| Forge cost per bonus attribute (estimate) | Average materials per first bonus attribute ≈ materials per forge ÷ chance of first bonus attribute | Standard 16 ÷ 0.10 = 160. Enhanced 32 ÷ 0.30 ≈ 107. Super 64 ÷ 0.30 ≈ 213. Derived from the listed odds, not stated in the source. Every forge also produces a piece, so this is not wasted material. Assumes independent forges. |
| Tier Up bonus attribute chance | Chance = 25% × number of the 4 pieces that have a bonus attribute | The main piece and one material have one: 2 × 25% = 50%. Three pieces: 75%. All four: 100%. With none, a bonus attribute is still possible but the game does not show the odds. |
| Refinement cost | Refinement Stones = 10 × number of refinements | “S++ attribute guaranteed within 23 refinement(s)” means at most 23 × 10 = 230 stones. With a Wish Attribute, the counter reads (n/8): after 8 S++ rolls, the next guaranteed S++ is your wish. |
| Echo benefit level | Active echo = the highest milestone in {+2, +4, +6} that is at or below the lowest enhancement among all gemstones of that type | Star gemstones at +6, +6, +4, +5: lowest is +4, so the +2 and +4 echoes are active, +6 is not. Earth gemstones at +6 and +2: only the +2 echo. This is for gemstones of one generation. With mixed generations the game keeps judging by the older one (see the retention trick above). |
| Fusion cost | Volcanic Stones = 200 × number of Gold + Gold fusions | Three Red gears, each from two Gold: 6 Gold gears and 3 × 200 = 600 Volcanic Stones. Costs for Red + Gold and Red + Red fusions are not given. |
| Guard weapon tempering totals | Maximum per stat = 2 slots × the per-slot maximum | Focus damage 2 × 24% = 48%. Army Damage 2 × 12% = 24%. |
| Enhancement supply | Free enhancements per week = 5 × 7. Alliance Celebration hammers per week: 6, if the alliance picks the Equipment Task | 5 × 7 = 35 free enhancements a week. Hammers are extra attempts after the free ones. |