RULE 10
Build the Enchantment set first, then raise its rarity
Enchantments reward complete set thresholds more than a pile of unrelated high-rarity pieces. Gear and Accessories have separate tracks, and the game resolves mixed rarities with strict priority rules.
Open the full game screenThe rule
What you need to know
Epic, Legendary and Mythic Enchantments raise the enchanted item's basic stats by 5%, 10% and 15% respectively.
Enchantments of mixed rarities can activate a set. For the same set, only the highest-rarity 2-piece effect applies.
For the same set, only one 4-piece or 6-piece effect applies. Higher rarity takes priority; if both effects have the same rarity, the 6-piece effect replaces the 4-piece effect.
Gear has 2-, 4- and 6-piece effects. Accessories have 2- and 4-piece effects, so plan the two tracks separately.
The gallery contains four series: Spirit Pact, Star Law, Molten Seal and Residual Radiance. Each points at a different build engine rather than one universal best set.
The item cards list Lantern Challenge and Auction as acquisition routes. The captured synthesis screen converts five matching shards into one finished Enchantment.
Complete set reference
Every captured Enchantment value, side by side
Use the threshold you can keep active now. The table records the exact Epic, Legendary and Mythic values visible in the Enchantment Gallery.
Epic, Legendary and Mythic pieces can combine to activate a set threshold.
For the same set, only the highest-rarity 2-piece effect applies.
Higher rarity wins. At equal rarity, the 6-piece effect replaces the 4-piece effect.

Pet effects and Energy
Spirit Pact
Pet effects means Pet Damage, Pet Healing, shield duration, damage reduction and Buffs caused or granted by the Pet, matching the game tooltip.
| Rarity | Base | Gear · 2-piece | Gear · 4-piece | Gear · 6-piece | Accessory · 2-piece | Accessory · 4-piece |
|---|---|---|---|---|---|---|
| Epic | +5% | Energy limit +10 | Pet Energy cost +20%; Pet effects +25% | Pet Energy cost +20%; Pet effects +30% | +10 Energy when battle starts | Per 1 Energy spent: next Ultimate Damage, Healing and Shield +0.03% |
| Legendary | +10% | Energy limit +25 | Pet Energy cost +20%; Pet effects +35% | Pet Energy cost +20%; Pet effects +40% | +25 Energy when battle starts | Per 1 Energy spent: next Ultimate Damage, Healing and Shield +0.075% |
| Mythic | +15% | Energy limit +50 | Pet Energy cost +20%; Pet effects +45% | Pet Energy cost +20%; Pet effects +55% | +50 Energy when battle starts | Per 1 Energy spent: next Ultimate Damage, Healing and Shield +0.15% |

Specialization and Magic Stones
Star Law
Gear scales Magic Stone Basic Stats; Accessories scale Magic Stone Potential. Both tracks also grant Specialization Points at two pieces.
| Rarity | Base | Gear · 2-piece | Gear · 4-piece | Gear · 6-piece | Accessory · 2-piece | Accessory · 4-piece |
|---|---|---|---|---|---|---|
| Epic | +5% | +1 Spec Point | Magic Stone Basic Stats +5% | Magic Stone Basic Stats +6% | +1 Spec Point | Magic Stone Potential +5% |
| Legendary | +10% | +1 Spec Point | Magic Stone Basic Stats +12.5% | Magic Stone Basic Stats +15% | +1 Spec Point | Magic Stone Potential +12.5% |
| Mythic | +15% | +2 Spec Points | Magic Stone Basic Stats +25% | Magic Stone Basic Stats +30% | +2 Spec Points | Magic Stone Potential +25% |

Affixes and max-level Refinement
Molten Seal
Every 4-piece and 6-piece value is per equipped Refinement at the highest level available for the current World Level. Accessory scaling counts those Refinements among Accessories.
| Rarity | Base | Gear · 2-piece | Gear · 4-piece | Gear · 6-piece | Accessory · 2-piece | Accessory · 4-piece |
|---|---|---|---|---|---|---|
| Epic | +5% | Gear affix stats +1.2% | Per max Refinement: Damage, Healing, Shield and DMG Reduction +0.12%; damage taken −0.12% | Per max Refinement: Damage, Healing, Shield and DMG Reduction +0.16%; damage taken −0.16% | Accessory affix stats +1.2% | Per max Accessory Refinement: Damage, Healing, Shield and damage reduction +0.18%; damage taken −0.18% |
| Legendary | +10% | Gear affix stats +3% | Per max Refinement: Damage/Healing +0.3%; damage taken −0.3% | Per max Refinement: Damage/Healing +0.6%; damage taken −0.4% | Accessory affix stats +3% | Per max Accessory Refinement: Damage, Healing, Shield and damage reduction +0.45%; damage taken −0.45% |
| Mythic | +15% | Gear affix stats +6% | Per max Refinement: Damage/Healing +0.6%; damage taken −0.6% | Per max Refinement: Damage/Healing +0.8%; damage taken −0.8% | Accessory affix stats +6% | Per max Accessory Refinement: Damage, Healing, Shield and damage reduction +0.9%; damage taken −0.9% |

Artifact Power and Core effects
Residual Radiance
Gear targets the Power stats of Artifacts 1 and 2 plus Artifact Core Basic Stats. Accessories target Artifacts 3 and 4 plus Artifact Core Legendary Stats.
| Rarity | Base | Gear · 2-piece | Gear · 4-piece | Gear · 6-piece | Accessory · 2-piece | Accessory · 4-piece |
|---|---|---|---|---|---|---|
| Epic | +5% | Artifact 1 and 2 Power stats +16% | Artifact Core Basic Stats +10% | Artifact Core Basic Stats +12% | Artifact 3 and 4 Power stats +16% | Artifact Core Legendary Stats +10% |
| Legendary | +10% | Artifact 1 and 2 Power stats +40% | Artifact Core Basic Stats +25% | Artifact Core Basic Stats +30% | Artifact 3 and 4 Power stats +40% | Artifact Core Legendary Stats +25% |
| Mythic | +15% | Artifact 1 and 2 Power stats +80% | Artifact Core Basic Stats +50% | Artifact Core Basic Stats +60% | Artifact 3 and 4 Power stats +80% | Artifact Core Legendary Stats +50% |
Shard synthesis
Five matching shards make one finished Enchantment.
The captured screen shows five Stellar Law of Dawnlight shards becoming one Epic Stellar Law of Dawnlight Enchantment. Keep shards matched by the exact item name before synthesizing.
Open synthesis screen Make the change with a plan
Lock the useful set threshold with the pieces you already own, even when their rarities are mixed. Then upgrade the pieces that improve the active effect instead of breaking the set for a prettier colour.
Don’t burn resources by accident
Do not add the 4-piece and 6-piece effects together or assume every mixed-rarity bonus stacks. The game keeps one 2-piece effect and one 4-piece-or-6-piece effect for the same set according to its priority rules.
Game screens

