Systems
Progression
Four levers turn a fresh pull into a finished hero — levels, evolution, bond and gear. Here's exactly what each costs and which to spend on first.
Leveling
Heroes level from 1 to a maximum of 60, scaling HP, ATK and DEF by about 10% of their base per level — a maxed hero is roughly 7× its level-1 stats. (Speed is the exception: it never changes with level.)
Leveling costs XP books only — no gold. Feed them in any time:
| XP item | XP granted |
|---|---|
| Novice XP Book | 100 |
| EXP Potion | 250 |
| Apprentice XP Book | 500 |
| Master XP Book | 2,000 |
The full climb 1→60 is ~228,000 XP, and the curve steepens with each rank band — so match book size to how much room a hero has left, and lean on the free idle income (≈48 EXP potions a day) to feed it.
Evolution & rank
A hero's level cap is gated by its rank (its star tier). You must hit the current cap before you can evolve to the next rank, which raises the ceiling by 10:
| Rank | Level cap |
|---|---|
| 1★ | 10 |
| 2★ | 20 |
| 3★ | 30 |
| 4★ | 40 |
| 5★ | 50 |
| 6★ | 60 |
| Evolve | Gold | Evo Stones |
|---|---|---|
| 1 → 2 | 1,000 | 1 |
| 2 → 3 | 5,000 | 5 |
| 3 → 4 | 25,000 | 25 |
| 4 → 5 | 100,000 | 100 |
| 5 → 6 | 500,000 | 500 |
Evolution unlocks levels — that's the payoff
Evolving doesn't grant stats or abilities directly; its value is the higher level cap (and the stats those extra levels bring). The cost is heavily back-loaded — the final 5★→6★ alone is 500,000 gold and 500 stones, about 80% of a full ascension. Early ranks are cheap, so keep your whole squad climbing rather than rushing one hero to 6★.
Bond
Every hero has a bond level (1–10) raised by giving gift items — no gold required. Bond is the most efficient power in the game:
- +1% HP, ATK and DEF per level above 1 — up to +9% across the board at bond 10, applied directly in battle.
- Milestone gems: +100 gems at bond 5, and +500 gems (plus a rare medal) at bond 10.
- Bond also unlocks each hero's personal story scenes.
Bond your core squad first
Max bond is ~4,500 bond XP (about 23 Rare Gifts) for a permanent +9% and 600 gems back. It costs no gold and the gem milestones effectively refund the gifts — there's no cheaper power-up for your main carries.
Gear leveling
Equipment levels from +0 to +15, fed by enhancement stones plus gold (10 gold per XP point; ~67,500 gold to fully max a piece). Each level adds a flat bump to the piece's main stat. See Gear & Sets for slots, set bonuses and the gear-score formula.
Don't over-invest in gear levels yet
Enhancement stones are currently scarce, and the per-level bump is small for most stats — so prioritize equipping good set pieces over grinding gear levels. The payoff per gold spent is much higher on bond and hero levels.
Recommended order
- Levels first. Raw level is the biggest stat multiplier (~7× at 60). Pour XP into your main 5.
- Evolve to lift the cap the moment a hero is stuck at its rank ceiling — early ranks are cheap.
- Bond your carries to 5, then 10. Cheap, permanent +9%, and it pays gems back.
- Equip set pieces for the set bonuses; level gear last, only on your best units.