Gameplay Guide

Endless Fates

Fate tiers, loadout slots, the 15 sets, stats, drops, leveling and currency.

Server AdminView the server operators side of Endless Fates

A Genshin/Wuthering-Waves–style fate & artifact progression system. You acquire randomized equipment pieces called Fates from mob kills and dungeon rewards, level them up, and equip them across 5 loadout slots for stat bonuses and set effects.

Fates are personal (not tradeable) and scale independently with your progression. Each fate has a tier (rarity), a level, a main stat, up to 4 substats, and belongs to a 5-piece set.

🛠️ Running a server? Install steps, admin commands, permissions and tuning live in the Endless Fates server guide.


Fate Tiers

Tier determines max level and rarity. Higher tiers unlock at higher prestige and cannot be equipped, used, or acquired before then.

TierRarityMax LevelColorUnlock
ECommon5#9aa3afFrom start
DUncommon10#7fdc7fFrom start
CRare15#5cd7e0Prestige 1+
BEpic20#6aa6ffPrestige 3+
ALegendary25#c277ffPrestige 7+
SMythic30#ffd66bPrestige 10+

Fate Slots (Loadout)

You equip up to 5 fates, one per slot. Each slot constrains which main stats can roll.

SlotMain Stat OptionsRole
HeartLife Force (flat) onlyHP / survivability
EdgeStrength or Sorcery (flat)Offense (melee / caster)
RelicAny % stat except Weapon Bonus Damage % and Discipline %Utility / durability
SigilStrength %, Sorcery %, Haste %, Weapon Bonus Damage %"Goblet" — main-stat carrier
CrownAny % stat except Weapon Bonus Damage % and Discipline %Versatile

Legacy names: Old saves used Flower / Feather / Hourglass / Gauntlet / Helmet — these auto-map to Heart / Edge / Relic / Sigil / Crown and are still accepted in commands.

Inventory capacity: 5,000 fates per player.


Fate Sets (15)

Every fate belongs to exactly one set. Equipping 2+ pieces of a set activates its 2-piece bonus; 4+ activates the 4-piece bonus.

SetID2-Piece4-Piece (summary)
Arcanistarcanist+18% SorcerySpending mana stacks +6% Sorcery (max 5, 4s decay)
Bladeboundbladebound+18% StrengthSame-family weapon hits stack +5% Strength (max 6, 4s; resets on family swap)
Bloodreaverbloodreaver+20 Ferocity (flat)Crits stack bleed: +(6 + 0.10×Ferocity)% Strength per stack (max 5, 4s)
Colossuscolossus+20% Life Force+5% Strength per 1000 max HP (bonus-inclusive), capped +40%
Dualityduality+12% Strength, +12% SorceryStrikes alternate STR↔SORC scaling; each swing adds +50% of that stat as weapon dmg
Endless Growthendless_growth+18% DisciplineStacking XP bonus during combat (resets on exit/death)
Iron Bastioniron_bastion+18% DefenseTaking damage stacks +6% Defense (max 5, 4s)
Marksmanmarksman+18% PrecisionCrits stack +5% Precision (max 5, 5s)
Reckoningreckoning+18% Life ForceStrength scales with missing HP: 0% at full → +45% at ≤50% HP
Relentless Huntrelentless_hunt+12 Precision (flat)Crits grant Haste for a short duration
Stormcallerstormcaller+18% SorceryDamage reduces cooldowns by 250ms + 2% of remaining (1s ICD)
Unyielding Willunyielding_will+20% StaminaSpending stamina stacks +7% Defense (max 5, 4s)
Vanguardvanguard+15% DefenseBeing struck stacks +5% Strength and +3% Defense (max 5, 5s)
Warbornwarborn+18% StrengthEvery hit stacks +5% Strength (max 5, 3s)
Windstriderwindstrider+15% HasteWhile in combat (5s): +12% Haste, +6% Strength

Stats

Fates roll from the following stat attributes. Percent values are stored as decimals (0.18 = +18%).

StatFlatPercentNotes
Life ForceHP
StrengthPhysical damage
SorceryMagic damage
DefenseDamage reduction
HasteAttack / cast speed
PrecisionCrit rate
FerocityCrit damage
StaminaDodge / roll
Flow (legacy: Intel.)Secondary magic / utility
DisciplineSubstat only — never a main stat
Weapon Bonus Damage %Sigil-exclusive main stat

Main stat values (at max level, per tier)

StatEDCBAS
Life Force (flat)255082.5125175250
Strength (flat)61219.8304260
Sorcery (flat)61219.8304260
Ferocity %0.0220.0440.07260.110.1540.22
Life Force %0.01650.0330.05450.08250.11550.165
Defense %0.0210.0420.06930.1050.1470.21
Strength %0.01650.0330.05450.08250.11550.165
Sorcery %0.01650.0330.05450.08250.11550.165
Weapon Bonus Damage %0.0150.0300.04950.0750.1050.15
Flow %0.0160.0320.05280.080.1120.16
Precision %0.0110.0220.03630.0550.0770.11
Discipline %0.0130.0260.04290.0650.0910.13
Haste %0.0150.0300.04950.0750.1050.15
Stamina %0.0060.0120.01980.0300.0420.06

Substats

  • Up to 4 substats per fate.
  • Each substat rolls within a band of [main base × 0.40, main base × 0.80], quantized to 7 discrete thresholds.
  • Every 5 levels, a fate automatically gains a free substat (adds one if it has fewer than 4, otherwise upgrades a random existing one).

Acquiring Fates

Mob-kill drops

finalChance = clamp(
  baseChance × levelMult × (1 + prestige × prestigeScalePerLevel) × bracketMult + pityRamp,
  0, chanceCap
)
levelMult = clamp(mobLevel / playerLevel, 0.25, 2.50)
SettingDefault
Base chance3.0%
Prestige scale / level+5% per prestige
Chance cap (hard)6.0%
Level mult range0.25 – 2.50

Boss / elite brackets

BracketConditionMultiplier
EliteMob level ≥ player level + 52.0×
BossMob level ≥ player level + 104.0× (wins if both qualify)

Multi-drop & tier-up

RollChanceEffect
Double drop15%On a successful drop, roll for a 2nd fate
Triple drop2%Roll for a 3rd fate
Tier-up8%Bump the rolled tier up by 1 (respects S unlock)

Pity (anti-drought)

  • Drop pity: after 25 dry kills, chance ramps +1% per kill; at 50 dry kills the next eligible kill is a guaranteed drop.
  • S-tier pity (prestige 10+): after 80 drops with no S-tier, the next drop is forced S.

Claim packs

Boss-kill banked claims pop a fate pack of 7 fates. S-tier caps scale by prestige bucket (floor / roll-cap rising from prestige 10 → 30).


Leveling & Tuning

Leveling (spend EXP Essence)

xpForNextLevel = 3 × (level + 1)² × tierMult
TiertierMult
E1.0
D1.6
C2.2
B2.8
A3.4
S4.0

Examples: E lv1→2 = 12 XP; S lv1→2 = 48 XP; S lv29→30 = 10,800 XP. A fully-maxed S fate costs ~1,100 Common-Essence-equivalent.

Tuning (spend Fate Cores)

Each core spend is one operation: if the fate has fewer than 4 substats it adds one; otherwise it upgrades a random existing substat.

Salvage / refund

valueXp        = cumulativeXp(tier, level) + investedXp + tierIntrinsicXp
refundCommonEq = floor(0.70 × valueXp / 100)
coresRefund    = floor(0.70 × opsUsed)
  • Only 70% of invested value is refunded (minimum 1 Common Essence).
  • Locked fates can't be salvaged; equipped fates auto-unequip on single salvage and are skipped in bulk.
TierIntrinsic XP
E2
D25
C100
B300
A700
S1,400

Currency

EXP Essence — levels up fates

TierXP eachColor
Common100#b0bcd1
Elite300#7fd1ff
Legendary900#d8a3ff
Mythic2,700#ffcf66

Essence per claim: clamp(3 + floor(prestige × 0.3333), 1, 10). Tier weighting shifts toward higher tiers as prestige climbs (e.g. P0: 70/25/5/0 → P30: 10/30/40/20 for Common/Elite/Legendary/Mythic).

Fate Cores — tune substats

Cores per claim: clamp(1 + floor(prestige × 0.1666), 1, 5) → 1 core at P0, 2 at P6, 3 at P12, 4 at P18, 5 at P24+.

Both wallets are unlimited.


Player Commands

Base command: /fates (alias /fate).

CommandEffect
/fatesOpen the Fates UI (Inventory / Loadout / Wallet)
/fates listChat listing of your inventory (first 30)
/fates info <fateId>Detail panel for a fate
/fates equip <fateId>Equip into the fate's slot
/fates unequip <slot>Unequip a slot (heart/edge/relic/sigil/crown)
/fates trash <fateId>Permanently destroy a fate (auto-unequips)
/fates upgrade <fateId> <count>Spend EXP Essence to level the fate
/fates tune <fateId> <count>Spend Fate Cores to add/upgrade substats
/fates loadoutShow 5 equipped fates + active set bonuses
/fates walletShow EXP Essence + Fate Core balance

There are no per-command permission nodes — every player command above is available to everyone.