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 — equipping is checked, not just dropping: trying to equip a fate above your prestige fails with "Requires Prestige N".
| Tier | Rarity | Max Level | Color | Unlock |
|---|---|---|---|---|
| E | Common | 5 | #9aa3af | From start |
| D | Uncommon | 10 | #7fdc7f | From start |
| C | Rare | 15 | #5cd7e0 | Prestige 1+ |
| B | Epic | 20 | #6aa6ff | Prestige 3+ |
| A | Legendary | 25 | #c277ff | Prestige 7+ |
| S | Mythic | 30 | #ffd66b | Prestige 15+ |
Fate Slots (Loadout)
You equip up to 5 fates, one per slot. Each slot constrains which main stats can roll.
| Slot | Main Stat Options | Role |
|---|---|---|
| Heart | Life Force (flat) only | HP / survivability |
| Edge | Strength or Sorcery (flat) | Offense (melee / caster) |
| Relic | Any % stat except Weapon Bonus Damage % and Discipline % | Utility / durability |
| Sigil | Strength %, Sorcery %, Haste %, Weapon Bonus Damage % | "Goblet" — main-stat carrier |
| Crown | Any % 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 (17)
Every fate belongs to exactly one set. Equipping 2+ pieces of a set activates its 2-piece bonus; 4+ activates the 4-piece bonus.
| Set | ID | 2-Piece | 4-Piece |
|---|---|---|---|
| Arcanist | arcanist | +18% Sorcery | Gain Ferocity equal to 4% of your Total Sorcery (max +50 Ferocity) |
| Bladebound | bladebound | +18% Strength | Hits stack +2% damage dealt (max 5 = +10%, 4s decay) — amplifies ALL outgoing damage, any weapon |
| Bloodreaver | bloodreaver | +12% Strength, +12% Sorcery | Hits deal bonus damage equal to 5% of the target's missing Health (1s cooldown). Passive: +20% Adaptive Damage |
| Colossus | colossus | +20% Life Force | Adaptive Damage scales with bonus HP: +4% per 1000 bonus HP (excludes base Life Force), capped +40% |
| Duality | duality | +12% Strength, +12% Sorcery | Strikes alternate STR↔SORC scaling on any weapon; each swing folds +50% of that stat as bonus weapon damage |
| Endless Growth | endless_growth | +10% Discipline | +10% additional Discipline (full set = +20% XP). Every 10% total Discipline grants +2.5% Adaptive Damage |
| Iron Bastion | iron_bastion | +18% Defense | Taking damage stacks +6% Defense (max 5 = +30%, 4s decay) |
| Marksman | marksman | +12% Precision | Critical hits stack +5% Precision (max 5 = +25% crit chance, 5s decay) |
| Overkill | overkill | +20% Ferocity | Deal increased damage to wounded enemies: +5% below 75% HP, +10% below 50%, +20% below 25% |
| Reckoning | reckoning | +18% Life Force | Adaptive Damage scales with missing HP: 0% at full Health up to +45% at or below 25% HP |
| Relentless Hunt | relentless_hunt | +12% Precision | Gain flat Haste equal to 100% of your Precision (100 Precision = +100 Haste) |
| Soul Piercer | soul_piercer | +15 flat Defense Piercing | +25% Defense Piercing. Hits stack +1% Defense ignored (max 10, 5s; hits refresh the timer) |
| Stormcaller | stormcaller | +18% Sorcery | +25% Sorcery. Dealing damage reduces every augment + passive cooldown by 1s + 15% of remaining (1s internal cooldown) |
| Unyielding Will | unyielding_will | +20% Stamina | Dropping below 10% Stamina restores 100% Stamina over 10s. Passive: +2 Stamina regeneration per second |
| Vanguard | vanguard | +15% Defense | Being struck stacks +5% Strength and +3% Defense (max 5, 5s decay) |
| Warborn | warborn | +18% Strength | Every hit stacks +5% Strength (max 5 = +25%, 3s decay) |
| Windstrider | windstrider | +15% Haste | Dealing damage stacks +4% Haste and +2% Strength (max 3 = +12% Haste / +6% Strength, 5s decay) |
How the bonuses work
- Adaptive Damage (Bloodreaver, Colossus, Endless Growth, Reckoning) routes to Strength or Sorcery — whichever base stat is higher — so melee and caster builds benefit equally.
- Stacking bonuses all follow the same rules: multiple hits in the same instant grant one stack, every stack refreshes the whole window's timer, and at max stacks further triggers only refresh. Damage-over-time ticks never grant stacks.
- Precision / Ferocity % bonuses are additive crit points: +12% Precision = +12 crit chance, +20% Ferocity = +20 crit damage.
- Defense Piercing (Soul Piercer only — it never rolls on fates) ignores part of the target's Defense; % pierce applies first, then flat pierce, capped by the world's pierce cap.
- Crit-locked classes (classes that cannot crit) gain nothing from Arcanist's 4pc, Relentless Hunt's 4pc, or Marksman — those effects key off Precision/crits.
Stats
Fates roll from the following stat attributes. Percent values are stored as decimals (0.18 = +18%).
| Stat | Flat | Percent | Notes |
|---|---|---|---|
| Life Force | ✓ | ✓ | HP |
| Strength | ✓ | ✓ | Physical damage |
| Sorcery | ✓ | ✓ | Magic damage |
| Defense | ✓ | ✓ | Damage reduction |
| Haste | ✓ | ✓ | Attack / cast speed |
| Precision | ✓ | ✓ | Crit rate |
| Ferocity | ✓ | ✓ | Crit damage |
| Stamina | ✓ | ✓ | Dodge / roll |
| Flow (legacy: Intel.) | ✓ | ✓ | Secondary magic / utility |
| Discipline | — | ✓ | Substat only — never a main stat |
| Weapon Bonus Damage % | — | ✓ | Sigil-exclusive main stat |
Main stat values (at max level, per tier)
| Stat | E | D | C | B | A | S |
|---|---|---|---|---|---|---|
| Life Force (flat) | 25 | 50 | 82.5 | 125 | 175 | 250 |
| Strength (flat) | 6 | 12 | 19.8 | 30 | 42 | 60 |
| Sorcery (flat) | 6 | 12 | 19.8 | 30 | 42 | 60 |
| Ferocity % | 0.022 | 0.044 | 0.0726 | 0.11 | 0.154 | 0.22 |
| Life Force % | 0.0165 | 0.033 | 0.0545 | 0.0825 | 0.1155 | 0.165 |
| Defense % | 0.021 | 0.042 | 0.0693 | 0.105 | 0.147 | 0.21 |
| Strength % | 0.0165 | 0.033 | 0.0545 | 0.0825 | 0.1155 | 0.165 |
| Sorcery % | 0.0165 | 0.033 | 0.0545 | 0.0825 | 0.1155 | 0.165 |
| Weapon Bonus Damage % | 0.015 | 0.030 | 0.0495 | 0.075 | 0.105 | 0.15 |
| Flow % | 0.016 | 0.032 | 0.0528 | 0.08 | 0.112 | 0.16 |
| Precision % | 0.011 | 0.022 | 0.0363 | 0.055 | 0.077 | 0.11 |
| Discipline % | 0.013 | 0.026 | 0.0429 | 0.065 | 0.091 | 0.13 |
| Haste % | 0.015 | 0.030 | 0.0495 | 0.075 | 0.105 | 0.15 |
| Stamina % | 0.006 | 0.012 | 0.0198 | 0.030 | 0.042 | 0.06 |
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)
| Setting | Default |
|---|---|
| Base chance | 3.0% |
| Prestige scale / level | +5% per prestige |
| Chance cap (hard) | 6.0% |
| Level mult range | 0.25 – 2.50 |
Boss / elite brackets
| Bracket | Condition | Multiplier |
|---|---|---|
| Elite | Mob level ≥ player level + 5 | 2.0× |
| Boss | Mob level ≥ player level + 10 | 4.0× (wins if both qualify) |
Multi-drop & tier-up
| Roll | Chance | Effect |
|---|---|---|
| Double drop | 15% | On a successful drop, roll for a 2nd fate |
| Triple drop | 2% | Roll for a 3rd fate |
| Tier-up | 8% | 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 15+): 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:
| Prestige | Guaranteed S | Bonus chance for one more |
|---|---|---|
| 15–21 | 0 | none — S at this range comes from the normal per-tier mob-drop weights, not packs |
| 22–29 | 1 | ramps 10% → 40% |
| 30–39 | 2 | ramps 15% → 50% |
| 40+ | 2 | flat 50% |
Fate Zones
Fate Zones are 6 fixed, always-on combat arenas — Frost, Azure, Plains, Desert, Void, Dark Blossom — living in a dedicated world alongside a shared waiting room. They're the Fates equivalent of an artifact domain: queue in to target-farm a themed pair of sets.
-
/fates zoneopens a queue menu of 8 thematic set pairs (endless_growthnever appears — it's excluded from every pair):Pair Sets Warborn & Arcanist warborn/arcanistIron Bastion & Soul Piercer iron_bastion/soul_piercerColossus & Reckoning colossus/reckoningOverkill & Marksman overkill/marksmanBloodreaver & Unyielding Will bloodreaver/unyielding_willWindstrider & Vanguard windstrider/vanguardStormcaller & Relentless Hunt stormcaller/relentless_huntDuality & Bladebound duality/bladeboundQueueing routes your whole online party into that pair's line; if every arena is busy, your party joins a FIFO queue and is admitted as arenas free up.
-
Run flow: a 10s countdown, then 5 waves, then a CLAIM popup for every participant.
- Claiming the 7-fate pack (drawn 50/50 from the pair's two sets, tiers following your normal prestige weighting) costs 1 resin-style claim charge — up to 8 banked, 1 regenerates every 2h (both configurable). Skipping the pack is free.
- Banked XP is granted either way — free, even if you skip the pack:
700 × player level × (1 + 0.02 × prestige). Clearing all 6 zones nets roughly one Nightlord's worth of XP. - A 60s grace period follows claim/skip, then everyone teleports home. Runs are hard-capped at 20 minutes.
-
Co-op: party members can late-join a live run with
/fates zone, up to 6 members. Each member beyond the first adds +60% wave HP, rescaling live on join, leave, and death. -
/fates zone infoshows arena occupancy and your queue position;/fates zone sets(or the menu's Set Details button) opens a compendium of every set's 2pc/4pc bonuses.
Leveling & Tuning
Leveling (spend EXP Essence)
xpForNextLevel = 3 × (level + 1)² × tierMult
| Tier | tierMult |
|---|---|
| E | 1.0 |
| D | 1.6 |
| C | 2.2 |
| B | 2.8 |
| A | 3.4 |
| S | 4.0 |
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.
- Bulk salvage has quick-select buttons — "Salvage up to <tier>" for E/D/C/B/A — that select every salvageable fate of that rarity and below. Locked, favorited, and equipped fates are always excluded from the selection.
| Tier | Intrinsic XP |
|---|---|
| E | 2 |
| D | 25 |
| C | 100 |
| B | 300 |
| A | 700 |
| S | 1,400 |
Currency
EXP Essence — levels up fates
| Tier | XP each | Color |
|---|---|---|
| Common | 100 | #b0bcd1 |
| Elite | 300 | #7fd1ff |
| Legendary | 900 | #d8a3ff |
| Mythic | 2,700 | #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).
| Command | Effect |
|---|---|
/fates | Open the Fates UI (Inventory / Loadout / Wallet) |
/fates list | Chat 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> | Destroy a fate (asks for /fates confirm) |
/fates confirm / /fates cancel | Confirm or cancel a pending trash |
/fates upgrade <fateId> <count> | Spend EXP Essence to level the fate |
/fates tune <fateId> <count> | Spend Fate Cores to add/upgrade substats |
/fates loadout | Show 5 equipped fates + active set bonuses |
/fates wallet | Show EXP Essence + Fate Core balance |
/fates zone [queue|leave|charges|info|sets] | Open the set-pair queue menu / leave your run or queue ticket / show claim charges / show arena & queue status / open the set compendium |
/fates leave | Shortcut for /fates zone leave |
Inventory has a SORT button that cycles FAVORITE → LEVEL_DESC → LEVEL_ASC.
There are no per-command permission nodes — every player command above is available to everyone.