Gameplay Guide

Endless Fates

Fate tiers, loadout slots, the 17 sets, stats, drops, Fate Zone arenas, leveling, salvage and currency.

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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".

TierRarityMax LevelColorUnlock
ECommon5#9aa3afFrom start
DUncommon10#7fdc7fFrom start
CRare15#5cd7e0Prestige 1+
BEpic20#6aa6ffPrestige 3+
ALegendary25#c277ffPrestige 7+
SMythic30#ffd66bPrestige 15+

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 (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.

SetID2-Piece4-Piece
Arcanistarcanist+18% SorceryGain Ferocity equal to 4% of your Total Sorcery (max +50 Ferocity)
Bladeboundbladebound+18% StrengthHits stack +2% damage dealt (max 5 = +10%, 4s decay) — amplifies ALL outgoing damage, any weapon
Bloodreaverbloodreaver+12% Strength, +12% SorceryHits deal bonus damage equal to 5% of the target's missing Health (1s cooldown). Passive: +20% Adaptive Damage
Colossuscolossus+20% Life ForceAdaptive Damage scales with bonus HP: +4% per 1000 bonus HP (excludes base Life Force), capped +40%
Dualityduality+12% Strength, +12% SorceryStrikes alternate STR↔SORC scaling on any weapon; each swing folds +50% of that stat as bonus weapon damage
Endless Growthendless_growth+10% Discipline+10% additional Discipline (full set = +20% XP). Every 10% total Discipline grants +2.5% Adaptive Damage
Iron Bastioniron_bastion+18% DefenseTaking damage stacks +6% Defense (max 5 = +30%, 4s decay)
Marksmanmarksman+12% PrecisionCritical hits stack +5% Precision (max 5 = +25% crit chance, 5s decay)
Overkilloverkill+20% FerocityDeal increased damage to wounded enemies: +5% below 75% HP, +10% below 50%, +20% below 25%
Reckoningreckoning+18% Life ForceAdaptive Damage scales with missing HP: 0% at full Health up to +45% at or below 25% HP
Relentless Huntrelentless_hunt+12% PrecisionGain flat Haste equal to 100% of your Precision (100 Precision = +100 Haste)
Soul Piercersoul_piercer+15 flat Defense Piercing+25% Defense Piercing. Hits stack +1% Defense ignored (max 10, 5s; hits refresh the timer)
Stormcallerstormcaller+18% Sorcery+25% Sorcery. Dealing damage reduces every augment + passive cooldown by 1s + 15% of remaining (1s internal cooldown)
Unyielding Willunyielding_will+20% StaminaDropping below 10% Stamina restores 100% Stamina over 10s. Passive: +2 Stamina regeneration per second
Vanguardvanguard+15% DefenseBeing struck stacks +5% Strength and +3% Defense (max 5, 5s decay)
Warbornwarborn+18% StrengthEvery hit stacks +5% Strength (max 5 = +25%, 3s decay)
Windstriderwindstrider+15% HasteDealing 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%).

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 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:

PrestigeGuaranteed SBonus chance for one more
15–210none — S at this range comes from the normal per-tier mob-drop weights, not packs
22–291ramps 10% → 40%
30–392ramps 15% → 50%
40+2flat 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 zone opens a queue menu of 8 thematic set pairs (endless_growth never appears — it's excluded from every pair):

    PairSets
    Warborn & Arcanistwarborn / arcanist
    Iron Bastion & Soul Pierceriron_bastion / soul_piercer
    Colossus & Reckoningcolossus / reckoning
    Overkill & Marksmanoverkill / marksman
    Bloodreaver & Unyielding Willbloodreaver / unyielding_will
    Windstrider & Vanguardwindstrider / vanguard
    Stormcaller & Relentless Huntstormcaller / relentless_hunt
    Duality & Bladeboundduality / bladebound

    Queueing 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 info shows 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
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.
  • 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.
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>Destroy a fate (asks for /fates confirm)
/fates confirm / /fates cancelConfirm 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 loadoutShow 5 equipped fates + active set bonuses
/fates walletShow 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 leaveShortcut 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.