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<!-- Source book: PETS_PLAYER_GUIDE_v0_1.md --> # ForgeMaster Pets Guide Status: **Public draft v0.1** Evidence cutoff: **10 September 2026** Pets are one of ForgeMaster's four ascension pillars. They add displayed Damage, Health and combat modifiers to a build. A player fights with exactly **three equipped Pets**, so the best Pet collection is not simply the three Pets with the highest rarity or Power: their modifiers must work together and suit the character. ## From Eggshells to an equipped Pet The ordinary sequence is: 1. spend Eggshells to obtain an egg; 2. place the egg in an available hatching slot; 3. wait for its rarity-dependent timer; 4. hatch the Pet; 5. equip it, retain it as an alternative, or use an egg/Pet as merge material. One egg currently costs approximately **100 Eggshells** before any relevant effect. Players begin with two hatcheries and can buy up to **two additional hatcheries**, giving a maximum of four eggs hatching in parallel. Under ordinary play, turn Eggshells into eggs immediately and keep the hatcheries occupied. Buying or summoning an egg awards **no Clan War points**; the points arrive only when the egg hatches or when an egg/Pet is merged. There is therefore no war-scoring benefit in leaving routine Eggshells unconverted. The exception is preparation for Pet ascension. Eggs are destroyed by Pet ascension but Eggshells survive, so Eggshells intended for the post-ascension rebuild must remain as Eggshells until after ascension. ## Base hatching times | Egg rarity | Base time per egg | Maximum hatches per 24 hours, per slot | |---|---:|---:| | Common | 30 minutes | 48 | | Rare | 2 hours | 12 | | Epic | 4 hours | 6 | | Legendary | 8 hours | 3 | | Ultimate | 16 hours | 1.5 | | Mythic | 32 hours | 0.75 | Multiply the last column by the player's number of slots. For example, four continuously occupied slots can complete at most six Ultimate eggs or three Mythic eggs per day at base speed. Personal Tech contains rarity-specific nodes that make eggs hatch **10% faster per sublevel**. Use the timer shown in the player's game for an exact finishing time, because Tech and rounding can change the display. ## Why a large egg stock becomes effectively inexhaustible Eggshells are a storable currency, but eggs are time-gated. Once a player's waiting eggs exceed what their slots can hatch continuously—and ordinary income replaces eggs at least as quickly as they are completed—the backlog cannot be consumed even by hatching 24 hours a day. This is why buying, incubating and carefully timing eggs are treated as **passive Clan War scoring**. Egg purchase itself scores zero, while the completed hatch scores. The action is constrained by hatching time rather than by a strategically scarce reserve. There is no single backlog threshold for every player: it depends on the rarity mix, slot count, hatch-speed Tech and continuing Eggshell income. ## Rarity, modifiers and ascension stars Pet rarities run from Common through Mythic. Modifier capacity is: | Pet | Modifier slots | |---|---:| | Unascended Common, Rare or Epic | 1 | | Unascended Legendary, Ultimate or Mythic | 2 | | Any ascended Pet | 2 | A visible star identifies an ascended Pet. For ascended Pets, the star rule overrides the ordinary rarity rule: even an ascended lower-rarity Pet has two modifier slots. Pet popups show their headline Damage and Health plus any rolled modifiers. Those visible values should be used directly. Rarity, star count and Pet level are helpful context, but they do not replace the actual numbers shown. ## Pet archetypes Pets use three base-stat archetypes: | Archetype | Damage multiplier | Health multiplier | Bias | |---|---:|---:|---| | Damage | 1.5× | 0.5× | More Damage, less Health | | Balanced | 1.0× | 1.0× | Even baseline | | Health | 0.5× | 1.5× | Less Damage, more Health | The current decoded Pet mapping is: | Rarity | Damage-biased | Balanced | Health-biased | |---|---|---|---| | Common | Dog | Chicken, Cat, Mouse | Snail, Turtle | | Rare | Spider, Scorpion | Ostrich | Hedgehog, Bear | | Epic | Saber Tooth, Tiger | Unicorn | Griffin, Panda | | Legendary | Serpent, Kitsune | Cerberus | None in the current mapping | | Ultimate | Electry | Enchanted Elk | Treant | | Mythic | Spectral Tiger | Baby Dragon | Genie | These archetypes describe the Pet's Damage/Health bias. They do not determine its rolled modifiers. Some rarities contain more than one visual Pet of the same archetype; notably, the current Legendary configuration contains no Health-biased Pet. ## Choosing Pets for a build Judge the equipped trio together: - protect the modifiers the build depends on, rather than chasing rarity alone; - compare the complete three-Pet combination, because replacing one Pet can solve one weakness while creating another; - keep useful alternatives for different builds or future equipment changes; - lock Pets that must not be merged accidentally; - treat a lower-rarity Pet with excellent modifiers as potentially more useful than a higher-rarity Pet with poor ones; - do not assume that a starred Pet is automatically better than a strong existing unstarred Pet during the post-ascension overlap period. When a complete current stats screen omits a supported modifier, that modifier is **zero**. If the screen is cropped or incomplete, the missing value is unknown instead. Exact personalised KEEP/EQUIP/MERGE decisions belong to a current build comparison. The public guide can explain the trade-offs without revealing the private comparison machinery. ## Merging eggs and Pets Eggs can be merged before hatching, and hatched Pets can also be merged. Both kinds of merge use accumulated assets as merge material. They are therefore **active** Clan War scoring actions, unlike hatching. Think of each Pet as an **XP bucket**. Merging one egg or one Pet into a retained Pet permanently consumes that single donor and adds its XP to the recipient: - an egg and the corresponding newly hatched Level-1 Pet provide the same XP; - a Level-2-or-higher donor passes on the XP accumulated through its earlier merges; - the donor's rolled stat modifiers do **not** transfer; - the recipient keeps its own identity and modifiers; - when the recipient reaches the next XP threshold, it gains a level and its Damage and Health contribution rises; - each successive level needs more XP; - higher-rarity eggs and Pets provide more XP, but higher-rarity Pets also require more XP to level. Merging is irreversible. Every donor consumed counts as exactly **one** merge for Clan War, regardless of the egg's tier or the Pet's rarity or level. A high-level Pet that already contains XP from earlier merges still awards only the same single merge score. Its accumulated XP remains useful to the recipient, but gives no extra war points and its modifiers are lost. Before merging: 1. preserve the equipped trio; 2. lock strong or unusual modifier combinations; 3. retain useful alternatives; 4. identify genuine merge fodder; 5. avoid sacrificing a high-level or XP-invested Pet merely for points; 6. where practical, perform the merge on Day 3 or Day 5 so the same action also scores in Clan War. For ordinary advice, the important facts are that a merge permanently consumes one egg or Pet, transfers its XP but not its modifiers, and awards one flat-scoring merge action. Pet rarity, level and previously accumulated XP do not increase its war score. ## Clan War scoring Pet actions score on **Day 3 and Day 5**. | Pet action | Base points | |---|---:| | Hatch Common egg | 400 | | Hatch Rare egg | 1,600 | | Hatch Epic egg | 3,200 | | Hatch Legendary egg | 6,400 | | Hatch Ultimate egg | 12,800 | | Hatch Mythic egg | 25,600 | | Merge an egg or Pet | 1,250 per merge | These are base values before shared Clan Tech scoring bonuses. The 1,250-point merge value is flat. All egg tiers and all Pet rarities and levels score equally, and a Pet strengthened by previous merges still counts as only one merge. ### Passive versus active - **Passive:** buy eggs, keep the incubators occupied and time hatches to finish on Day 3 or Day 5. - **Active:** consume eggs or hatched Pets in merges. Buying an egg scores zero. It remains part of passive preparation because only its later hatch—or an irreversible merge—creates Clan War points. Deliberate timing does not make hatching active. The distinction is whether a hard-to-replace reserve is consumed. The established war rule is: **only spend enough active-scoring resource to win**. Passive hatching may be enough, in which case the correct number of Pet merges is zero. If merges are required, clan members should coordinate and stop once the necessary winning margin is secure. When choosing merge material, use the least valuable genuine fodder first. Destroying a developed Pet produces no more war score than destroying an unused low-value merge candidate. ## Personal Tech effects Current relevant Personal Tech effects include: | Effect | Per sublevel | |---|---:| | Faster hatching for the node's stated rarity | 10% | | Extra Egg chance | +2% | The Extra Egg chance improves the expected number of eggs obtained from a given Eggshell spend. For example, a 50% Extra Egg chance gives an expected 1.5 eggs per ordinary purchase, so an expected resource requirement may be estimated as: `base Eggshell requirement / 1.5` This is an expected value, not a guarantee. A 50% chance does not turn every two purchases into exactly three eggs. Personal Tech changes cost efficiency and timing; it does **not** multiply the Clan War points awarded for the same hatch or merge. Shared Clan Tech may modify the base score. ## Pet ascension The supplied community ascension guide describes the first Pet ascension as follows: - it treats Pet Level 100 as the starting point for the first ascension; - all existing Pets and all unhatched eggs are removed; - the Pet pillar returns to Level 1; - only Eggshells survive from the Pet system; - newly obtained Pets carry the ascension star and are much stronger; - one star multiplies applicable Pet base Damage/Health values by approximately **50**; - an ascended Legendary Pet is approximately comparable with an unascended Mythic Pet. The loss of eggs and Pets, with Eggshells retained, is player-confirmed. The ×50-per-star model is supported by decoded configuration. The community guide's Level-100 requirement still needs direct current-game confirmation, so a player should also read the live ascension warning carefully before confirming. ### First-ascension rebuilding targets from the community guide | Rebuild route | Target after ascension | Base Eggshell estimate | With 50% Extra Egg chance | |---|---|---:|---:| | Faster fallback | Ascended Epic at Pet Level 15; quoted 20% Epic chance | 7,100 | 4,733 expected | | Stronger replacement | Ascended Legendary at Pet Level 37; quoted 7.2% Legendary chance | 48,600 | 32,400 expected | The guide states that Legendary first appears at Pet Level 28 at approximately 0.07%, making Level 37 a more practical target. It describes ascended Epic as approximately comparable with unascended Ultimate and suggests the Epic fallback mainly when the old unascended Mythic Pets have poor modifiers. These are target-specific community estimates, not guaranteed universal reserves. They estimate reaching the stated pillar level and rarity chance; they do not guarantee three Pets with the right modifier combination. Earlier broad advice of 20,000 minimum and 40,000–50,000 comfortable used different assumptions and should not be mixed into these calculations. ### When to schedule Pet ascension around Clan War Do not treat Pet ascension as a savings-week activity merely because Eggshells survive. Eggs and Pets are also a bank of future merge actions, and every donor is worth the same Clan War merge score regardless of tier, level or stored XP. Ascending on an easy or savings week creates a two-way loss: 1. **Ascend without merging the old stock:** every egg and Pet disappears, so all of its future merge-scoring potential is forfeited. 2. **Merge the old stock before ascending:** the merge points are scored now—potentially hundreds of thousands—during a week when they may not help the clan win. Because building a substantial reserve, often 20,000+ Eggshells for a player's chosen route, takes weeks, there should normally be time to choose a hard or competitive war. Use old eggs and Pets only to the extent their active score helps secure that war. When ascension is confirmed, every egg and Pet still present is destroyed—there is no donor carry-over. Rebuild from the protected Eggshell reserve alone. This is a timing principle, not a universal 20,000-Eggshell threshold. The required reserve still depends on the intended rebuild target, Extra Egg chance, hatch capacity and the strength/modifiers being replaced. ## Before ascending Pets 1. Record the current three equipped Pets and the modifiers that must be replaced. 2. Expect every unhatched egg and every Pet to be removed; only Eggshells survive from the Pet system. 3. Check the current Pet pillar level and displayed rarity probabilities. 4. Check Extra Egg and hatch-speed Tech. 5. Choose an Epic fallback or Legendary replacement target deliberately. 6. Reserve the corresponding Eggshell stock; do not treat it as available active Clan War spending. 7. Allow for hatching time: Eggshells can buy eggs quickly, but they cannot remove the incubation bottleneck. ## Questions this chapter can answer - How long will this egg take to hatch? - How many eggs can my slots hatch each day? - Should I convert Eggshells into eggs now? - Why can a large Eggshell balance not produce an instant Pet rebuild? - What happens to XP and modifiers when I merge a Pet? - Which Pets are Damage-, Health- or Balanced-archetype Pets? - Which Pet rarities have one or two modifiers? - Is hatching passive or active Clan War scoring? - Should I merge Pets today? - How many points will a particular hatch or merge score? - What should I preserve before Pet ascension? - Why is a savings week usually the wrong time to ascend Pets? - Should I aim for ascended Epic or Legendary Pets after the first ascension? - Why might a lower-rarity Pet still be better for my build? ## Evidence boundaries - Egg cost, base timers, modifier-slot rules, equipped-Pet count and Clan War values are established current guide/rulebook facts. - The passive-hatch/active-merge distinction and minimum-active-spend rule are the established planning policy. - Extra Egg and hatch-speed increments are current Personal Tech evidence; exact displayed outcomes may round. - First-ascension rarity levels and probabilities match the full Level 1–100 table in the user-supplied ForgeMaster workbook; they have not all been independently reproduced in the current client. The community guide supplies the associated ascension recommendation. - Exact Pet ascension activation requirements, the full XP thresholds by rarity and level, Quick Select behaviour and the purchase prices of the two additional hatcheries remain unresolved. --- <!-- Source book: MOUNTS_PLAYER_GUIDE_v0_1.md --> # ForgeMaster Mounts Guide Status: **Public draft v0.1** Evidence cutoff: **10 September 2026** Mounts are one of ForgeMaster's four ascension pillars. They are similar to Pets in their rarities, modifiers, levelling, merging and ascension scaling, but there are two decisive differences: - a player equips **one Mount**, rather than three Pets; - Mounts are summoned immediately, with no egg or hatching stage. Because the summon itself awards Clan War points, Clock Winders are a scarce **active-scoring resource** and should normally remain unspent until their use is justified. ## Summoning a Mount The base price is **50 Clock Winders per Mount summon** before Personal Tech reductions. A summon produces the Mount immediately; there is no incubator and no waiting period. This is the opposite of eggs: | System | When the asset appears | What scores in Clan War? | Normal resource treatment | |---|---|---|---| | Pets | Buy egg, then wait for hatching | Buying scores zero; hatching and merging score | Convert ordinary Eggshells promptly and keep hatcheries busy | | Mounts | Mount appears immediately on summon | Summoning and merging score | Keep Clock Winders unspent until an active scoring decision | ## Rarity, modifiers and the equipped slot Only one Mount can be equipped. Assess that Mount as part of the complete build rather than by rarity alone. | Mount | Modifier slots | |---|---:| | Unascended Common, Rare or Epic | 1 | | Unascended Legendary, Ultimate or Mythic | 2 | | Any ascended Mount | 2 | A visible star identifies an ascended Mount. For an ascended Mount, the two-slot rule overrides the ordinary rarity rule. Use the Mount's visible level, rarity, star and modifier values. A higher-rarity or starred Mount is not automatically the best choice if its modifiers are less useful to the current build. Because there is only one equipped slot, Mount comparison is simpler than the three-Pet problem: compare the current Mount and candidate directly, while considering the effect of the changed modifiers on the entire build. Unlike Pets, Mounts have no Damage-, Health- or Balanced-archetype variants. Their names and graphics differ, but within a given rarity/level/star framework they perform the same base role; their rolled modifiers are what distinguish individual Mounts for a build. ## Keeping and merging Mounts Keep: - the best Mount for the current build; - strong alternatives with modifiers useful to another build direction; - unusual high-value rolls that would be difficult to replace. Merge only genuine fodder. Each Mount merge uses a retained target plus **one donor Mount**. The donor is consumed; the target remains. Mounts are XP buckets in the same way as Pets: - the donor's XP is added to the retained Mount; - a developed donor passes on the XP accumulated through earlier merges; - the donor's modifiers do not transfer; - the retained Mount keeps its own modifiers; - crossing an XP threshold raises its level and therefore its Damage and Health contribution; - later levels require progressively more XP; - higher-rarity Mounts provide more XP when used as donors and also require more XP to level. Mount merging follows the same scoring principle as Pet merging: - it is irreversible; - every tier, rarity and level scores the same; - a high-level Mount containing XP from previous merges still counts as only one new merge; - a developed donor passes its accumulated XP onward, but gives no additional Clan War points; - donor modifiers are permanently lost. Lock or otherwise protect the equipped Mount and valuable alternatives before performing a batch of merges. ## Clan War scoring Mount actions score on **Day 2 and Day 4**. | Mount action | Base points | |---|---:| | Summon one Mount | 600 | | Complete one Mount merge | 600 | These are base values before shared Clan Tech bonuses. Personal Tech may make summoning cheaper or produce extra Mounts, but it does not multiply the base score assigned to an identical scoring action. At the unmodified base cost, one 50-Winder summon produces 600 base points: **12 base points per Clock Winder**. A player's actual cost may be lower because of Personal Tech, but the action's base war value remains 600. ### Both actions are active scoring - Summoning consumes stored Clock Winders, which cannot be replaced quickly. - Merging irreversibly consumes donor Mounts. Their XP transfers to the target, but their modifiers do not. The governing war rule is: **only spend enough active-scoring resource to win**. That may mean summoning no Mounts and completing no merges. Allow passive scoring to establish the position, coordinate active spending across the clan and stop once the necessary winning margin is secure. Do not spend a Mount-ascension reserve merely because Mounts score that day. ## Personal Tech effects | Effect | Per sublevel | |---|---:| | Mount Summon cost | −1% | | Extra Mount Summon chance | +2% | For planning the expected Clock Winders needed to obtain a target number of Mounts: `adjusted expected cost = base cost × (1 − discount) / (1 + extra-summon chance)` For example, a 25% cost discount combined with a 50% Extra Mount Summon chance gives: `base cost × 0.75 / 1.50 = base cost × 0.50` This is an expected acquisition cost, not a guarantee. Random extra summons may arrive earlier or later than the average predicts. Use the player's live displayed summon price for individual advice. ## Mount ascension Mount ascension follows the same broad reset pattern as Pet ascension: - all existing Mounts are removed; - the Mount pillar returns to Level 1; - Clock Winders survive; - newly summoned Mounts carry the ascension star; - applicable base values are multiplied by approximately **50 per star**, compounded; - an ascended Epic Mount is approximately comparable with an unascended Mythic Mount. Only Clock Winders provide an immediate post-ascension rebuild. Existing Mounts—including spare and XP-invested Mounts—cannot be carried across the reset. This creates the same Clan War timing problem as Pet ascension. Existing Mounts can supply active merge score before the reset, but every Mount still present when ascension is confirmed is destroyed. Once the Clock Winder reserve is ready, prefer a hard or competitive war, use only enough old Mount merges to help win, then accept that all remaining Mounts are lost and rebuild from Winders. ## First-ascension rebuilding target The supplied community ascension guide gives this first-Mount-ascension route: - it treats Mount Level 100 as the starting point for ascension; - ascended Epic first appears at Mount Level 22 at a quoted 0.07% chance; - Mount Level 31 gives a quoted 7.2% Epic chance; - reaching Mount Level 31 is estimated to require **30,000 Clock Winders** at base cost; - with a 25% summon-cost discount and 50% Extra Mount Summon chance, the expected requirement is **15,000 Clock Winders**. The 30,000-Winder base figure represents 600 base-cost summons. The reduced figure follows the expected-cost formula above. The community guide recommends reaching at least Personal Tech Tier III before the first Mount ascension and calls Tier IV the preferred point. T3 and T4 refer to access to the Mount summon-discount and Extra Mount Summon nodes; they are not Mount rarities. These are community planning estimates rather than guaranteed universal requirements. The quoted chance and total do not guarantee a Mount with the ideal modifier combination. ## Before ascending Mounts 1. Record the equipped Mount and the modifier that must be replaced. 2. Expect every existing Mount, including spares and XP-invested Mounts, to be removed. 3. Keep the intended rebuild reserve as Clock Winders; do not summon it early. 4. Check the live summon price, summon-cost discount and Extra Mount Summon chance. 5. Decide whether the Level-31 Epic target is sufficient for the present build. 6. Where sensible, ascend and rebuild on Day 2 or Day 4 so necessary summons also earn Clan War points. 7. Do not delay an urgently needed rebuild merely to chase war points if the temporary Power loss prevents useful play. 8. Keep active war spending separate from the ring-fenced ascension reserve. ## Questions this chapter can answer - How many Mounts can I equip? - How much does a Mount summon cost? - Should I spend Clock Winders today? - How many Clan War points will my summons or merges score? - Which spare Mounts should I retain or merge? - Why should I not merge an XP-invested Mount for points? - What happens to XP and modifiers when I merge a Mount? - Do Mount names have different Damage/Health archetypes? - How does Personal Tech change the expected summon cost? - How many Clock Winders should I save before first Mount ascension? - Why are Eggshells converted promptly while Clock Winders are saved? - Should I combine Mount ascension with a Mount-scoring Clan War day? ## Evidence boundaries - The single equipped-Mount slot, absence of hatching, one-donor XP-transfer model, lack of archetypes, active-resource treatment and flat irreversible scoring rules are user-confirmed. - Base summon cost, Personal Tech increments, modifier-slot rules and Clan War scores are established current guide/rulebook facts. - The ×50 star model is configuration-derived and the ascended-Epic/unascended-Mythic overlap is an experienced-player approximation. - The Level-22/31 probabilities match the full Level 1–100 table in the user-supplied ForgeMaster workbook. The 30,000-Winder base target and T3/T4 timing recommendation come from the supplied April–May 2026 community guide. - Exact Mount ascension activation requirements remain incompletely verified in the current client; the full supplied level-by-level rarity table is retained as workbook evidence. - Whether an Extra Mount produced by Personal Tech creates an additional war-scoring summon should be checked against a live score change before publishing an exact bonus-summon scoring formula. --- <!-- Source book: SKILLS_PLAYER_GUIDE_v0_1.md --> # ForgeMaster Skills Guide Status: **Public guide draft v0.1** Evidence cutoff: **11 September 2026** ## What Skills are for Skills strengthen a character in two different ways: 1. **Passive collection power.** Every discovered Skill contributes Damage and Health, even when it is not equipped. Improving the rarity, level or ascension star of Skills therefore strengthens the character's passive Skill totals. 2. **Active battle effects.** Up to three equipped Skills can attack enemies, affect several enemies, or temporarily increase Damage and Health during battle. Skills do **not** have equipment-style modifier slots. The three equipped Skills should not be counted among the character's possible modifier slots. ## Unlocking and equipping Skills - Skills unlock at Stage **2-15**, together with the first Skill slot. - The second Skill slot unlocks at Stage **4-1**. - The third Skill slot unlocks at Stage **5-1**. - There are **18 Skills**: three in each rarity from Common through Mythic. - The maximum individual Skill level in the current configuration is **100**. Owning a Skill and equipping it are separate matters. An unequipped Skill still supplies its passive collection contribution, but only equipped Skills use their active effects in battle. ## Reading the Skills screen The main Skills screen shows: - how many of the 18 Skills have been discovered; - the collection's combined Base Damage and Base Health contribution; - every discovered Skill's individual level; - a copy counter such as **1/2**, **3/5** or **6/8** beneath each Skill; - which three Skills are equipped; - the player's actual discounted price for five summons; - the current Skill summon level and progress to the next summon level. An ascension star beneath a Skill icon means that the Skill itself is from the ascended generation. The supplied screenshots also confirm that an ascended collection can contain only some of the 18 Skills while it is being rebuilt. ## The 18 Skills The table gives each Skill's broad active role. Exact strength rises with Skill level, rarity, ascension stars and relevant Tech bonuses. | Rarity | Skill | Broad active role | Active duration | Base cooldown | |---|---|---|---:|---:| | Common | Meat | Health increase and recovery | 10 s | 8 s | | Common | Arrows | Multi-hit direct attack | Instant | 7 s | | Common | Shout | Repeated area attack | Instant sequence | 6 s | | Rare | Berserk | Damage increase | 10 s | 8 s | | Rare | Shuriken | Multi-hit direct attack | Instant | 4 s | | Rare | Cannon Barrage | Multi-hit area attack | Instant | 5 s | | Epic | Buff | Damage and Health increase | 10 s | 8 s | | Epic | Rain of Arrows | Repeated area attack | Instant sequence | 10 s | | Epic | Thorns | Repeated area attack | Instant sequence | 5 s | | Legendary | Morale | Damage and Health increase | 10 s | 8 s | | Legendary | Bomb | Area attack | Instant | 6 s | | Legendary | Meteorite | Repeated area attack | Instant sequence | 9 s | | Ultimate | Stampede | Moving/repeated area attack | Instant sequence | 20 s | | Ultimate | Worm | Area attack | Instant | 8 s | | Ultimate | Lightning | Repeated area attack | Instant sequence | 3 s | | Mythic | Higher Morale | Damage and Health increase | 8 s | 8 s | | Mythic | Strafe Run | Repeated area attack | Instant sequence | 10 s | | Mythic | Drone | Summons a temporary attacking Drone | 10 s | 8 s | “Instant sequence” means the Skill does not leave a timed character buff active. Its attacks or visual sequence may still take time to resolve. ## Summoning Skills The normal undiscounted purchase is: - **200 Skill Tickets for five Skill summons**; - equivalently, **40 tickets per individual Skill**. A Personal Tech discount can reduce that cost. Always use the price displayed in the player's own game when calculating a reserve. The Skill summon level is separate from the level of an individual Skill. Each summoned Skill advances the summon-level progress bar. Raising the summon level changes the rarity probabilities for future summons. Important rarity milestones in the current game data are: | Rarity | First non-zero chance | Chance when first available | |---|---:|---:| | Rare | Skill summon level 2 | 0.05% | | Epic | Skill summon level 8 | 0.031% | | Legendary | Skill summon level 18 | 0.031% | | Ultimate | Skill summon level 39 | 0.031% | | Mythic | Skill summon level 68 | 0.031% | At summon level **24**, the table is approximately 17.5% Common, 70.268% Rare, 10.232% Epic and **2% Legendary**. At summon level **100**, it is 17.5% Common and 16.5% for each of the other five rarities. See the separate Rarity Probability Reference for the full level-by-level table. ## Upgrading an individual Skill Each named Skill behaves like a **copy bucket**: - the first copy discovers that Skill at Level 1; - its counter then shows **0/2**; - summoning two more copies fills the bucket and raises the Skill to Level 2; - the counter returns to **0/2** for the next level; - later levels use progressively larger buckets, eventually reaching eight copies per level. Every duplicate must be a copy of that same named Skill. Adding the required copies permanently converts them into the next Skill level; they cannot later be separated or reassigned to another Skill. The current boundaries, confirmed by the game data and matching the supplied Skill screens, are: | Current Skill level | Copies required for the next level | |---:|---:| | 1–5 | 2 | | 6–10 | 3 | | 11–14 | 4 | | 15–21 | 5 | | 22–25 | 6 | | 26–29 | 7 | | 30–99 | 8 | This resembles an XP bucket in the sense that progress accumulates, but it is stricter than Pet or Mount merging: Skills accept copies of their own named Skill rather than transferable XP from different donors. Do not transfer the Pet/Mount XP-carryover rules to Skills. Because later upgrades consume more duplicate copies, one Clan War Skill-upgrade action can become increasingly expensive even though its base war score remains the same. ## Choosing which Skills to equip There is no single best trio for every battle. Consider: - **Role:** direct damage, area damage, repeated damage, Health support or combined Damage/Health support. - **Individual level:** a well-developed lower-rarity Skill can outperform a newly discovered higher-rarity one. - **Passive versus active value:** replacing an equipped Skill changes the active battle effect, but it does not remove the passive contribution of the unequipped Skill. - **Cooldown:** shorter cooldowns permit more activations in a long battle. - **Battle length:** a slow, powerful Skill may never activate again in a short fight. - **Enemy count:** area and repeated attacks become more useful when several targets are present. - **Survival:** a Health-support Skill can matter more than another attack when the character otherwise dies early. The safest comparison is to inspect the actual values shown on the player's Skills at their current levels and stars, rather than choosing by rarity alone. ## Skill timing and Skill Cooldown Equipped Skills begin a battle with an initial charge of approximately four seconds. After a Skill activates: - an instant attack begins its cooldown after the attack resolves; - a timed buff or summoned effect remains active for its duration, then begins its cooldown; - Skill Cooldown reductions shorten the cooldown period, not the initial charge or the active duration. These distinctions matter when estimating whether a Skill will activate once or several times during a battle. ## Personal Tech and Clan Tech Current Personal Tech includes nodes that can: - reduce Skill summon cost by **1% per sublevel**, up to 5% per tier and 25% over five tiers; - increase active Skill Damage; - increase passive Skill Damage; - increase passive Skill Health; - increase Skill Ticket rewards from Ghost Town. Current Clan Tech includes nodes that can increase: - Skill Damage; - Clan War points from Skill summons; - Clan War points from Skill upgrades. There is no confirmed current Personal Tech node that gives a chance of an extra Skill summon. Do not confuse the Pet extra-egg or Mount double-summon mechanics with Skills. ## Skills in Clan Wars On the relevant Clan War scoring days—currently Days **1 and 3**: - summoning one Skill scores **125 base points**; - upgrading one Skill scores **125 base points**. Clan Tech can increase those scores. Both are **active scoring** because they consume scarce resources or duplicate copies that cannot be recovered quickly. Follow the general war principle: > Only spend enough active scoring resource to win. This may mean spending nothing and relying on passive scoring. If the progression action was already worthwhile, timing it for a scoring day adds value. Do not make an otherwise poor upgrade merely to score points, especially when a high-level Skill needs many copies for the same one-upgrade score. ## Skill ascension Skill ascension becomes available after the Skill summon level is maxed. Each ascension star multiplies both active Skill values and passive Skill collection values by **50**, compounded: | Stars | Multiplier from the unascended value | |---:|---:| | 1 | ×50 | | 2 | ×2,500 | | 3 | ×125,000 | This creates an overlap period: a one-star Legendary Skill is broadly comparable in scale to an unascended Mythic Skill. Newly summoned starred Skills do not therefore replace every mature unascended Skill immediately. When Skills are ascended: - all existing Skills and all upgrade progress/copies are removed; - the Skill summon level returns to Level 1; - saved Skill Tickets survive; - newly summoned Skills carry the ascension star. This follows the general ascension pattern: developed assets disappear, while the raw resource used to summon replacements survives. No Skill or accumulated copy/upgrade progress is preserved. Available upgrades can score before ascension, but unused upgrade potential disappears in the reset. Once the Skill Ticket reserve is ready, prefer a hard or competitive war and use only the upgrades needed to help win before accepting that every remaining Skill and copy counter will be removed. The practical first-ascension guidance is therefore to hoard Skill Tickets before ascending, then rebuild the Skill collection rapidly. The community guide recommends approximately **49,600 undiscounted tickets**. This is a **rebuilding reserve** intended to provide enough summons to obtain ascended Skills capable of replacing the lost Mythics; it is not merely the exact price of reaching a particular summon level. The reserve corresponds to 1,240 individual summons at base price and takes the rebuilt summon table to approximately Level 24, where Legendary has reached 2%. Treat it as a practical benchmark, not a universal guarantee. A player's discount reduces the tickets actually charged, and random rarity results can produce a stronger or weaker rebuild. At a 2% Legendary chance: - five independent summons give about a **9.61%** chance of at least one Legendary; - six give about **11.42%**; - because normal summons are purchased in groups of five, two groups—ten summons—cost **400 undiscounted tickets** and give about an **18.29%** chance. Those probabilities apply only to summons made while the Legendary chance is 2%; they are not the probability accumulated while progressing through all earlier summon levels. ## What still needs further investigation The following points remain labelled rather than guessed: - exact hit counts, targeting rules and defensive interactions for each damaging Skill. It would also be useful to capture the Skill ascension confirmation screen itself and determine whether the game offers any protection against accidentally applying valuable duplicate copies. Until those checks are complete, the guide can explain Skills, summoning, upgrading, rarity, broad selection, Tech, war scoring and ascension preparation, but should not invent exact combat outcomes. --- <!-- Source book: FAIRIES_PLAYER_GUIDE_v0_1.md --> # ForgeMaster Fairies Guide Status: **Public guide draft v0.1** Evidence cutoff: **16 September 2026** Season: **Current Fairy event introduced September 2026** ## What Fairies do Fairies are a temporary seasonal system that converts one equipped modifier into a bonus to another combat stat. There are three Fairies: - **Mira:** converts Skill Damage into Critical Chance. - **Tira:** converts Skill Cooldown reduction into Block Chance. - **Lora:** converts Health into Reflect Chance. The source modifier is not consumed. It continues to provide its ordinary benefit while the equipped Fairy adds the converted bonus. Only one Fairy is equipped at a time, but players may switch freely. The Fairy level is shared: upgrading while one Fairy is selected also improves the other two when the player switches to them. The selected Fairy and all event upgrades expire when the Fairy event ends. Always check the live event timer before spending permanent resources. ## Current conversion table At Level 1: | Fairy | Complete source step required | Bonus for each complete step | UI total-stat cap | |---|---:|---:|---:| | Mira | +15% equipped Skill Damage | +1% Critical Chance | 80% Critical Chance | | Tira | −1% equipped Skill Cooldown | +0.25% Block Chance | 30% Block Chance | | Lora | +10% equipped Health | +0.75% Reflect Chance | 30% Reflect Chance | The source totals are equipped modifier percentages, not the character's headline Damage or Health numbers. They come from the modifier slots on equipped equipment, Pets and Mount. ## Complete steps matter The current game logic counts only complete source-stat steps: ```text Complete steps = round down(source modifier total ÷ required step) Fairy bonus = complete steps × bonus per step at the current Fairy level ``` Examples at Fairy Level 1: | Equipped source total | Result | |---:|---| | 14.9% Skill Damage with Mira | No complete 15% step: +0% Critical Chance | | 30% Skill Damage with Mira | Two complete steps: +2% Critical Chance | | −7% Skill Cooldown with Tira | Seven complete steps: +1.75% Block Chance | | 19.9% Health with Lora | One complete 10% step: +0.75% Reflect Chance | | 20% Health with Lora | Two complete steps: +1.5% Reflect Chance | The unused remainder does not contribute until it reaches the next complete step. This creates important breakpoints: moving from 14% to 15% Skill Damage matters to Mira, while moving from 15% to 29% does not create a second step. ## How Fairy levels improve the conversion Current-season evidence indicates that the bonus per complete step rises linearly with Fairy level: | Fairy | Bonus per complete step at Fairy Level L | Level 20 value per step | |---|---:|---:| | Mira | L × 1% Critical Chance | 20% | | Tira | L × 0.25% Block Chance | 5% | | Lora | L × 0.75% Reflect Chance | 15% | For example, one complete +10% Health step gives Lora: - +0.75% Reflect at Level 1; - +3.75% Reflect at Level 5; - +7.5% Reflect at Level 10; - +15% Reflect at Level 20. The Level 20 endpoint is supported by the current upgrade configuration and current-season Fairy displays. Intermediate linear scaling comes from the current game logic but has not been independently captured at every level. ## Understanding the cap The Fairy UI describes a **total target-stat cap**, not simply a maximum Fairy grant: - Mira's converted Critical Chance is capped against an 80% total. - Tira's converted Block Chance is capped against a 30% total. - Lora's converted Reflect Chance is capped against a 30% total. For example, a character already carrying 70% Critical Chance cannot simply add an unlimited Mira bonus above the displayed 80% cap. The exact live behaviour when the character's target stat already exceeds the displayed cap has not yet been captured. Use the game's displayed **Current Fairy Bonus** rather than assuming that the cap affects only the added portion. ## Reading the Fairy screen The most useful figure is **Current Fairy Bonus**. It reflects the selected Fairy, current Fairy level and the player's currently equipped source modifiers. Do not confuse this with the green parenthetical value on an upgrade screen. On the observed Lora Level-1 screen, `+0.75% (+0.75%)` described the present per-step rate and the next rate increase; it did not grant an unconditional extra 0.75% Reflect. If the source modifier is genuinely zero—or remains below the first complete step—the Current Fairy Bonus should also be zero. Upgrading the Fairy does not manufacture a bonus from a missing source stat. ## Mira: Skill Damage to Critical Chance Mira rewards builds that already carry equipped Skill Damage modifiers. At Level 1: - 0–14.9% Skill Damage gives no conversion; - 15–29.9% gives +1% Critical Chance; - 30–44.9% gives +2%; - 45–59.9% gives +3%; - and so on, subject to the total Critical Chance cap. Mira may suit a build that: - uses strong active Skills; - already values Skill Damage for those Skills; - also benefits from additional weapon Critical Chance; - can reach a full 15% breakpoint without damaging the rest of the build. Do not equip poor Skill Damage items merely to activate a small Fairy bonus. The source modifier should normally be worthwhile in its own right. ## Tira: Skill Cooldown to Block Chance Tira converts every complete −1% Skill Cooldown into Block Chance. At Level 1: - −1% Skill Cooldown gives +0.25% Block; - −4% gives +1%; - −7% gives +1.75%. Because the step is only 1%, every whole displayed percentage normally contributes. At higher Fairy levels the conversion becomes much stronger; at Level 20, each complete −1% step corresponds to +5% Block before the total cap. Tira may suit a build that: - already uses Skill Cooldown to repeat valuable Skills; - needs additional survival; - benefits from Block supporting Health, Regen and Lifesteal. ## Lora: Health to Reflect Chance Lora converts every complete +10% equipped Health modifier into Reflect Chance. At maxed Level 20, each complete +10% Health step grants +15% Reflect Chance, capped at 30% total. Therefore 0% and 9.9% Health give 0% Reflect; 10% and 18% give 15%; and 20%, 25% and 30% give 30%. Health beyond 20% may still aid survival but adds no further Lora Reflect. For a live character, prefer the displayed **Current Fairy Bonus**. At Level 1: - 0–9.9% Health gives no conversion; - 10–19.9% gives +0.75% Reflect; - 20–29.9% gives +1.5%; - 30–39.9% gives +2.25%. Health here means the equipped **Health percentage modifier**, not Total Health and not the large headline Health number. Lora may suit a build that: - already values Health; - can reach a complete 10% breakpoint; - expects to survive incoming hits long enough for reflected damage to matter. Reflect does not make the character tougher by itself. The character still takes the triggering hit. ## What Reflect does The confirmed core behaviour is: - an opponent lands a direct weapon hit; - the defender takes that hit normally; - if Reflect activates, the attacker also takes the same resolved damage; - reflected damage does not bounce back again; - reflected damage does not itself grant Lifesteal. Reflect is therefore retaliation, not Block and not damage reduction. A character killed by the incoming hit is not necessarily saved just because the attacker is also damaged. Still unresolved: - whether every Skill hit can trigger Reflect; - exact ordering between the attacker's Lifesteal and reflected lethal damage; - presentation and ordering when the original hit is blocked; - which battle modes permit the Fairy effect. ## Switching Fairies Players may change Fairy as often as they like during the event. The shared level transfers automatically. This makes the choice build-dependent rather than permanent: - after an equipment, Pet or Mount swap, recheck the source totals; - if a source falls below a complete step, another Fairy may become better; - if the character reaches a cap, further source steps may have no Fairy value; - switching the weapon can change which overall combat bonus is most useful, even though the Fairy source totals themselves may be unchanged. The best Fairy is not determined by Fairy level alone. At the same shared level, a Fairy with no complete source step gives nothing. ## Upgrading Fairies The observed Level 1→2 screen offered five **alternative** payments: | Payment choice | Observed/configured cost | |---|---:| | Coins | 465,000 | | Skill Tickets | 4,000 | | Eggshells | 2,000 | | Personal Tech Potions | approximately 2,300 | | Clock Winders | 1,000 | The player chooses one payment for an upgrade. These are not five parts of one combined cost. No Hammer payment was displayed. The live potion amount appeared rounded as approximately 2.29k, while the configuration records 2,300. The current configuration contains upgrade entries from Level 2 through Level 20 and uses the same cost at every level. If that configuration remains active, reaching Level 20 from Level 1 requires 19 upgrades and would cost entirely in one resource: | If every upgrade used only… | Provisional Level 1→20 total | |---|---:| | Coins | 8,835,000 | | Skill Tickets | 76,000 | | Eggshells | 38,000 | | Personal Tech Potions | 43,700 | | Clock Winders | 19,000 | Players may instead mix payment types between levels. Only the Level 1→2 live screen has been directly captured; the maximum level and constant later costs remain configuration-confirmed rather than fully live-observed. ## Which resource should be used? Fairy upgrades are temporary, but every payment resource has permanent uses. Consider the opportunity cost: | Resource | Important competing use | |---|---| | Coins | Forge upgrades, Forge ascension and ordinary progression | | Skill Tickets | Skill rebuilding/ascension and active Clan War Skill scoring | | Eggshells | Pet rebuilding and Pet ascension preparation | | Personal Tech Potions | Permanent Personal Tech upgrades | | Clock Winders | Mount rebuilding/ascension and active Clan War Mount scoring | Coins often have the lowest long-term opportunity cost once immediate Forge requirements are covered. A player with a large surplus of Personal Tech Potions may sometimes prefer those, but permanent Tech plans must be protected. Skill Tickets and Clock Winders are particularly easy to regret spending because they are scarce, useful for ascension and create active Clan War scoring when used normally. Do not automatically maximise a temporary Fairy merely because the resources are available. Compare: - time remaining in the event; - the additional bonus the next level actually produces for the current source steps; - whether the bonus reaches a useful breakpoint; - the permanent progression sacrificed; - current ascension reserves; - current Clan War plans. ## Fairies and Clan Wars Paying a resource into a Fairy is not the same action as summoning a Skill, summoning a Mount, acquiring an egg or completing a Personal Tech upgrade. Do not assume it earns the corresponding Clan War points unless that scoring is directly observed. The resources may nevertheless be needed for active war scoring later. The general saving principle still applies: > Preserve scarce active-scoring resources and spend only what is justified by the expected benefit. Fairy effects appearing in the event interface do not by themselves prove that Fairies operate in Clan War or Brawl battles. Mode eligibility remains unconfirmed. ## Choosing a Fairy: quick checklist 1. Read the equipped Skill Damage, Skill Cooldown and Health modifier totals. 2. Count complete 15%, 1% and 10% steps respectively. 3. Check the Current Fairy Bonus shown by the game. 4. Consider the target stat already present: Critical Chance, Block or Reflect. 5. Check whether the displayed total cap will limit the gain. 6. Choose the Fairy that improves the current build—not the one with the most attractive theoretical maximum. 7. Recheck after every meaningful loadout change. ## What remains uncertain - the exact behaviour when a target stat already exceeds the displayed Fairy cap; - whether Tech or other non-equipped sources can count toward the conversion; - live confirmation of every intermediate upgrade rate and cost; - exact event expiry and whether future seasons reuse the same Fairies or conversion rates; - Fairy eligibility in each battle mode; - Reflect interaction with Skills, Block and Lifesteal ordering. These are season-sensitive mechanics. Future guide releases must identify the season and recheck the live Fairy screen rather than assuming this event's rates are permanent.
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