Cards: rarity, dismantling, the album, and where each one drops
A card pays in two ways — the effect while equipped, and the collection bonus while stored in the album. And the detail that changes everything: not both at once with the same copy. The album is not your bag, and a card sitting in it is not equipped — which is why a second copy of a card you already own is not a waste.
Four rarities, and the Illusion off to one side
The ladder is green → blue → purple → red, and red is the MVP one. Orange is not a fifth step: it is the Illusion card, which does not drop from monsters — you buy it with fragments, or the guild MVP hands one over in place of the real card. In the order the game shows, it sits between purple and red. 52 Green, 115 Blue, 76 Purple, 17 Orange, 22 Red.
Rarity decides what it costs to evolve the card and which fragment it breaks into — and, together with the slot, how much each level adds. What it does not decide is the effect: within one colour there are dozens of different effects, and a green Flee card can be worth more than a purple one for a stat your build ignores.
Three ways to get one, and the page prices all three
Cards drop from monsters, come out of albums, and are sold in shops. That is why each card page puts the three side by side, with the cost of each in the same column:
- Kill — the base drop rate, from 0.000066% to 0.1% depending on the card. Base, because the game has multipliers the client does not put a number on: the Card Drop Rate stat, events, Daily Combat items.
- Open — the chance of that card inside each album that contains it, taken from the client.
- Buy — 6 in-game shops sell cards, and together they cover 133 of ours.
Seeing the per-kill rate next to the per-box chance and the fragment price answers what the game does not: is it better to kill, to open, or to buy?
Dismantling is the fourth
A duplicate — or a card that does not serve your build — becomes fragments, and fragments evolve the ones that do. What it pays depends on rarity:
- Green and blue pay in
- Purple pays in
- Orange pays in
Two things block dismantling. 26 cards do not dismantle at all — most are red MVP ones, but there are purple and blue cards on that list. And an awakened card does not dismantle either: you can reset the awakening, which refunds 100% of what went in, and dismantle after that.
Evolving: one ladder, with walls
Level and awakening are not parallel tracks. They are the same ladder, and awakening is the wall that opens the next flight: a card that is not awakened does not gain a single level; awakened, it goes to 5 and stops; the 1st star opens 6 to 10; the 2nd opens 11 to 15.
And the stars do not always cost the same currency. On green and blue, all three cost copies of the same card. On purple, orange and red, the 1st star costs fragments — only the 2nd and 3rd ask for copies. There is no single “so many copies per star” rule: the bank holds six different patterns, and there is an exception even within blue. The card page shows its own path, step by step.
Pity, where it exists
Cards from ordinary monsters have a pity bar: past a number of kills, it comes. Mini and MVP have no pity — they have a rate, but no counter that eventually guarantees the drop. We publish 162 cards with the days of farming until the bar fills, and the ones left out are left out by a rule of the game, not for want of someone measuring.
The mini ones are not left blank any more. Each of those 26 shows how many kills it takes for 95% of players to have pulled the card — the same arithmetic a pity bar does, but read as a bet instead of a promise. We use 95% and not the average on purpose: the average leaves half of everyone out. The ? next to it turns that into time at five kills a day, which is the ceiling the game puts on mini. It is not a guarantee, and it never becomes one.
MVP works differently, so its page shows a different number. The card comes from the battle’s rare prize, which is drawn once per MVP killed — and almost never comes out. Everyone who takes part competes, as long as they still have a Team or Participation reward left that day, with better odds for the top 15 teams of the ranking, and the weights live on the server. The card comes out in about one in a thousand MVPs, across the whole server, so your own share depends on how many people are hitting it: the page shows it for ~100 players, and the ? next to it has the rest.
Where pity exists, the list sorts by days of farming and by how much the card pays per day, which is the number that decides where the week goes.
The album is yours, and lives in your browser
The collection bonus comes from the card being stored in the album — not from owning it, and not from equipping it. It holds one copy of each: a duplicate adds nothing, it is there to equip while the first stays stored. And Aether cards do not go into the album, so their collection bonus never pays.
Ticking here what you have already stored sums the bonus live and shows the ceiling of each stat. It stays in the browser, with no account and no server — which is why the export exists.