Transcendence System Guide
Last Updated:October 9, 2024|Change Log
Transcendence is a system that increases your character's power through raw stats and special effects. It interacts with your gear pieces and is designed to be an endgame gold sink that provides a significant damage boost through two layers:
Transcendence Level
- Structured into seven levels, for each armor piece.
- Provides raw Strength/Dexterity/Intelligence whenever a level is cleared for an armor piece.
- Provides raw Weapon Power whenever a level is cleared for your weapon.
Transcendence Grade
- Structured into three grades per level, for each gear piece.
- Provides unique combat effects for each gear piece.
- To reach grade 3, you must finish the Transcendence minigame without going over a specific number of steps.
- Grades from each level add up to the total grade of that gear piece, granting bonuses at 5, 10, 15, and 20.
- This does not affect the level effects of this system.
Unlocking the system & materials
These are the materials you will be using when interacting with this system:
- Dark Fire
- Used to unlock Armor Transcendence and grants one free minigame attempt.
- Must be used individually for each armor piece and each Transcendence Level.
- Acquired directly from the Thaemine Legion Raid.
- Behemoth's Scale
- Used to unlock Weapon Transcendence and grants one free minigame attempt.
- Must be used individually for each Transcendence Level.
- Acquired directly from the Behemoth Epic Raid.
- Ancient Soundstone
- Required for each further attempt at the Transcendence minigame when trying to improve the grades of a level.
- Crafted using one of the recipes below.
- Soundstone Fragment
- Used to craft Ancient Soundstone.
- Can be acquired when you stop the minigame before finishing it, or when you finish the minigame for a previously cleared level without gaining a grade increase.
- Can also be traded between players.
- Magical Spring Water
- Used to craft Ancient Soundstone.
- Once acquired, it is available to the entire Roster.
- Acquired directly from the Thaemine Legion Raid and the Behemoth Epic Raid.
Crafting recipes for Ancient Soundstone:
- 4x Magical Spring Water + 1x Chaos Stone + 60,000x Silver
- 85x Soundstone Fragment + 1x Chaos Stone + 60,000x Silver
- 8x Dark Fire + 1x Chaos Stone + 60,000x Silver
- 8x Behemoth's Scale + 1x Chaos Stone + 60,000x Silver
Unlock Costs
| Armors | Weapon |
Level 1 | 15x Dark Fire | 30x Behemoth's Scale |
Level 2 | 15x Dark Fire | 30x Behemoth's Scale |
Level 3 | 15x Dark Fire | 40x Behemoth's Scale |
Level 4 | 20x Dark Fire | 50x Behemoth's Scale |
Level 5 | 20x Dark Fire | 60x Behemoth's Scale |
Level 6 | 20x Dark Fire | 60x Behemoth's Scale |
Level 7 | 20x Dark Fire | 70x Behemoth's Scale |
Total | 125x Dark Fire | 340x Behemoth's Scale |
Thaemine Raid Rewards
Normal Mode (1610 Item Level) | |||||
Gate Progress | Gate 1 | Gate 2 | Gate 3 | Gate 4 | Total |
Gold Reward | 3,000 | 4,000 | 5,500 | 13,000 | |
Bonus Loot Cost | 1,500 | 1,800 | 2,500 | 5,800 | |
Materials | 6x Dark Fire 2x Magical Spring Water | 8x Dark Fire 3x Magical Spring Water | 12x Dark Fire 4x Magical Spring Water | 26x Dark Fire 9x Magical Spring Water | |
Bonus Loot Materials | 6x Dark Fire 2x Magical Spring Water | 8x Dark Fire 3x Magical Spring Water | 12x Dark Fire 4x Magical Spring Water | 26x Dark Fire 9x Magical Spring Water | |
Hard Mode (1620 Item Level) | |||||
Gate Progress | Gate 1 | Gate 2 | Gate 3 | Gate 4 | Total |
Gold Reward | 5,000 | 6,000 | 9,000 | 21,000 | 41,000 |
Bonus Loot Cost | 2,000 | 2,400 | 2,800 | 3,600 | 10,800 |
Materials | 12x Dark Fire 6x Magical Spring Water | 16x Dark Fire 9x Magical Spring Water | 24x Dark Fire 12x Magical Spring Water | 24x Dark Fire 12x Magical Spring Water | 76x Dark Fire 39x Magical Spring Water |
Bonus Loot Materials | 12x Dark Fire 6x Magical Spring Water | 16x Dark Fire 9x Magical Spring Water | 24x Dark Fire 12x Magical Spring Water | 24x Dark Fire 12x Magical Spring Water | 76x Dark Fire 39x Magical Spring Water |
There is a first clear reward of 20x Dark Fire.
Behemoth Raid Rewards
Normal Mode (1620 Item Level) | |||
Gate Progress | Gate 1 | Gate 2 | Total |
Gold Reward | 6,500 | 11,500 | 18,000 |
Bonus Loot Cost | 1,800 | 2,700 | 4,500 |
Materials | 10x Behemoth's Scale 10x Magical Spring Water | 20x Behemoth's Scale 18x Magical Spring Water | 30x Behemoth's Scale 28x Magical Spring Water |
Bonus Loot Materials | 10x Behemoth's Scale 10x Magical Spring Water | 20x Behemoth's Scale 18x Magical Spring Water | 30x Behemoth's Scale 28x Magical Spring Water |
There is a first clear reward of 100x Behemoth's Scale.
Behemoth's Scale can also be exchanged at the raid vendor for rewards, including Dark Fire and Splendid Elixir of Wisdom Chest.
As mentioned before, each level of each gear piece must be unlocked using Dark Fire or Behemoth's Scale before you can attempt the minigame to clear that level.
In order to unlock specific levels for any piece, it must be at least +17 Akkan Gear, and the following gates of the Thaemine Legion Raid must be cleared:
- Gate 1: unlocks Levels 1 - 3 for Armor
- Gate 2: unlocks Levels 4 - 6 for Armor
- Gate 3: unlocks Level 7 for Armor
Similar to Armor Transcendence, specific gates of the Behemoth Epic Raid must be cleared in order to progress:
- Gate 1: unlocks Levels 1 - 5 for Weapon
- Gate 2: unlocks Levels 6 - 7 for Weapon
These requirements apply to each individual character and are not shared across your roster.
After unlocking a level on a piece, you can attempt a minigame to try and clear that level for free (card-related costs are not affected by this). Each subsequent attempt on that level will cost you 1x Ancient Soundstone and 925 Gold for armor pieces, or 2,750 Gold for weapon.
This can be done as many times as you want to, on any previously cleared level. The only limiting factor is the amount of Ancient Soundstone and Gold that you own.
Minigame
It consists of a board of tiles, laid out in different shapes and sizes depending on the gear piece and level you are attempting. There are 3 types of tiles - Normal, Distorted, and Blessed.
Distorted tiles have a chance to respawn 3 normal tiles when they are hit. They can only be destroyed through certain cards and only appear starting from Level 2.
After each turn, a random normal tile will become Blessed, granting a special effect when broken:
- Relocation: Shuffles all remaining tiles across the board.
- Blessing: Grants you an extra step to the limit that influences grades.
- Addition: Grants you an extra card reroll.
- Mystery: Replaces the remaining card with Outburst or World Tree Resonance.
- Enhancement: Enhances the remaining card.
- Replicate: Replaces the remaining card with the one you just used.
Blessed tiles do not persist. After each turn, the one you had on your board disappears and is replaced by another, regardless of whether you broke it or not.
Your main goal is to clear out all normal tiles in order to clear the level. Doing this under a certain amount of steps influences how many grades you gain for that level.
The way you do this is by using cards with varying areas of effect. The chance to break tiles gets lower the further a tile is from the point where you used a card.
Cards can be enhanced by breaking Blessed tiles or fusing identical cards through rerolls, with enhanced cards having a higher chance of success. Each card costs 140 Gold to use.
- The board of tiles.
- Current Grade and remaining steps before it is reduced.
- Current cards.
- Upcoming cards.
- Card reroll and remaining reroll count.
- Blessed tile effect tooltip.
Cards
Here are all the available cards and their base effects:
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits the point of use and rolls to hit between -1 and 2 more random tiles. All tiles hit are destroyed.
Cannot hit Distorted tiles, but if it rolls -1, it will respawn a random tile.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use.
Hits all highlighted tiles. Break chance varies outside the point of use. Can destroy Distorted tiles.
Destroys the selected tile. Can only be acquired from Blessed tiles and can’t be enhanced.
Destroys all highlighted tiles. Can only be acquired from Blessed tiles and can’t be enhanced. Can destroy Distorted tiles.
Elzowin's Grace
This is essentially a pseudo-pity system. After a number of attempts on a level without achieving grade 3, Elzowin’s Grace will be activated for that level, for that piece.
- Changes a random Distorted tile into a normal one.
- Increases the number of available card rerolls.
Every few subsequent attempts strengthen this effect. Each attempt counts from the moment you begin, which means that if it's going poorly, you may choose to stop and save some Gold, without losing progress towards Elzowin's Grace. The amount of attempts required to trigger and enhance this effect varies depending on level and gear piece.
Effects
Here are the effects your character can receive from this system:
Transcendence Levels These effects apply to each individual gear piece. | ||
Armor | Weapon | |
Level 1 | +600 STR/DEX/INT | +300 Weapon Power |
Level 2 | +680 STR/DEX/INT | +340 Weapon Power |
Level 3 | +760 STR/DEX/INT | +380 Weapon Power |
Level 4 | +840 STR/DEX/INT | +420 Weapon Power |
Level 5 | +920 STR/DEX/INT | +460 Weapon Power |
Level 6 | +1000 STR/DEX/INT | +500 Weapon Power |
Level 7 | +1080 STR/DEX/INT | +540 Weapon Power |
Transcendence Grades Each effect activates depending on the total grade of that specific gear piece. Helmet effects scale based on overall grades across all pieces (max 105). |
Grade 5
Grade 10
Grade 15
Grade 20
Helmet
+80 HP per grade.
+0.01% AP Buff Efficiency per grade.
+55 STR/DEX/INT per grade.
+0.01% AP Buff Efficiency per grade.
+14 Weapon Power per grade.
+0.01% AP Buff Efficiency per grade.
+6 Attack Power per grade.
+0.01% AP Buff Efficiency per grade.
Shoulders
+1,200 Weapon Power.
+1% AP Buff Efficiency.
+1,800 Magic Defense.
+1,200 Weapon Power.
+1% AP Buff Efficiency.
+1,200 Weapon Power.
+1% AP Buff Efficiency.
Chest
+2,000 Weapon Power.
+1,400 Vitality.
+2,000 Weapon Power.
+3,200 Weapon Power.
Pants
+3% Damage Reduction.
When hitting a Boss, activates Successor's Strength (30s cooldown), dealing a fixed amount of damage (roughly 14,000,000).
+1.5% AP Buff Efficiency.
Damage dealt by Successor's Strength is doubled.
+1.5% AP Buff Efficiency.
+1.5% Damage.
+3% AP Buff Efficiency.
Gloves
+4,200 STR/DEX/INT.
+1% AP Buff Efficiency.
+1,800 Physical Defense.
+4,200 STR/DEX/INT.
+1% AP Buff Efficiency.
+4,200 STR/DEX/INT.
+1% AP Buff Efficiency.
Weapon
+800 Attack Power.
+2% Brand Power.
+800 Attack Power.
+2% AP Buff Efficiency.
+800 Attack Power.
+2% Brand Power.
+1,125 Attack Power.
+4% Brand Power.
Unlock order
Since you can focus your materials and efforts on one piece at a time before moving on to another, here's the order you should follow when unlocking Transcendence for your armor, based on your item level.
DPS Classes This is the order you should follow in order to maximize damage gain. |
Chest
Pants
Shoulders
Gloves
Helmet
Weapon
Support Classes This is the order you should follow in order to maximize offensive buff increases. |
Pants
Gloves
Shoulders
Helmet
Chest
Weapon
Summary
- Clear Legion Raid: Thaemine to obtain Dark Fire and Magical Spring Water.
- Clear Epic Raid: Behemoth to obtain Behemoth's Scale and Magical Spring Water.
- Visit the [Transcendence Refiner] NPC in any major city.
- Use Dark Fire and Behemoth's Scale to unlock Transcendence Levels.
- Clear the minigame to obtain stats.
- Use Magical Spring Water to craft Ancient Soundstone, allowing you to replay the minigame for cleared levels.
- Improve your Grades to obtain unique effects!
Credits
Written by Raeinor