Tutelary Angels Guide
Tutelary Angels are special Angelic Pendants that grow stronger through refinement. Each Angel focuses on a different combat stat, making it possible to choose an offensive, accuracy, defensive, magical, or HP-oriented companion for your build.
The Five Tutelary Angels
| Angel | Main Bonus | Bonus per Refine | Bonus at +10 | Best For |
|---|---|---|---|---|
| Angelic Pendant (ATK) | Physical Damage | +2 per level | +20 Physical Damage | Melee / physical damage builds |
| Angelic Pendant (MAG) | Magic Damage | +2 per level | +20 Magic Damage | Mages / spell damage builds |
| Angelic Pendant (DEX) | Hit Ratio | +7 per level | +70 Hit Ratio | Accuracy-focused physical builds |
| Angelic Pendant (DEF) | Defense Ratio | +12 per level | +120 Defense | Tankier / defensive builds |
| Angelic Pendant (HP) | Maximum HP | +50 HP per level | +500 Max HP | Survivability and larger HP pools |
Angel Stat Formula
All five Angels use a simple linear formula:
Examples:
- ATK +7 = 7 × 2 = +14 Physical Damage.
- MAG +8 = 8 × 2 = +16 Magic Damage.
- DEX +6 = 6 × 7 = +42 Hit Ratio.
- DEF +9 = 9 × 12 = +108 Defense.
- HP +10 = 10 × 50 = +500 Maximum HP.
Full Refine Stat Table
| Refine | ATK | MAG | DEX | DEF | HP |
|---|---|---|---|---|---|
| +0 | +0 Physical | +0 Magic | +0 Hit | +0 Defense | +0 HP |
| +1 | +2 Physical | +2 Magic | +7 Hit | +12 Defense | +50 HP |
| +2 | +4 Physical | +4 Magic | +14 Hit | +24 Defense | +100 HP |
| +3 | +6 Physical | +6 Magic | +21 Hit | +36 Defense | +150 HP |
| +4 | +8 Physical | +8 Magic | +28 Hit | +48 Defense | +200 HP |
| +5 | +10 Physical | +10 Magic | +35 Hit | +60 Defense | +250 HP |
| +6 | +12 Physical | +12 Magic | +42 Hit | +72 Defense | +300 HP |
| +7 | +14 Physical | +14 Magic | +49 Hit | +84 Defense | +350 HP |
| +8 | +16 Physical | +16 Magic | +56 Hit | +96 Defense | +400 HP |
| +9 | +18 Physical | +18 Magic | +63 Hit | +108 Defense | +450 HP |
| +10 | +20 Physical | +20 Magic | +70 Hit | +120 Defense | +500 HP |
Refining a Tutelary Angel
Angel refinement uses the same server refinement system as other refinable equipment, but its resource is Majestic Points instead of a refinement stone.
Base Success Rate
The success chance is currently the same at every Angel refine level. There is no separate lower chance for +7, +8, +9, or +10 in the current implementation.
| Attempt Result | What Happens |
|---|---|
| Success | Angel increases by +1 refine level. |
| Failure at +1 or above | Angel decreases by 1 refine level. |
| Failure at +0 | Angel remains at +0. |
| Majestic Points | Consumed when the attempt is made, whether it succeeds or fails. |
| Upgrade Ticket | If used, it is consumed when the attempt is made, whether it succeeds or fails. |
Majestic Point Cost
The cost is based on the Angel's current refine level. The server charges for the level you are trying to reach:
| Attempt | Majestic Cost | Running Cost if Every Attempt Succeeds |
|---|---|---|
| +0 → +1 | 3 | 3 |
| +1 → +2 | 6 | 9 |
| +2 → +3 | 9 | 18 |
| +3 → +4 | 12 | 30 |
| +4 → +5 | 15 | 45 |
| +5 → +6 | 18 | 63 |
| +6 → +7 | 21 | 84 |
| +7 → +8 | 24 | 108 |
| +8 → +9 | 27 | 135 |
| +9 → +10 | 30 | 165 |
Upgrade Tickets
An Upgrade Ticket improves the refine chance by doubling the server's normal refinement rate.
With the current server setting:
| Method | Success | Failure |
|---|---|---|
| Normal refine | 40% | 60% |
| With Upgrade Ticket | 80% | 20% |
If an Upgrade Ticket is available for the refinement attempt, the refinement system consumes one and applies the improved chance. Majestic Points are still required as normal.
Why Tickets Matter More at High Refine
The success percentage itself does not change with refine level, but a failure at a high level is more expensive to recover from. For example:
- A failed +9 → +10 attempt costs 30 Majestic Points and drops the Angel from +9 to +8.
- You then need another +8 → +9 attempt costing 27 Majestic Points before you can try +10 again.
This makes high-level failures significantly more expensive even though the roll remains 40%.
Probability & Expected Progression
Because failure can push the Angel backward, reaching +10 is not the same as simply succeeding 10 times eventually. You need to overcome a forward/backward refinement chain.
Ten Straight Successes
| Method | Chance of 10 Successes in a Row |
|---|---|
| 40% normal refine | 0.410 ≈ 0.0105% (about 1 in 9,537) |
| 80% ticket refine | 0.810 ≈ 10.74% (about 1 in 9.3) |
You do not need ten straight successes to eventually reach +10, but this shows how much the downgrade rule changes the risk profile.
Theoretical Long-Run Average
If you repeatedly refine from +0 until +10 under the current rules, the theoretical averages are approximately:
| Constant Success Rate | Average Attempts to Reach +10 | Average Majestic Cost |
|---|---|---|
| 40% on every attempt | ~800 attempts | ~6,375 Majestic Points |
| 80% on every attempt | ~16.1 attempts | ~259 Majestic Points |
Choosing the Right Angel
ATK Angel
Choose ATK when your build benefits most from flat Physical Damage. Its refine bonus is applied directly to the character's additional physical damage.
MAG Angel
Choose MAG for spell-oriented builds that want additional flat Magical Damage.
DEX Angel
Choose DEX when landing attacks consistently matters more than another small amount of raw damage. Its bonus is applied to Hit Ratio, not to the character's base DEX stat.
DEF Angel
Choose DEF when you want more Defense Ratio. Despite the Angel's name, it does not directly add to the character's base DEF attribute; it increases the combat defense calculation through Defense Ratio.
HP Angel
Choose HP for straightforward survivability. Its refine bonus increases Maximum HP by 50 for every refine level while the pendant is equipped.
Equipping & Visuals
Equipping an Angel activates its server-side Angel status and displays the corresponding Tutelary Angel visual around the character. Unequipping it removes the Angel bonus/status.
- ATK, DEX, DEF, and MAG have their own Angel visual/status variants.
- The HP Angel uses the Angel status/visual framework while separately applying its Maximum HP bonus.
- Other players receive the Angel status information so the equipped Angel can be rendered around the character.
Refine Achievements
Angel refinement uses the same refinement activity tracking as other supported refinable equipment.
- A successful refine contributes to the Refine Success achievement.
- A failed refine contributes to the Refine Fail achievement.
- Successfully moving from +6 to +7 triggers the +7 milestone activity.
- Successfully moving from +7 to +8 triggers the +8 milestone activity.
- Successfully moving from +8 to +9 triggers the +9 milestone activity.
- Successfully moving from +9 to +10 triggers the +10 milestone activity.
Milestone achievements trigger when that exact refinement step succeeds; simply owning an already-refined Angel does not recreate the upgrade activity.
Quick Reference
| Rule | Current Behavior |
|---|---|
| Maximum Angel refine | +10 |
| Base refine success | 40% |
| Upgrade Ticket success | 80% under the current 40% base setting |
| Failure penalty | -1 refine level, minimum +0 |
| Angel destroyed on failure? | No |
| Majestic cost formula | (Current Refine + 1) × 3 |
| Minimum +0 → +10 Majestic cost | 165 if all ten attempts succeed |
| ATK bonus | +2 Physical Damage / refine |
| MAG bonus | +2 Magic Damage / refine |
| DEX bonus | +7 Hit Ratio / refine |
| DEF bonus | +12 Defense Ratio / refine |
| HP bonus | +50 Max HP / refine |
