Sunset Upgrade Guide

How Sunset tiers, 5× named-stat values, EXP costs, break risk, bonuses, and Paramount forging actually work.

Release check: these tier-per-point values require the updated server and a refreshed client. Look for native-tier multiplier in Character → Effects. If it is missing, the update has not reached your session yet; the previous band-only values may still apply.
Start here

The short version

  1. Use a Sunset Upgrade NPC in Downtown 1 or Freedom Village.
  2. Place one unstacked Sunset from your inventory or quick bar into the upgrade window.
  3. Read the server-provided EXP cost, break chance, and overall tier-up chance before clicking Upgrade.
  4. Every attempt spends the displayed EXP. A break destroys the item. A surviving attempt adds one random named stat point and may also advance the item one tier.
  5. Wait for the save to finish before attempting another upgrade. Never refresh during an active save unless the game specifically tells you to reconnect.
Breaks are permanent. The EXP is also spent when the item breaks. The confirmation window is the final risk check.
Reading an item

Tier and named-stat code

A name such as Superior Creationer 5[2-3-25-4] contains two different kinds of progression:

Superior / 5The native item tier. It controls the equip requirement and hidden weapon-Attack or non-weapon-Defense baseline. Superior contributes native stage 4 to the total Sunset level.
[2-3-25-4]Named rolls in this order: Strength, Spirit, Dexterity, Power. The rolls total 34; with Superior's native stage 4, this item's total Sunset level is 38.
Points scale with level and tierThe original stat-value band is selected from native stage + all four rolls. Every 20 total levels raises the band value. Each named point also receives the native-tier multiplier below, on top of the live 5× scale.

The current system stores the real tier in the item identity. Old legacy stage fields are not a substitute for Strength, Spirit, Dexterity, or Power rolls.

Tier strength

Six-tier progression

Named Strength, Spirit, Dexterity and Power use the named-point multipliers below. Paramount now uses 2.25×, a 50% per-point advantage over Superior in the same band. This custom balance adjustment is separate from the unchanged hidden Attack/Defense ladder, where Paramount remains 1.80×.

TierNative stageEquip requirementHidden weapon AttackHidden Defense per non-weaponNamed-point tier multiplier
Stage 10Level 0400,000120,0001.00×
Stage 21Level 2,000440,000132,0001.10×
Stage 32Level 4,000488,000146,4001.22×
Stage 43Level 6,000540,000162,0001.35×
Superior4Level 8,000600,000180,0001.50×
Paramount5Level 10,000720,000216,0002.25×
Sunset weaponsReceive the tier Attack baseline plus tier-scaled baseline Strength, Spirit and Dexterity. The equipped weapon family decides which named stat drives attacks and eligible skills.
Sunset armor/accessoriesReceive the tier Defense baseline, baseline Power and 2% monster-damage reduction per piece. Some slots receive an additional focused stat.
Paramount is includedThe final tier contributes native stage 5 to the same total-level calculation. Ordinary forms come from Superior; the Sovereign Sigil is a BattleMatch boss reward.
Original named-stat logic

Total Sunset level bands

First calculate native stage + Strength roll + Spirit roll + Dexterity roll + Power roll. Then use that total's row below. The table already includes the live 5× named-stat balance scale. Your final bonus is floor(visible roll × band value × native-tier multiplier). Apply the tier multiplier once; do not multiply by five again. Rings, necklaces and the Sovereign Sigil use the weapon/accessory profile; ordinary armor uses the armor profile.

Total Sunset levelArmor: before tier multiplierWeapon / accessory: before tier multiplier
STRSPIDEXPOWSTRSPIDEXPOW
0–19150200200250200300300200
20–39200250250300300400400300
40–59250300300350400500500400
60–79300350350400500600600500
80+350400400450600700700600
Belt example: Paramount [4-3-3-5] gives 4 × 200 × 2.25 = 1,800 Strength. Superior [5-6-6-6] gives 5 × 200 × 1.50 = 1,500 Strength. Both use the 20–39 band. Total rolls and category still matter; a higher tier does not automatically beat every possible lower-tier roll.
What the 5× change does: only the four named-stat values are multiplied. Native tier Attack/Defense, total-level boundaries, upgrade EXP, break risk and tier-up odds keep their existing formulas.

The server owns this calculation and sends the resulting bonuses with the item. The client displays that server result; the same shared calculator is retained only as a fallback for non-inventory previews.

Build matching

Which named stat increases damage?

StrengthSwords, spears, bazookas, and grenades
DexterityGuns and bows
SpiritWands and orbs
PowerDefense and survival; it is not a weapon damage stat
Compare the actual contribution: Character → Effects and item details use the server result. Effects lists the tier multiplier, value per point and final four named bonuses. Every tier raises an unchanged roll; very different complete rolls can still favor different builds. Dexterity increases bow/gun Attack, not sword or mage Attack. The Character panel also combines hidden weapon Attack, equipment stats and your base build.
Every click

Authoritative upgrade order

1ValidateSunset, quantity one, enough EXP, previous save complete
2Spend EXPThe displayed amount is deducted for the attempt
3Break rollIf it breaks, the item is removed and the attempt ends
4Add one statA surviving item gains +1 STR, SPI, DEX, or POW at random
5Tier rollIf eligible, the same surviving item may advance exactly one tier
6Verified saveThe next attempt stays blocked until persistence confirms
EXP price

Cost rises with total Sunset level

The cost uses native stage + Strength + Spirit + Dexterity + Power. Paramount therefore starts at total level 5 even with four zero rolls. The server formula is (500 + floor((total + 1)1.45 × 250)) × 1,000 EXP.

Existing stat totalEXP per attempt
0750,000
43,078,000
53,859,000
97,545,000
1919,750,000
2935,154,000
3953,092,000
4973,185,000
5995,180,000
69118,894,000
79144,187,000
89170,947,000
Ordinary break policy

Break chance by existing stat total

This table applies to Stage 1 through Stage 4 stat attempts and to additional stat attempts on an already-Paramount item. Values between anchors are interpolated smoothly. Superior-to-Paramount uses the separate table below.

Existing stat totalBreak chance
0–40%
54%
910%
1910%
2920%
3940%
4950%
5970%
6990%
7995%
89+97%

Example: the listed anchors are 20% at total 29 and 40% at total 39. A total between them receives the proportional chance between 20% and 40%.

Stage 1 through Superior

How ordinary tier-up chance is calculated

After surviving the break roll, the item receives a tier roll. Its starting conditional chance depends on the current tier:

Upgrade pathStarting survival-roll chance
Stage 1 → Stage 28%
Stage 2 → Stage 311%
Stage 3 → Stage 414%
Stage 4 → Superior17%
  • The survival-roll chance rises by 2 percentage points at totals 9, 19, 29, 39, and so on, up to a 35% cap.
  • The displayed overall tier-up chance already includes the chance that the item breaks first.
  • Completed endgame-quest bonuses and the active max-level daily bonus are added to that overall chance, not hidden inside the conditional roll.
  • A tier success moves the same item one step only. It cannot skip tiers.
Final evolution

Superior → Paramount

This edge uses its own whole-attempt odds. The Paramount percentage already includes break risk. Values between anchors are interpolated.

Existing stat totalBreak chanceOverall Paramount chance
00%5%
920%4%
2930%3%
4970%2%
6980%1%
89+97%0.5%

An already-Paramount item cannot advance again. A surviving Paramount attempt still adds one random named stat point and uses the ordinary break-risk table.

Permanent and daily help

Tier-up bonuses

Quests 27–31Each completed endgame quest adds exactly +1 percentage point to every eligible tier-up attempt, up to +5% total.
Level 10,000 daily hourDuring the remaining daily bonus hour, a max-level character receives another +1 percentage point instead of the leveling EXP bonus.
Additive totalA character with all five quest bonuses and an active max-level daily hour receives +6 percentage points to the displayed overall tier chance.

These bonuses improve tier-up success. They do not make named-stat selection less random and normally do not erase the listed break risk.

Before upgrading

Safe checklist

  • Match the roll to the weapon: STR for sword/spear/bazooka, DEX for gun/bow, SPR for wand/orb.
  • Add native stage and all four displayed rolls: break risk, EXP price and named-stat band use that complete total, not only your preferred stat.
  • Compare the right values: weapon tier mostly raises Attack; non-weapon tier mostly raises Defense.
  • Read the current popup: the server recalculates cost and odds for that exact item and character.
  • Do not spam Upgrade: wait until the prior result has saved. The save barrier protects the item and EXP from duplicate mutations.
  • Plan for loss: never risk an item you are not prepared to lose at the displayed chance.