Checked 25 Oct 2026 · official rules and client tables
Heroic Saga
Quests → Saga EXP and materials
Armaments
Troop and development effects
Battle Spirit
Attributes for the Colosseum only
Getting started
You need a Rank VIII hero with all six trophies equipped. Open the new hero tab and unlock Battle Spirit Lv1. Saga becomes available once at least one hero has Battle Spirit. Armaments are unlocked separately with a Silver Dragonscale; they are not required to start upgrading Battle Spirit.
Open the Hero Statue → Heroic Saga. Choose a quest, assign heroes, wait for completion, then claim rewards and Saga EXP. This is a quest assignment system, not another Colosseum battle.
IGG: version 2.205 release notesStep-by-step start and daily routine
The first-week goal is a sustainable daily routine, not max level at any cost. Access requires at least one Rank 8 Hero with Battle Spirit unlocked; check the Hero’s trophy requirements. Saga level, Hero level, grade and Battle Spirit are separate tracks.
- 1. Open Hero Statue → Heroic Saga. Tap Saga Level and check available grades, daily quest limit, team size and free refreshes.
- 2. Lock quests you want to keep before refreshing. A refresh affects all unlocked, unaccepted quests, not just one selected card. Use free attempts first.
- 3. Each Hero can be assigned only once per day. Distribute available Heroes across planned quests while checking displayed EXP and extra-chest chance. Do not spend all Heroes on the first weak quest if you intend to fill the others.
- 4. Claim rewards after the timer. Daily reset restores Hero assignments and free refreshes and resets unaccepted quests. Read the in-game reset time; do not assume local midnight.
- 5. Spend Saga Compasses only after free attempts, with a personal cap and reserve. Do not chase a grade absent from your level’s pool. Missing a quest while rerolling endlessly loses progress.
First seven days — no promised level
Planning example: 15 available Heroes and five quests allow considering three Heroes per quest if your team-size limit permits. This is an allocation example, not a universal EXP optimum: compare the assignment bonus and chest chance on the actual cards.
Scroll the table horizontally
| When | Action | Check |
|---|---|---|
| Day 1 | Unlock Saga and complete available quests. | Current caps, EXP, return time. |
| Day 2 | Lock good cards; use free refreshes. | Do not chase locked grades. |
| Day 3 | Allocate Heroes across planned quests. | One assignment per Hero per day. |
| Day 4 | Choose focus: Colosseum or Armament effects. | Separate Spirit materials, scales and Dice. |
| Day 5 | Keep useful effects before improving values. | Set today’s attempt budget. |
| Day 6 | Repeat free refresh and reward routine. | New limits after a Saga level-up. |
| Day 7 | Review actual materials earned and spent. | Useful boosts, not total score alone. |
Quests, Saga Level and rewards
Each hero can be assigned only once a day. Quest limits, team size and free refreshes depend on Saga Level. Higher quest grades give more base EXP and better potential rewards. Assigned heroes and the quest’s Armament/Battle Spirit requirements affect the extra chest chance; inspect it in the assignment window.
Lock good quests before refreshing. A refresh rerolls all unlocked, unaccepted quests, not just one card. Daily free refreshes are used first, then Saga Compasses. The daily reset renews hero assignments, unaccepted quests and free refreshes; check your game’s rules for the exact reset time.
| Level | EXP to next | Quests/day | Heroes/team | Free refreshes |
|---|---|---|---|---|
| 1 | 300 | 3 | 3 | 1 |
| 2 | 400 | 3 | 4 | 2 |
| 3 | 3,800 | 4 | 4 | 3 |
| 4 | 6,800 | 4 | 5 | 4 |
| 5 | 15,000 | 5 | 5 | 5 |
| 6 | 22,000 | 5 | 6 | 6 |
| 7 | 41,000 | 6 | 7 | 7 |
| 8 | 77,000 | 6 | 8 | 8 |
| 9 | 100,000 | 6 | 9 | 9 |
| 10 | — | 6 | 10 | 10 |
This is a client reference, not your account’s live state. Team limit means heroes assigned to a quest, not troop marches. Lv5 matches your screenshot: five quests and five refreshes.
| Grade | Duration, min | Base Saga EXP |
|---|---|---|
| Common | 30 | 100 |
| Uncommon | 30 | 200 |
| Rare | 60 | 300 |
| Epic | 60 | 500 |
| Legendary | 120 | 1000 |
Base EXP excludes the hero assignment bonus. The game shows the exact total and extra chest chance; this is not a guaranteed daily chest count.






Rewards include Dragonscales, Recast Dice and Battle Spirit materials. A chest does not guarantee your desired item: for example, a Common chest has a separate 10% chance for each Spirit material ×1, and 10% for Silver Dragonscale ×1. These are individual outcomes, not a promise to receive the whole set.
Official IGG drop rates → section 79, Heroic PathFarmer and fighter Armaments: what to keep
Choose the account and Hero’s role before enchanting. Combat effects require the Hero’s participation in the relevant battle; development passives should not be judged by a Colosseum slot. The weapon name does not guarantee a particular random effect.
Scroll the table horizontally
| Goal | Look for | Avoid |
|---|---|---|
| Farmer / development | Research, construction, training or gathering for your actual bottleneck. | Do not replace a useful passive with random combat stats for score. |
| Infantry | Infantry ATK/HP; then useful Army ATK/HP on a deployed Hero. | Cavalry ATK for an Infantry-only march. |
| Ranged | Ranged ATK/HP; Army ATK/HP as appropriate. | Choosing only by DEX class. |
| Cavalry | Cavalry ATK/HP; Army ATK/HP as appropriate. | Spending Cavalry Dice on an irrelevant effect. |
| Darknests | Relevant troop type and special Army ATK/HP (Darknest). | Treating a Darknest-only boost as universal PvP power. |
Scales or Dice: spending order
- No useful set → Silver Dragonscale. It can generate 1–3 rows, so further use after a good roll risks replacing good rows too. Compare before applying.
- Two good rows and one bad → consider Gold Dragonscale for the selected row. It does not guarantee the desired type and is not a separate fixed-price lock feature. Check the item cost on the live confirmation screen.
- Correct type, low value → matching Recast Die. One Die rerolls one row’s value. An equal/lower result cannot be applied, but the attempt consumes the Die. At its upper bound, use a higher grade or stop.
Duplicate effects and caps: what is being added
Client help permits duplicate effects on one Armament. The planner adds identical rows: Research Speed 3% + 3% + 3% = 9 percentage points in that plan. This is not a 9% reduction of any timer. Three rows on one Armament are not the same as three different Heroes.
15% is the limit of one general Army ATK/DEF/HP row. Troop-specific and Darknest combat rows cap at 20%; development/movement at 10% per row. These are not account-wide caps. Army ATK and Cavalry ATK remain separate stats; do not merge effects with different conditions.
We have not verified a universal account-wide formula combining every Hero’s Armaments. We therefore do not promise triple gains from three Heroes. Before costly investment, compare the relevant boost screen and activation conditions; the planner totals one Armament only.
Legendary Dice do not mean a maximum roll
IGG publishes Recast probabilities by value band. Below are Legendary Dice only, not chest drop chances. For the Research Speed family, rolling in 8.01–10% has a 2.5% chance per attempt; this is not the chance of exactly 10%. Even many attempts do not guarantee a maximum.
Scroll the table horizontally
| Row cap | New result | Band chance |
|---|---|---|
| 10% | 4–6% | 88.5% |
| 10% | 6.01–8% | 9% |
| 10% | 8.01–10% | 2.5% |
| 15% | 6–7.5% | 80% |
| 15% | 7.51–10.5% | 16% |
| 15% | 10.51–15% | 4% |
| 20% | 8–10% | 80% |
| 20% | 10.01–14% | 16% |
| 20% | 14.01–20% | 4% |
Four Armament types
Armament type follows the hero’s troop type, not STR/DEX/INT class. Its weapon name does not mean it can be freely transferred or used to change a hero’s class. These are the four Ukrainian client names, with editorial EN/TH translations. Do not confuse them with Lord equipment or T5 Lunar Foundry armaments.
Armament catalog and bonus planner
Choose an Armament, Dice grade and 1–3 effects. This is a desired-build example, not an account change. Weapons do not have a guaranteed “ATK per level”: stats come from rolled effects and values. The artwork color represents the weapon’s design, not your selected Dice grade.
Recast plan · Infantry
Example presets replace only this plan and reset comparison. They do not guarantee in-game effects.
Duplicate effects are allowed: the game can roll identical entries. The initial ATK/DEF/HP choices are a worked example, not this weapon’s guaranteed loadout.
All 34 Armament effects
Bounds below apply to one effect entry and are percentages. Grade means Dice grade, not hero grade. All four weapon types share these bounds but use different Dice. The client table is a reference, not guaranteed effects for a newly unlocked Armament.
Open effects, search and ranges · 34
Found: 34 / 34
| Effect | |||||
|---|---|---|---|---|---|
| Infantry ATKCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Cavalry ATKCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Ranged ATKCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Siege Engine ATKCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Trap ATKCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Infantry DEFCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Cavalry DEFCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Ranged DEFCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Siege Engine DEFCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Trap DEFCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Infantry Max HPCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Cavalry Max HPCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Ranged Max HPCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Siege Engine Max HPCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Trap Max HPCombat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Army ATKCombat Hero must participate in battle; additional conditions are in the effect name. | 0.07–2.25% | 1.5–4.5% | 3–7.5% | 6–10.5% | 6–15% |
| Army DEFCombat Hero must participate in battle; additional conditions are in the effect name. | 0.07–2.25% | 1.5–4.5% | 3–7.5% | 6–10.5% | 6–15% |
| Army Max HPCombat Hero must participate in battle; additional conditions are in the effect name. | 0.07–2.25% | 1.5–4.5% | 3–7.5% | 6–10.5% | 6–15% |
| Army ATK (Darknest)Combat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Army DEF (Darknest)Combat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Army HP (Darknest)Combat Hero must participate in battle; additional conditions are in the effect name. | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| Army CapacityDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Travel SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Darknest Coalition - Army Travel SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Darknest Coalition - Troop Travel SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Supply Troops Travel SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Gathering Troops Travel SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Construction SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Research SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Training SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Resource Gathering SpeedDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Merging Speed Boost (Pacts)Development and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Familiar Training Lv EXP BoostDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
| Supply CapacityDevelopment and movement Passive bonus; supply, gathering or Darknest entries retain their specific conditions. | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
Enchant or Recast?
| Item | What changes | When to use |
|---|---|---|
| Silver Dragonscale | Unlocks Armaments; enchanting rerolls 1–3 effects and their values. | No acceptable effect set yet. |
| Gold Dragonscale | Rerolls one selected effect and its value. | Keep the other useful entries. |
| Recast Dice | Changes only one effect’s value, not its type. | The effect is useful; improve its value. |
Results are previewed first. Your existing effects stay until you apply the result. A new attempt discards the previous unapplied candidate. Duplicate effects are possible. Silver enchanting can reduce the number of effects, so do not apply it blindly.
Available effect families
Combat: ATK, DEF and HP for infantry, cavalry, ranged, siege and traps; Army ATK/DEF/HP; Army ATK/DEF/HP when attacking Darknests. These are separate effect entries. Check the effect’s icon and in-game tooltip for hero participation requirements.
Development and movement: Army Capacity, travel speed, Darknest rally and rally-joining speed, supply and gathering travel speed, construction, research, training and gathering speed; pact merging speed, Familiar training EXP and supply capacity. Not every effect helps your main activity.
The checked table contains 34 effect types. Catalog presence does not imply equal drop chances. Development effects are not combat effects and should not be applied to Colosseum calculations.
Recast Dice ranges
The ranges are shared by all four troop-specific Dice families, but the Dice must match the Armament type. Every number below is a bonus percentage. These are bounds, not uniform probabilities or a guaranteed maximum roll.
| Effect family | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Troops, traps and Darknest combat bonuses | 0.1–3% | 2–6% | 4–10% | 8–14% | 8–20% |
| General Army ATK / DEF / HP | 0.07–2.25% | 1.5–4.5% | 3–7.5% | 6–10.5% | 6–15% |
| Development and movement | 0.05–1.5% | 1–3% | 2–5% | 4–7% | 4–10% |
How to upgrade Battle Spirit
Battle Spirit is a separate level track with bonus STR/DEX/INT that apply only in the Hero Colosseum. It is not Hero EXP, trophy rank or medal grade. Do not count it as a Monster Hunt or Hero Stages bonus.
Choose a hero → Battle Spirit → check class and the matching material → Improve. The material follows hero class, while the panel shows all three attributes. Check “owned / needed” before upgrading; the medals below belong to hero grade, not Spirit levels.

STR
Horn of Strength
For STR-class heroes.

DEX
Feather of Dexterity
For DEX-class heroes.

INT
Eye of Intelligence
For INT-class heroes.
Each row is the cost of one step reaching the listed new level. Client records contain levels 1–100; the initial unlocked level uses none of these materials. These are reference costs, not a promise that every level is available to your hero. Verify current requirements and bonus attributes in game.
| Spirit level | Of the base attribute |
|---|---|
| 1 | 0.5% |
| 11 | 5.5% |
| 17 | 8.5% |
| 50 | 25% |
| 75 | 50% |
| 100 | 100% |
The checked table uses the same coefficient for all three attributes, but a hero’s base attributes differ. The client computes each bonus separately and rounds down. Worked example: base STR 300 with Battle Spirit Lv17 gives floor(300 × 8.5%) = 25 bonus STR for the Colosseum. This is not +8.5% win chance or +8.5% to every combat stat.
Show the full cost table to Lv100
| New level | Materials per step |
|---|---|
| 2–5 | 1 |
| 6–10 | 2 |
| 11–15 | 3 |
| 16–20 | 4 |
| 21–25 | 5 |
| 26–30 | 6 |
| 31–35 | 7 |
| 36–40 | 8 |
| 41–45 | 9 |
| 46–50 | 10 |
| 51–55 | 12 |
| 56–60 | 14 |
| 61–65 | 16 |
| 66–70 | 18 |
| 71–75 | 20 |
| 76–80 | 22 |
| 81–85 | 24 |
| 86–90 | 26 |
| 91–95 | 28 |
| 96–100 | 30 |
Battle Spirit materials calculator

Horn of Strength: 4
Still to collect: 3
This planner never connects to your account or spends anything. Cost sums every upgrade step, not just the final one. Compare it with your game version’s requirements.
The calculator below estimates materials only, not battles. Do not treat older strength or win estimates in other guides as verified Battle Spirit predictions: these new modifiers need separate validation.
Reading the in-game examples
These are values read from the supplied screenshots, not live account queries. The green +73 and +67 next to the strength display do not mean +73 STR or +67 DEX and are not win percentages.

Don Guapo · Alfonso
STR · Battle Spirit Lv17
- STR
- 25
- DEX
- 10
- INT
- 10
Cavalry · Bloody Assault Halberd
Armament Score: 400
Owned / needed: 1 / 4
Short by 3. Upgrade is not yet available.
Horns upgrade Battle Spirit; the 0/20 medals upgrade hero grade. They are different materials and tracks.

Grim Wolf · Fenrir
DEX · Battle Spirit Lv11
- STR
- 14
- DEX
- 22
- INT
- 7
Infantry · Mighty Guardian’s Shield
Armament Score: 200
Owned / needed: 0 / 3
Short by 3. Upgrade is not yet available.
A DEX-class hero has Infantry Armaments: DEX does not mean Ranged. The 45/50 medals are a separate grade track.
What to prioritize
Editorial advice, not an IGG rule: first maintain daily Saga completion and free refreshes. Invest Spirit materials in heroes you actually field in your Colosseum five. For Armaments, first obtain a useful effect, then improve its value with matching Dice. Save Gold Dragonscales for replacing one unwanted entry when the others are good. Do not buy materials merely to raise a total score.
Hero catalog and base attributes →Sources and limitations
IGG release notes confirm unlocks and reward purposes. Levels, Recast ranges, names and apply rules were cross-checked against public client tables and help: HeroTravel*, HeroArms*, Item and Ukrainian strings 28539/28567/28568/30340. Tables were retrieved on 18 Oct 2026; layouts checked against client 2.206-706. This is not a promise that balance will stay unchanged: recheck in game after updates.
- Official IGG App Store listing: 2.205 update
- Official IGG probabilities: Heroic Path, Saga chests
- Independent community reference: Heroic Saga section
Not IGG and not our service. Used only to cross-check quest refresh behavior, not as a source for probabilities or win guarantees.
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