
Advancing hero equipment to level 2 or 3 unlocks an entire stat that doesn't exist at level 1, not a bigger number. 🛡️
Push a piece of hero equipment past its first advance level and it gains a whole stat category that simply wasn't there before, on top of the stats getting bigger.
This guide covers the advance system on higher quality, hero locked Hero Equipment sets, and what actually changes at each advance level. It does not cover crafting equipment from scratch, hero unlock requirements, or general stat math outside advancement.
🧩 Level One's Three Stats
Check the first advance level on a quality four, hero locked piece and you'll see bonuses to three stats: HP, Resistance, and Might. That's the complete list at level one, nothing else is attached yet. These particular sets are locked to specific heroes by design too, so a level four signature piece won't equip onto just any unit in your roster.
⚔️ Siege Might Appears Later
Push that same piece to advance level two and a fourth stat shows up out of nowhere: Siege Might. It wasn't a hidden line quietly growing in the background, it simply doesn't exist on the piece until level two. Level three adds a fifth stat on top of that, Might in Non-Siege Battles, again starting from zero.
🧭 Match Stat To Fight
This is where it gets tricky. Siege Might only helps when you're attacking or defending a stronghold or city wall. Might in Non-Siege Battles covers pretty much everything else. A hero who mostly farms field monsters or holds a rally point away from city fights gets nothing out of that level two unlock until they're actually in a siege.
🔁 The Grind Compounds
Each advance level consumes the result of the previous level plus fresh materials, so there's no skipping straight to level three. The material cost more than doubles from level one to level two, then roughly doubles again from level two to level three. And finishing one piece doesn't finish the job. The matching five piece Equipment Set only pays out its set bonus once all five slots are equipped, not once a single piece maxes out.
Are you advancing hero equipment based on the stat your hero actually needs in that fight, or just whichever piece happens to be closest to its next level?