GUIDE 02

Gear Rarities & Fusion

Once you can see how much one rarity step is worth, deciding what to keep and what to melt becomes easy.

Last updated: 8 August 2026

1. The eleven-rarity table

Gear in Scroll Dungeon spans eleven tiers, from Common to Everlasting. Each tier applies a stat multiplier, using Common (1.0×) as the baseline.

TierRarityMultipliervs. previous
1Common1.0×
2Magic1.5×+50%
3Fine2.2×+47%
4Rare3.2×+45%
5Exceptional4.6×+44%
6Epic6.5×+41%
7Legendary9.2×+42%
8Eternal13×+41%
9Transcendent18×+38%
10Golden26×+44%
11Everlasting38×+46%
Scroll Dungeon gear tab showing six equipment slots, gear inventory and the fuse button
The Gear tab: six slots around your hero, total stats above, and the Fuse button that combines three matching items into one tier up.

The key reading is that each step up is worth roughly 40–50%, and that rate stays almost flat all the way to the top. Rarity upgrades never lose their value in the late game.

Put another way — moving all six Common slots to Magic multiplies your entire stat line by 1.5. Getting to Rare makes it 3.2×. Compare that to training, which adds +3 attack per level, and it's obvious where the leverage is.

2. Fusion — three of a kind, one tier up

The 🔥 Fuse button on the Bag tab automatically combines three items of the same type and same rarity into one item of the next rarity up.

Is fusing actually worth it?

Three Commons (total 3.0) become one Magic (1.5), so on raw arithmetic you've halved your value. That looks like a loss — but it isn't, because you can only equip six items.

If you're carrying thirty Commons, only the six you've equipped affect your stats. The other twenty-four sit idle. Fusion is the process of compressing dead inventory into equippable power.

What you holdEquipped total beforeEquipped total after
6 Commons6.0
18 Commons6.0 (only 6 count)6 Magic → 9.0
54 Commons6.06 Fine → 13.2

The conclusion is clear: fuse everything you aren't wearing. There is no reason to hoard it.

One exception — if you hold exactly three items of the same type and rarity and one of them is currently equipped, fusing can consume the equipped piece. Glance at your loadout before pressing the button.

3. Accessories first

Your slots are 1 Weapon · 1 Armor · 3 Accessories · 1 Pet. Accessories are half of all six slots.

When resources are tight, spreading upgrades across the three accessory slots contributes more total stats than pushing one weapon to the top tier. Early on, if an accessory slot is empty, fill it regardless of rarity — an empty slot is zero, and even Common beats zero.

When to swap

In-game, anything better than what you're wearing is tagged ▲ Better than current. The Auto-Equip button on the Bag tab sorts your loadout by that same rule, so when in doubt, just press it.

4. Improving your rarity odds

Drop rarity is random, but several things shift the odds in your favour.

SourceEffectNotes
Drop Rate card+3%p per levelAdvanced tier
Luck card+4% per levelRare tier
Rarity Up card+3%p per levelHero tier — pushes drop rarity directly
Deeper regionsHigher tiers appear more oftenEpic and above require account level 11
The level 11 wall — Epic and above (Epic, Legendary, Eternal, Transcendent, Golden, Everlasting) have a 0% chance below account level 11. If high rarities never drop early on, that isn't bad luck, it's the design. Until level 11, fusion is the faster route upward.

The Rarity Odds button on the Heroes tab shows a table of your current per-rarity chances. Check it before deciding whether to move regions.