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
Gear in Scroll Dungeon spans eleven tiers, from Common to Everlasting. Each tier applies a stat multiplier, using Common (1.0×) as the baseline.
| Tier | Rarity | Multiplier | vs. previous |
|---|---|---|---|
| 1 | Common | 1.0× | — |
| 2 | Magic | 1.5× | +50% |
| 3 | Fine | 2.2× | +47% |
| 4 | Rare | 3.2× | +45% |
| 5 | Exceptional | 4.6× | +44% |
| 6 | Epic | 6.5× | +41% |
| 7 | Legendary | 9.2× | +42% |
| 8 | Eternal | 13× | +41% |
| 9 | Transcendent | 18× | +38% |
| 10 | Golden | 26× | +44% |
| 11 | Everlasting | 38× | +46% |
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.
+3 attack per level, and it's obvious where the leverage is.
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.
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 hold | Equipped total before | Equipped total after |
|---|---|---|
| 6 Commons | 6.0 | — |
| 18 Commons | 6.0 (only 6 count) | 6 Magic → 9.0 |
| 54 Commons | 6.0 | 6 Fine → 13.2 |
The conclusion is clear: fuse everything you aren't wearing. There is no reason to hoard it.
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.
15% of its main stat per level.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.
Drop rarity is random, but several things shift the odds in your favour.
| Source | Effect | Notes |
|---|---|---|
| Drop Rate card | +3%p per level | Advanced tier |
| Luck card | +4% per level | Rare tier |
| Rarity Up card | +3%p per level | Hero tier — pushes drop rarity directly |
| Deeper regions | Higher tiers appear more often | Epic and above require account level 11 |
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.