Gear past Mythic
A Mythic piece can go further. This is very rare, late-game stuff: the three inks below come from level 100+ monsters and world bosses.
On this page: Where the inks drop · Quirks · Push · Perfect Ink · How it works
Where the inks drop
| Level 100+ monster | Level 100+ boss | World boss | |
|---|---|---|---|
Starlit Ink | 0.01% | 0.5% | 1% |
Starfire Ember | 0.1% | 1% | 2.5% |
Perfect Ink | 0.01% | 0.5% | 1% |
A chart's monsters count at the chart's level. A sealed piece (one a Wyrd Ink has been on) takes none of the three.
Quirks
Starlit Ink writes one strange trait on a Mythic, at random. A new one replaces the old. The Star Tent sells it for 13,000 Star Fragments.
| Quirk | Does |
|---|---|
| Haunted | a small ghost repeats 25% of your hits, for 30% of the hit |
| Echoing | 30% of your abilities fire twice; the echo hits for 60% |
| Sentimental | food heals 15% more: it reminds you of home |
| Overcaffeinated | you work 5% faster, and take 5% more damage |
| Gossip | rare drops 5% more often: it hears things |
The same quirk on two pieces counts once. Haunted and Echoing do nothing in the Wilderness.
Push
A Starfire Ember pushes one perk of a Legendary or Mythic 25% past its top roll. 20% of the time it cracks instead: that perk falls to its lowest roll and the piece can never be pushed again. Nothing is destroyed. One push per piece.
Perfect Ink
Sets every perk on a Mythic to its top roll. A pushed perk keeps its push, and a cracked piece is mended.
How it works
- Hidden perks. Every Legendary and Mythic has one more perk, hidden. It wakes up after the piece has been worn for 5,000 kills (Legendary) or 10,000 kills (Mythic). Until then, the card shows its outline and the count.
- Matching pairs. When two worn Mythics share a perk, that perk is 20% stronger on both.
More in Going further
Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival
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