Raven Epigraphs
Permanent squad bonuses that unlock late. Two guides cover this and they disagree in places — where they do, both readings are shown rather than one being picked.
What they are 17 points · 3 tables
What an epigraph is
- The system opens at Raven Evolve Stage I (Evolve Lv.10), which brings Plan 1 with it. On #217 that landed 78 days after the server opened.
- They follow rune mechanics: they take no part in combat directly, but grant permanent buffs to your squad or heroes.
- Every epigraph has both a faction and a class — two separate axes, each with its own table below.
- They cannot be transferred between factions, so match them to your main squad’s faction before investing.
- Workshop level gates quality: Lv.1 processes level III epigraphs, Lv.15 unlocks SSR, Lv.20 unlocks UR.
Quality, and what to aim for
- Green — basic effects, work on all heroes, but limited in quantity.
- Blue (SR) — same effects as green at higher percentages.
- Purple (SSR) — tied to a specific faction; the effect applies to all heroes of that faction. Upgradeable.
- Gold (UR) — faction-based, highest percentages, plus unique additional effects. Upgradeable, and the stated goal to aim for.
One gold effect worth naming separately: Pre-emptive — after taking damage, a 50% chance to deal 50% damage back to the attacker for 15 seconds.
Where they come from — three things drop from Epigraph Chests
- Epigraphs themselves — UR gold, SSR purple, SR blue.
- Shards, which upgrade the Epigraph Workshop and unlock further features.
- EXP Books — the item is called Raven Evolve Guide in game — which are Raven-only. They raise the Raven Evolve level and cannot be spent on epigraphs at all; the guide calls this out twice, so it is evidently a common mistake. Low-quality epigraphs can also be fed into Raven evolution as materials.
Crafting one, on the Workshop screen
- Each epigraph — a specific class, faction and tier, e.g. "Protective Charm IV – Warrior" — is crafted individually against its own progress counter. A captured account showed 108/800 toward an unowned Tier IV card.
- The counter is filled by a crystal-shaped currency shown on the crafting screen. The icon’s name was not legible in the captures, so it is not recorded as confirmed; it may or may not be the same Shards that upgrade the Workshop.
- The screen shows all four UR and all four SSR class cards for the selected faction at once, so you pick which class to work toward. A quantity selector (default 1) and a Craft button sit above the grid.
- Cards you do not own yet are marked "This Epigraph has not been obtained", which distinguishes progress toward a new card from re-crafting a duplicate.
The first axis — the three factions
| Faction | Described as |
|---|---|
| Warrior | Offensive — boosts ATK, Crit and damage output |
| Ranger | Utility and survivability — boosts HP, DEF and team durability |
| Warlock | Control and support — boosts skills, cooldown reduction and effects |
The same three factions the rest of the game uses. The guide advises mixing them within a plan rather than going mono-faction.
The second axis — the four bonus classes
A plan holds one of each: every node on the Plan screen is locked to a single class, so these four are not competing choices but four slots you fill. The position each one occupies is in The Raven above. In the plan UI they are called Skills rather than epigraphs — a slot opens a picker headed “Select an Attack Skill”.
| Class | Role | What it provides |
|---|---|---|
| Attack | Offensive | Increases heroes’ Attack after activating the Raven skill. At gold level, also increases the number of targets hit and Raven damage. |
| Support | Enhancing | Increases damage dealt by the hero with the highest Attack. At gold level, reduces damage taken by the team via a fourth stat slot. |
| Defense | Defensive | Increases Defense of the hero with the highest HP. Gold grants up to +13.5% Defense at the highest level. |
| Initiative | Protective | Grants a shield that reduces incoming damage. |
The fourth class is Initiative. Multiple in-game crafting-screen headers (2 and 4 Aug 2026), across different factions and tiers, show that label cleanly with no overlapping UI text; "Warning" was an earlier misreading from a single overlapped screenshot and is dropped.
Confirmed values, tier by tier
Over 20 individual cards were captured in game across all three factions at Tier III and Tier IV, 2 Aug 2026. The numbers are identical regardless of faction — only the affected faction changes; the mechanic and magnitude do not. Merit cost is 20,000 at Tier III and 120,000 at Tier IV for every class and faction seen.
| Class | Tier III effect | Tier IV effect |
|---|---|---|
| Initiative | Start of battle: if the faction has HP above 50%, all allies take 1% less damage. | Start of battle: faction allies gain an 800K-HP shield absorbing 50% damage for 15s; after the shield ends, ally damage taken is reduced by 5% until battle ends. |
| Attack | After Raven casts a skill, all faction allies gain 1% ATK for 3s. | After Raven casts a skill, all faction allies gain 2.5% ATK for 3s, and Raven's skill targets +1. |
| Support | After Raven casts a skill, the 3 faction allies with highest ATK deal 2% more damage for 3s. | The 3 highest-ATK faction allies deal 3% more damage for 3s, and all enemies deal 5% less Ultimate Skill damage for 3s. |
| Defense | Start of battle: all faction allies gain 2.5% DEF until battle ends. | Start of battle: all faction allies gain 9.0% DEF, and the 2 allies with the highest max HP gain a further 13.5% DEF, both until battle ends. |
One asymmetry worth flagging: Tier III Initiative epigraphs grant 40,000 EXP if fed to the Raven as evolution material — double the 20,000 EXP every other Tier III class grants. Tier IV (UR) epigraphs of every class cannot be used at all: the card itself reads “UR Epigraph cannot be used as Raven Evolution material.”
The table above is base values, and a card on your board will read higher. A card's own text shows two numbers — a green figure and an orange one, as in “all Warrior allies gain 4.25%+0 DEF”. The green is the card at its current star; the orange is the Epigraph Bonus from your Raven Evolve stage, which is +0 at Stage I and rises with the ladder in The Raven above.
Four live Tier III cards read Defense 4.25%, Support 4%, Initiative 2% and Attack 2.4% against base figures of 2.5%, 2%, 1% and 1% — every one of them promoted rather than contradicting the table. Two of those land exactly on promotion values already recorded here: 2.5% → 4.25% is the worked Defense example, and Initiative at 2% is ★1 on its ladder. The EXP a card is worth as evolution material appears to rise with promotion too: the same cards read 80,000 and 40,000 where the base figures are 40,000 and 20,000.
Promotion needs duplicates, and the count is shown as a requirement on the card: 2 for the SSR cards seen, 1 for the UR. Real card names follow the pattern name — tier — faction: Frenzied Flock III – Warrior (Attack), Guard of Nature III (Initiative), Protective Charm III (Defense), Reversal Power III (Support).
Two ways an epigraph gets stronger
- Raven Evolve stage. Feeding Raven Evolve Guides raises the Evolve level; crossing an uncap raises the stage, and it is the stage that drives the Epigraph Bonus — a global effect applying on top of everything you have installed. The full ladder is in The Raven above.
- Epigraph Star level. Feed identical duplicates to promote a card a star — the card names the number it wants, and cards seen so far ask 2 at SSR and 1 at UR. The worked example is a 2.5% Defense epigraph becoming 4.25% after the first combine.
The Epigraph Details panel shows the bonus as a ladder — a capture (2 Aug 2026) reads “when HP is above 50%, your and allies’ damage taken is reduced by”0% at +0, rising a point per tier through +1 = 1%, +2 = 2%, +3 = 3%, +4 = 4%, to +5 = 5%. So it is a squad-wide effect growing in whole percentage points, not a per-epigraph stat.
Those six tiers are the first six Evolve stages. +0 is Stage I, and +1 through +5 arrive at Stages II–VI — Evolve Lv.150, 300, 450, 600 and 750. An account sitting at Stage I reads Epigraph Bonus +0, which is what the ladder pays there.
A separate Promotion Details tab on the same screen shows a different ladder: fusing one specific epigraph up through its five star levels reads ★1 = 2%, ★2 = 3%, ★3 = 4%, ★4 = 5%, ★5 = 6% less damage taken above 50% HP — the same wording as the Epigraph Bonus, but a property of the card itself rather than of the Raven. Other cards will have their own values; this is one worked example, not a universal table.
This settles the 150 / 300 / 450 question, and both guides were right. One said those numbers unlock tier bonuses; another said they unlock epigraph plans. The Raven Evolve Stage panel shows each uncap doing both at once — Stage II opens Plan 2 and takes the Boost to +1, and so on up. It is one ladder, not two mechanisms that happen to share a set of numbers, and it continues past 450 to 600, 750 and 900.
Plans and plan slots
The four plans unlock on the Raven Evolve stage ladder — Plan 1 at Stage I, then Plans 2, 3 and 4 at Evolve Lv.150, 300 and 450. On an account at Stage I the other three sit padlocked. Each plan applies to its own queue of five heroes; see The Raven above.
This also clears up a guide that said two different things on one page — that slots open as you evolve, and that you should spend Shards upgrading the Epigraph Workshop to unlock more plan slots. Evolving is what opens plans. Shards raise the Workshop, and the Workshop gates the quality you can craft, not how many slots you have.
Live on #217 since 4 Aug 2026. Where a community guide reproduces an in-game panel, that panel is treated as in-game evidence and outranks guide prose.