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Adventurers' Guild
The Adventurers' Guild is active all across Teyvat, exploring new lands filled with mystery and secrets. Even when faced with climates as extreme and dangerous as that of Dragonspine, its members remain all the more steadfast.
Adventurers' Guild
The Adventurers' Guild is active all across Teyvat, exploring new lands filled with mystery and secrets. Even when faced with climates as extreme and dangerous as that of Dragonspine, its members remain all the more steadfast.
lvl | base_atk | crit dmg | ascention | Cost |
---|---|---|---|---|
1/20 | 46 | 14.4% | 0 | |
20/20 | 122 | 25.4% | 0 | |
20/40 | 153 | 25.4% | 1 | |
40/40 | 235 | 37.1% | 1 | |
40/50 | 266 | 37.1% | 2 | |
50/50 | 308 | 42.9% | 2 | |
50/60 | 340 | 42.9% | 3 | |
60/60 | 382 | 48.7% | 3 | |
60/70 | 414 | 48.7% | 4 | |
70/70 | 457 | 54.5% | 4 | |
70/80 | 488 | 54.5% | 5 | |
80/80 | 532 | 60.3% | 5 | |
80/90 | 563 | 60.3% | 6 | |
90/90 | 608 | 66.2% | 6 |
DMG dealt by Charged Attacks increased by 16%. For every party member with the same Elemental Type as the wielder (including the wielder themselves), gain 1 Gimmick stack. For every party member with a different Elemental Type from the wielder, gain 1 Theatrics stack. When the wielder has 1/2/3 or more Gimmick stacks, ATK will be increased by 16%/32%/48% . When the wielder has 1/2/3 or more Theatrics stacks, Movement SPD will be increased by 4%/7%/10% .
A stage prop once used by a past "Great Magician." Its final secret was that it was also a weapon beyond the pale.
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