Guide · system
The Cube system explained
~8 min read·Reviewed v1.00.08·Updated 2026-06-02
Unlock progression
- Lv 5: Synthesis (combine common+uncommon items)
- Lv 8: Decoration (cosmetic gem slots)
- Lv 10: Removal / Alchemy (item → gold)
- Lv 15: Engraving (permanent stat lines)
- Lv 20: Wish (target-rolled stat lock)
- Lv 25: Inscription (best-in-slot mod application)
When to use each
For data on costs and recipe lists, the Cube database has the full reference. Below is the strategy layer the database doesn't give you.
- 1Synthesis (Lv 5)
Use for common→uncommon and uncommon→rare jumps in the early game. RNG-heavy; stop the moment you hit Rare.
- 2Alchemy (Lv 10)
Convert inventory junk to gold when slots fill up. Don't alchemize uncommon-tier gear before you have the Engraving unlock.
- 3Extraction (Lv 12)
Pull a stat mod off a higher-tier piece you're replacing. Useful for migrating a +15% Drop Chance mod between accessories.
- 4Engraving (Lv 15)
Permanently inscribe a stat line into a piece — much more reliable than re-rolling.
- 5Wish (Lv 20)
Lock a target stat before re-rolling. Burn a lot of materials but guarantees the stat you want shows up.
- 6Inscription (Lv 25)
Apply a best-in-slot mod from your material stash. Endgame finishing move.