Source of: The Raven: skill, four tracks and equipment
← The Raven: skill, four tracks and equipment
**The raven** takes the sixth place in the squad next to five heroes and is upgraded separately
from them. In combat it strikes the two enemies with the highest HP on a 13 second cooldown.
Four independent tracks feed it, and part of what it gains is passed on to the heroes, so the
investment pays back beyond the raven's own damage.
## Skill and stars
Skill stars open at levels 30, 50, 70, 90 and 110, though that holds only after the first
evolution: before it the thresholds sit one level higher, at 31, 51, 71, 91 and 111.
The damage multiplier grows from 1,184% to 1,894% of ATK, yet three stars out of five work on
vulnerability rather than damage, leaving the target taking more damage from everyone for a few
seconds. The raven therefore buffs the whole squad rather than itself alone.
## Four tracks
Upgrades run along four independent tracks, each fed by its own resource. The table shows what
feeds them and how far each one goes.
| Track | What it is |
|---|---|
| Level | up to 250, normal levels for fruit, milestones for essence |
| Evolution | a separate 900-level scale, fed with low-rank epigraphs |
| Gear | six slots with twelve levels each |
| Epigraphs | four sockets by skill type, ranks from generic to faction-bound |
Three gear slots buff the heroes, raising their HP, DEF and ATK by up to +30%, while the other
three buff the raven itself. Gear economy is threefold: each level costs three items of the
previous one, so a single slot taken to level twelve needs 177,147 level-one crates.
## How the raven unlocks
The raven does not arrive together with the nest: unlocking is split into five steps, and a new
step becomes available once every 24 hours after the nest is built. Each step consumes one part
and pays supplies, so a daily visit keeps the queue moving.
## Six equipment slots
Every slot holds its own part with its own main stat and its own percentage, and all six run to
level twelve at quality six. Three of them feed the heroes and three feed the raven, and the
table collects what they give at maximum.
| Slot | At maximum |
|---|---|
| Heart of Wisdom | Raven HP 8,995,299, incoming crit chance -5% |
| Feather of Night | Hero HP 4,997,388 and +30% hero HP |
| Sharp Beak | Hero DEF 35,731 and +30% hero DEF |
| Wind Tail | Raven DEF 64,315, crit chance +10% |
| Attack Claw | Raven ATK 64,316, crit damage +20% |
| Eye of Perception | Hero ATK 35,731, +30% hero ATK, hero damage dealt +15% |
The percentages weigh more than the flat numbers, because crit and damage dealt convert into
Might at a high rate. The Eye of Perception stands out as the only slot granting three bonuses
at once.
## Two sets
Two twelve-level sets stack on top of the slots, splitting the defensive and offensive bonuses
between them.
| Set | At level twelve |
|---|---|
| Night Raven Mask | Raven HP 720,000, hero HP 400,000, hero DEF 2,860 |
| Raven Feather Cloak | Raven ATK 5,150, raven DEF 5,150, hero ATK 2,860 |
## Where to stop
Raven skill Might caps at 1,004,000 on level 110, or on 111 if the first evolution has not
happened yet, and never grows again. The final skill star opens there too. Everything gained
above that point adds stats and conversion but no march Might, which makes level 110 a natural
breathing point.
## Do this early
- Unlock the raven as soon as the Raven Nest is built.
- Collect the Raven Workshop daily: it stops accumulating after a day and the rest is lost.
- Remember that the raven passes part of its stats to heroes, from about 10% at level one to roughly
23% at the top, with HP converting slightly better than ATK and DEF.
## Related pages
- [[power|Might]]
- [[heroes|All heroes]]