Wyrmprint System
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Collaborative Guide
Collaborative guides are edited by the general community based on a general focus and are works of opinion. Please use the Discussion page or the Discord if major changes are required. |
- For a list of wyrmprints, see Wyrmprint List instead. For a guide on which wyrmprints to use, see Wyrmprints Guide instead.
Wyrmprints are cards that can grant additional abilities and stats when equipped to an adventurer's weapon. The current iteration of the system was introduced in Version 2.0.
Overview[edit]
Each adventurer is able to equip up to 8 wyrmprints, depending on the slots for their weapon. These slots are divided between the following:
gold (Only takes 5
wyrmprints)
blue (Only takes 3
or 4
wyrmprints)
Snowflake (Only takes special
portrait wyrmprints from Enter the Kaleidoscape)
green (Only takes special
wyrmprints from Rise of the Sinister Dominion)
For wyrmprints that boost the same stat, there is a "max" value across an adventurer's print loadout that cannot be exceeded. For example, equipping a 20% skill damage print and a 30% skill damage print will not sum to 50% damage, but instead be capped at the max value of 40% skill damage.
The abilities of a wyrmprint, as well as its appearance, can be enhanced when it is unbound 2 times in the Upgrade menu. The abilities will be enhanced again at the maximum of 4 unbinds.
Some wyrmprints have access to an Affinity, which will grant additional abilities if enough prints of that Affinity are in the adventurer's loadout. Affinity bonuses are not subject to the usual wyrmprint stat caps mentioned above.
Obtaining Wyrmprints[edit]
Wyrmprints can be obtained in the following ways:
Exchanging
Eldwater in the Shop[edit]
All permanent wyrmprints are available for purchase in the Shop, in exchange for Eldwater. The purchase cost varies depending on a Wyrmprint's Rarity, as listed below:
Rarity | Cost |
---|---|
5 ![]() |
4,000 ![]() |
4 ![]() |
2,000 ![]() |
3 ![]() |
200 ![]() |
Occasionally, some wyrmprints will only be available for sale for a limited time. After this period, they will be removed from the shop until they receive a re-run later on. Some limited wyrmprints may later become permanently available.
Event Rewards[edit]
Events will often give out Wyrmprints as endeavor, treasure trade, or clear rewards, and several of these prints are only obtainable during their specific event. These prints will have significantly cheaper upgrade costs than normal wyrmprints from the Shop. Due to their "free" nature and cheap investment costs, wyrmprints given out this way are commonly called "Welfare" wyrmprints.
Quest Drops[edit]
Wyrmprints released in April 2019 or earlier will rarely appear as drops in certain quests. However, any duplicate drops of prints the player already has will be automatically converted into Eldwater or
Rupies instead, as listed below:
Rarity | Duplicate value |
---|---|
5 ![]() |
3,000 ![]() |
4 ![]() |
1,000 ![]() |
3 ![]() |
150 ![]() |
2 ![]() |
50 ![]() |
5 ![]() |
1,500 ![]() |
4 ![]() |
100 ![]() |
3 ![]() |
10 ![]() |
Sinister Dominion[edit]
Special wyrmprints of the rarity are available exclusively as drops from Rise of the Sinister Dominion. Duplicate drops will be converted into special materials needed to upgrade the same wyrmprint.
Kaleidoscape[edit]
Special portrait wyrmprints of the rarity are available exclusively as rewards from Enter the Kaleidoscape. Each print has randomized abilities, and a portrait of the adventurer who earned them.
Equipping Wyrmprints[edit]
Wyrmprints are equipped into the slots of weapons. These slots are split between 3 types:
Gold slots (for 5
prints)
Blue slots (for 4
/3
prints)
Snowflake slots (for
portrait wyrmprints from Enter the Kaleidoscape)
Green slots (for
prints from Rise of the Sinister Dominion).
The amount and type of slots available will vary by the weapon, and it may be possible to unlock additional slots with materials. The Weapon Crafting article has some more details.
Weapon Rarity | ![]() |
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---|---|---|---|---|---|---|---|---|
2 ![]() |
✓ | ✓ | ✓ | |||||
3 ![]() |
✓ | ✓ | ✓ | |||||
4 ![]() |
✓ | ✓ | ✓ | ✓ | ||||
5 ![]() |
✓ | ✓ | ✓ | ✓ | ✓ | |||
5 ![]() |
✓ | ✓ | Unlockable | ✓ | ✓ | ✓ | ||
6 ![]() |
✓ | ✓ | Unlockable | ✓ | ✓ | ✓ | Unlockable | Unlockable |
Wyrmprint Properties[edit]
Stacking Effects[edit]
Equipping multiple wyrmprints that grant the same stat will cause them to stack together, up to that effect's cap. The caps generally look at limiting the final effect granted, rather than the conditions to grant the effect. For example, equipping Levin's Champion (70% HP = 10% Crit Rate) and
Dueling Dancers (15 combo = 10% Crit Rate) will stack up to the Crit Rate maximum of 15%, instead of going to 20%.
There are also two categories of effect: Passive or Buff.
- Passive Effects will have the shared-cap behavior described above.
- Buff Effects will NOT have shared caps unless the effect has the exact same name. For example, Strength Doublebuff + Strength Doublebuff will share a cap, but Strength Doublebuff + Dragon's Claws will NOT share a cap. Buffs will generate a blue-bordered buff icon above the player's skills, and their description will mention a time duration.
Please note that wyrmprint caps ONLY apply to wyrmprints. Any abilities natural to an adventurer will stack with wyrmprints, with no limit.
- Except in the case of Player EXP; whether it is from a Wyrmprint or Euden's ability, only the single biggest instance of any of these abilities throughout the whole team will apply and all others will be ignored.
Below is a list of wyrmprint effects that share a cap:

Effect | Shared Cap |
---|---|
Positive:
Negative: |
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Effect | Shared Cap |
---|---|
Positive:
Negative: |
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Effect | Shared Cap |
---|---|
Positive:
|
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Effect | Shared Cap |
---|---|
Positive:
Negative: |
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Effect | Shared Cap |
---|---|
Positive:
Negative: |
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Effect | Shared Cap |
---|---|
Positive:
|
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Effect | Shared Cap |
---|---|
Positive:
Negative: |
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Effect | Shared Cap |
---|---|
Positive:
|
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Effect | Shared Cap |
---|---|
Positive:
|
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- Striking Haste does NOT share cap with this category.
Effect | Shared Cap |
---|---|
Positive:
|
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Effect | Shared Cap |
---|---|
Positive:
|
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Effect | Shared Cap |
---|---|
Positive:
|
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Effect | Shared Cap |
---|---|
Positive:
|
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- Note: some prints may use a different icon for Dragon Damage:
Effect | Shared Cap |
---|---|
Positive:
Negative: |
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- Unlike most print abilities, these do NOT stack with adventurer abilities. Highest value wins.
Effect | Shared Cap |
---|---|
Positive: |
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Affinity[edit]
Some wyrmprints will have an Affinity, which will grant a bonus ability if an adventurer equips enough of the same-Affinity prints. For example, equipping 2 prints with Lance Affinity will grant a bonus +5% Force Strike Damage. Note that this bonus ignores the stat caps that wyrmprints are normally subject to. The Affinity Bonuses article has more details.
Upgrading Wyrmprints[edit]
Wyrmprints can be upgraded through the Upgrade menu, similar to weapons.
- Please note that
portrait wyrmprints from Enter the Kaleidoscape cannot be upgraded in any way.
HP & Strength[edit]
As the name might imply, upgrading HP & Strength increases the stats of a wyrmprint.
There is a maximum amount of upgrades allowed, depending on the rarity of a wyrmprint and the amount of unbinds it currently has:
Unbinds | 2 ![]() |
3 ![]() |
4 ![]() |
5 ![]() |
---|---|---|---|---|
0 unbinds | 6 | 12 | 20 | 30 |
1 unbind | 7 | 14 | 25 | 35 |
2 unbinds | 8 | 16 | 30 | 40 |
3 unbinds | 9 | 18 | 35 | 45 |
4 unbinds | 10 | 20 | 40 | 50 |
Upgrading a wyrmprint costs Holy/Blessed/Consecrated Waters, with the type and amount needed per level varying by the wyrmprint's rarity.
2 ![]() |
3 ![]() |
4 ![]() |
5 ![]() |
---|---|---|---|
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Wyrmprints from Rise of the Sinister Dominion will additionally require a print-specific material for upgrading. Below is an example:
Wyrmprint | Materials per level |
---|---|
![]() (Example: ![]() |
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Unbinding[edit]
Unbinds will increase a wyrmprint's upgrade cap (as described above), and will also:
- Upgrade the wyrmprint's image at 2 unbinds.
- Upgrade the wyrmprint's abilities at 2 unbinds, and again at 4 unbinds.
Unbinds cost Eldwater, with the costs varying by rarity and unbind count as follows:
Wyrmprints from the 4 Greatwyrm or 5
High Dragon series, or from Rise of the Sinister Dominion, will instead cost materials to unbind them. These materials will vary by element, and in the case of Sinister Dominion, will vary by the specific print itself. Below are some examples:
Special series | 1st unbind | 2nd unbind | 3rd unbind | 4th unbind |
---|---|---|---|---|
4 ![]() (Example: ![]() |
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![]() ![]() |
![]() ![]() |
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5 ![]() (Example: ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
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![]() (Example: ![]() |
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It is also possible to use Silver Keys (for 4
) or
Golden Keys (for 5
) in place of Eldwater or materials, at a cost of 1 key per unbind.
Copies[edit]
Unlocking copies allows the same wyrmprint to be used on multiple adventurers in a team, and any upgrades made to the print will be cloned among these copies.
Getting more copies costs Eldwater, but the cost is generally very steep - one copy's cost is usually equal to the cost of purchasing + max unbinding that wyrmprint.
sinister dominion prints are an exception, where the cost to copy is actually less than the cost to max unbind.
Rarity | Copy cost |
---|---|
5 ![]() |
37,000 ![]() |
4 ![]() |
17,000 ![]() |
3 ![]() |
1,700 ![]() |
2 ![]() |
10 ![]() |
5 ![]() |
1,700 ![]() |
4 ![]() |
850 ![]() |
3 ![]() |
170 ![]() |
Wyrmprints from the 4 Greatwyrm or 5
High Dragon series, or from Rise of the Sinister Dominion, will instead cost materials to copy them. These materials will vary by element, and in the case of Sinister Dominion, will vary by the specific print itself. Below are some examples:
Special series | Copy cost |
---|---|
4 ![]() (Example: ![]() |
![]() ![]() |
5 ![]() (Example: ![]() |
![]() ![]() |
![]() (Example: ![]() |
![]() ![]() ![]() |

Augments[edit]
Augments are gem-like items that can add additional HP and Strength to wyrmprints.
- A single 4
and 5
wyrmprint can have up to 50 augments in each of HP and Strength.
Wyrmprints from Rise of the Sinister Dominion can have up to 40 augments in each of HP and Strength.
Augment effects will also be cloned across any copies of that wyrmprint. For example, using 50 HP augments and 50 Strength augments on a wyrmprint that has 2 copies, will cause both wyrmprint copies to be augmented, instead of needing to apply another 50 HP and Strength augments.
More details, as well as drop locations for augments, can be found at the main Augments article
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