Characters & Crafting

Ability Unlock Setup: Stat Priority, Lock Costs and Your First World Boss

Spend Ability Unlock stones right: evasion before attack, combination bonuses, rising lock costs, how presets save a build, and a first world boss run.

9/15/2026 War of Genesis: Idle Loot Wiki Community Last updated: 9/19/2026
Ability Unlock Setup: Stat Priority, Lock Costs and Your First World Boss video
Illustration of six plain rune stones on a dim altar, one glowing faintly, with a huge faceless shadow in the fog behind
Generated illustration for this fan wiki, not official artwork

After level 20 the centre of gravity shifts from “find better gear” to the Ability Unlock system. It is also the system most likely to confuse you at first — there is a Steam review that calls it useless outright. Usually the problem is not that it does nothing; it is that there are too many stats, locking is expensive, and nobody tells you which ones to keep.

Short version: chase attack-type stats, match three of the same kind to trigger a combination bonus, and treat locking as a budget decision rather than free insurance.

How the system actually works

Ability Unlock arrives together with the world boss and hands you an Ability Unlock stone. The mechanics that matter:

  • Stats have grades. Early on the ceiling was A; S may open up later.
  • Matching stats trigger combinations. Three attack stats, for example, add an extra bonus such as +6% attack.
  • You can lock stats you want to keep and reroll the rest.
  • Cost rises with every lock, and the ability currency itself has a cap.

That last point is the one people miss. A Japanese player logged his reroll cost climbing to 800 with roughly 10 attempts left — locking is something you spend on, not something you do by default.

Stat priority: evasion before attack

One creator’s ordering on unlock day was evasion → attack power → attack speed → extra damage (poison).

He is sceptical about poison, measuring it at roughly 10 damage per second unless you invest heavily. A Japanese player reaches the opposite conclusion and builds a Ranger entirely around poison, keeping only attack or poison stats at the training ground.

Both can be right. Poison needs volume to show up, and early gear cannot supply it. The English creator left himself the same exit. He notes poison may matter once you are running high-level raids or world boss. So: skip poison early, revisit it when you can actually stack it.

First world boss: where level 41 gets you

The recorded run was day four, level 41, wearing level 40 gear. It reached stage 9 (best clear stage 8), placed rank 149, and produced a first set of wings.

Treat those numbers as one player’s log, not a difficulty benchmark. The useful parts are the side effects:

  1. The world boss can be challenged repeatedly — it is not a single make-or-break attempt.
  2. Rewards include wings and runes, which are awkward to get elsewhere, so daily participation is worth it.
  3. You rank just by taking part, even without clearing it.

For comparison, the Japanese player’s best damage that day landed him at rank 77, and he makes the same point about repeat attempts. Different numbers, same conclusion: this is daily content.

What to buy with arena Ether

The Ability Unlock demonstrator picked a pet egg from the arena’s Ether Shop, judging pets the best value. The Japanese player goes further: ranking rewards stop at Tier 3, while the Ether Shop can reach Tier 6, so the shop outranks the leaderboard.

Combined, that gives an order of operations:

  1. If your goal is the top of the gear ladder, put resources into the Ether Shop.
  2. Inside the shop, pets come first for both creators.
  3. Whichever you pick, it is a gacha — the demonstrator pulled the lowest tier himself.

Presets: save the build you already rolled

Ability stats are not something you want to reset by hand every time. The September 17 update added presets to this system:

  • Ability Unlock configuration can be saved per your active character’s class (Knight / Ranger / Wizard);
  • the entry point is the number dropdown at the bottom of the Ability Unlock window;
  • then pick a preset number in the Character Info window to apply it.

That is a useful answer to “locking gets more expensive the more you lock”: once you have a workable roll, save it as a preset instead of re-rolling from scratch. Two caveats. A preset does not refund lock costs you already paid, and it does not carry your gear across a class change (the official FAQ says weapons, secondary weapons and skills must be re-equipped).

Boundaries worth knowing

  • No official stat table, combination list, lock-cost formula or drop rate exists. The 6%, 800 and 10-attempt figures here are on-screen readings from one session.
  • The level 41 / level 40 gear log only covers the early game. The mid and late curves are unmeasured.
  • A viewer asked about Wizard builds and training focus in the comments; the creator did not answer, and this page does not invent an answer.
  • Gear combining produced a 26% roll and a Tier 5 item with a level 60 requirement, which shows drops can far outlevel what you can wear — it says nothing about drop rates.
  • Recorded on day four of Early Access; Ability Unlock presets only shipped on 2026-09-17 and are not part of this page’s original testing.

The 14 September FAQ also gives two concrete entry points. The Ether Shop is reached by opening the bottom of the main menu and tapping the tab at the top. And Machina comes from Raid ranking rewards or the arena’s Ether Shop, usable for 7 days after acquisition.

Where to go next

World boss mechanics live in World Boss; the arena and its Ether Shop are in Arena PvP. For training-ground thresholds and arena ticket banking, see Arena and power priority, and for what to upgrade first, see What to upgrade in training.

Sources

Stage numbers, ranks and stat values are single-session player records; no official figures have been published.

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