ArchiTect splits its gacha into three pools — costumes, phantom weapons, and mounts — and each one runs on a counter you can watch tick up. The pity rules are the same on both the costume and phantom weapon banners, which makes planning a lot simpler than it looks the first time you open the summon shop.
Quick answer: A 4-star item is guaranteed by your 100th summon on both costume and phantom weapon banners. Rates start climbing from the 80th summon, and pulling any 4-star before 100 resets the counter back to zero.
How the 100-summon pity counter works
The counter is a hard ceiling, not a suggestion. You will never go past 100 summons on a banner without a 4-star, and the stretch between 80 and 100 is where most players actually hit one because the probability is boosted there. The catch is that the counter is greedy — any 4-star drop, featured or not, wipes your progress and starts you over at zero.
| Rule | Behavior |
|---|---|
| Hard guarantee | 4-star item at 100 summons |
| Increased rates | Begin from the 80th summon |
| Counter reset | Any 4-star pulled before 100 resets it |
| Applies to | Costume summons and phantom weapon summons |
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Pick-Up Summons such as Reckless Infiltrator layer a second rule on top of the 100-summon guarantee. If the first 4-star you pull on the banner is not the featured item, the next 4-star you pull is 100 percent guaranteed to be the featured one. In practice that means your worst case for a specific banner item is two full pity cycles rather than an open-ended gamble.
The phantom weapon banner behaves the same way, with its own separate counter. Pulling on costumes does nothing for your weapon pity and vice versa, so treat them as two independent budgets.
Daily gold summon chests for 50,000 gold each
The cheapest steady source of pulls costs no premium currency at all. In the Upgrade tab of the shop you can buy one Greater Costume Summon Chest and one Greater Phantom Weapon Summon Chest per day, at 50,000 gold apiece. Both are daily-limited, so missing a day is gold you cannot bank.

Buying a chest does not open it. The chests land in your inventory, and you have to open them there before the results are credited. A typical day produces around a 3-star costume and a 3-star phantom weapon, which is the baseline that feeds fusion and upgrading later.

Level 46 gate on mount summons and the Keyring Summon Coupon
Mounts are the one pool you cannot touch early. Mount summons require character level 46, and the Keyring Summon Coupon that feeds them carries the same requirement. If you collect coupons before then, they simply sit in your inventory as unusable items until you cross the threshold.

Not every mount has to come from a summon. Realm missions hand out mount registration certificates, and pre-registration rewards include a 3-star costume plus a 4-star mount outright. Mounts you can pick up along the way include Plain Rappie, Moonlight Traveler, and Golden Path Wanderer.
Summon Pass cost and the level 32 guaranteed 5-star box
The Summon Pass costs 2,000 diamonds and pays out on a track rather than in one lump. Rewards scale as the pass levels, and the payoff sits at level 32, where you receive a guaranteed 5-star Costume or Phantom Weapon selection box. That box is the only dependable route to a 5-star item that does not involve the fusion table.
| Purchase | Cost | Limit |
|---|---|---|
| Greater Costume Summon Chest | 50,000 gold | One per day |
| Greater Phantom Weapon Summon Chest | 50,000 gold | One per day |
| Summon Pass | 2,000 diamonds | Rewards up to level 32 |
Note: the shop also issues summon coupons as level-based rewards, so some of your early pulls arrive without spending anything.
Costume fusion and upgrading after a low-star pull
Three-star costumes are not dead weight. Lower-tier costumes can be fused into higher-tier ones, though the odds tighten sharply at the top — the 5-star fusion has an 11 percent success rate. Everything you obtain also registers in the gallery, which keeps a permanent record of what you have collected.
Upgrading is the more reliable use of spare materials. Costumes level up using gold and specific upgrade materials, raising stats such as Monster Defense and Max HP. Taking a costume like Earth’s Wizard from level 9 to 15 is a straightforward materials-and-gold spend with no failure roll attached.

Crystal binding turns activated costumes into passive stats
This is the part that makes duplicates worth keeping. Activating and levelling costumes adds binding points to crystals such as Serenity’s Crystal, Ordeal’s Crystal, Silence’s Crystal, and Lament’s Crystal. Once your total binding points cross each crystal’s threshold, you unlock passive stat bonuses that apply whether or not the costume is currently equipped.

Because binding points accumulate from the act of activating a costume, low-star pulls still push those totals upward. That gives the daily 50,000 gold chests value even on days when nothing above 3 stars shows up.
The practical read is that costumes and phantom weapons are the two systems worth budgeting for before level 46, since mounts are locked behind that line anyway. Run the daily gold chests without fail, treat 100 summons as your real cost for a featured 4-star, and remember that the second 4-star on a rate-up banner is the one that cannot miss.






