The Rarity Upgrade system allows you to add attributes to items that don't have any, or enhance those that already do. Attributes are generated randomly, and an item can have a maximum of 4 attributes, reaching the Legendary status.
Every tier of equipment answers to its own Orb. Each one carries the essence of the creatures it drops from — from the faint shimmer of a Minotaur's lair to the burning core of a Dragon Lord.
Faintlight Orb
Tier 1
A faint silver gleam — the first spark of power. Humble, but every legend starts here.
Tidebound Orb
Tier 2
Carved by restless tides, it hums with the cold strength of the deep sea.
Netherbound Orb
Tier 3
Dark energy from the nether, barely contained behind its obsidian shell.
Blazefury Orb
Tier 4
A core of living flame, torn from the mightiest beasts. Forges true Legendaries.
| Image | Orb | Item Tier | Common → Uncommon | Uncommon → Rare | Rare → Epic | Epic → Legendary |
|---|---|---|---|---|---|---|
|
Faintlight Orb | Tier 1 | 500 | 2.5K | 3.75K | 5K |
|
Tidebound Orb | Tier 2 | 2.5K | 5K | 7.5K | 10K |
|
Netherbound Orb | Tier 3 | 5K | 10K | 15K | 20K |
|
Blazefury Orb | Tier 4 | 10K | 20K | 30K | 40K |
When an Orb is applied to an item, there's a chance of success, failure, or item destruction. The process is random and the outcome depends on the item's current rarity tier.
If an upgrade fails critically, the item might be destroyed. This chance increases with higher rarity levels, making the upgrade process risky but rewarding.
No hidden dice here — these are the exact odds of every upgrade attempt. A failure only consumes the Orb and the gold; a break destroys the item itself. The climb to Legendary is where heroes (and items) are made.
| Upgrade Attempt | Success | Failure (orb & gold lost) | Item Breaks |
|---|---|---|---|
| Common → Uncommon | 90% | 9% | 1% |
| Uncommon → Rare | 75% | 22% | 3% |
| Rare → Epic | 55% | 39% | 6% |
| Epic → Legendary | 35% | 55% | 10% |
Tip: the odds depend only on the rarity the item is climbing to — the item tier changes the gold cost, not the chances. Use a Perfect Orb Extractor before risky attempts if you can't afford to lose the attributes.
Extractors are used to remove Orbs from enchanted items. They are essential tools in the rarity upgrade system.
Orb Extractor
50% chance of breaking
Store: 150 coins
Perfect Orb Extractor
No chance of breaking
Store: 400 coins
Each Orb tier drops from creatures of a matching difficulty. The stronger the creature, the higher the tier of Orb it can drop. Below is the full list of creatures that drop each Orb.
| Image | Orb | Store Price | Difficulty | Dropped by |
|---|---|---|---|---|
|
Faintlight Orb Tier 1 |
25 coins | Minotaur-level creatures | Amazon, Assassin, Bandit, Carniphila, Cyclops, Dark Monk, Dwarf Soldier, Dworc Voodoomaster, Elephant, Elf Scout, Fire Devil, Gargoyle, Gazer, Ghost, Ghoul, Hunter, Kongra, Lizard Sentinel, Lizard Templar, Merlkin, Minotaur, Minotaur Archer, Minotaur Guard, Minotaur Mage, Mummy, Orc Rider, Orc Shaman, Orc Warrior, Quara Mantassin Scout, Scarab, Sibang, Slime, Stalker, Stone Golem, Tarantula, Terror Bird, Valkyrie, War Wolf, Wild Warrior, Witch |
|
Tidebound Orb Tier 2 |
60 coins | Beholder-level creatures | Barbarian Bloodwalker, Barbarian Brutetamer, Barbarian Headsplitter, Barbarian Skullhunter, Beholder, Blue Djinn, Bonebeast, Crypt Shambler, Demon Skeleton, Dharalion, Dwarf Geomancer, Dwarf Guard, Efreet, Elder Beholder, Elf Arcanist, Fernfang, Fire Elemental, General Murius, Green Djinn, Lizard Snakecharmer, Marid, Monk, Necromancer, Orc Berserker, Orc Leader, Orc Warlord, Priestess, Quara Constrictor, Quara Constrictor Scout, Quara Mantassin, Quara Pincher Scout, Quara Predator Scout, The Evil Eye, The Horned Fox, Vampire, Yeti |
|
Netherbound Orb Tier 3 |
120 coins | Dragon-level creatures | Ancient Scarab, Banshee, Black Knight, Crystal Spider, Dragon, Giant Spider, Grorlam, Hero, Lich, Necropharus, Quara Hydromancer, Quara Hydromancer Scout, Quara Pincher, Quara Predator, Sea Serpent, Sea Spawn, Serpent Spawn |
|
Blazefury Orb Tier 4 |
200 coins | Dragon Lord-level creatures and above | Apocalypse, Ashmunrah, Bazir, Behemoth, Demodras, Demon, Dipthrah, Dragon Lord, Ferumbras, Frost Dragon, Fury, Hydra, Infernatil, Mahrdis, Morgaroth, Morguthis, Omruc, Orshabaal, Rahemos, Sea Dragon, Thalas, The Old Widow, Vashresamun, Warlock |
Orb Extractors (used to pull Orbs back out of items) drop from the Sea Dragon, and can also be bought from an NPC or the Game Store.
Below is everything an item can roll. Three things decide what you get: the Rarity (how many attributes), the Tier (how strong each one is), and the attribute itself. Wherever you read tier, replace it with the item's tier number (1–4).
| Rarity | Attributes on the item |
|---|---|
| Common | 0 (plain item) |
| Uncommon | 1 attribute |
| Rare | 2 attributes |
| Epic | 3 attributes |
| Legendary | 4 attributes |
The tier scales the bonus and sets the minimum level needed to activate the attributes. Below that level, the bonuses stay locked.
| Item Tier | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| Tier 1 | Level 10 | Level 10 | Level 10 | Level 10 |
| Tier 2 | Level 15 | Level 20 | Level 25 | Level 30 |
| Tier 3 | Level 35 | Level 40 | Level 45 | Level 50 |
| Tier 4 | Level 55 | Level 60 | Level 65 | Level 70 |
Permanent bonuses while the item is equipped.
| Attribute | What it does | Found on |
|---|---|---|
| Increased Attack | +tier to weapon Attack | Sword / Axe / Club / Quiver |
| Increased Armor | +tier to Armor | Armor pieces and boots |
| Increased Defense | +tier to Defense | Shields |
| Increased Skills | +tier to the weapon skill | Sword / Axe / Club / Distance / Quiver / Shield |
| Weight Reduction | -20% weight per tier (Tier 4 = -80%) | Equipment and shields |
| Increased Max Health | +(HP per level × tier) maximum health | Equipment and shields |
| Increased Max Mana | +(Mana per level × tier) maximum mana | Equipment and shields |
| Health Regeneration | +0.2 health regen per tier | Equipment and shields |
| Mana Regeneration | +0.2 mana regen per tier | Equipment and shields |
| Movement Speed | +5 speed per tier | Boots |
| Resistance | +tier% resistance to one element (Physical / Fire / Poison / Energy / Ice) | Equipment, shields and wands |
| Attack Speed | Attacks faster (interval -50ms per tier) | Weapons (except shield and wand) |
| Magic Level | +tier Magic Level | Wands, amulets and gear |
| Mastery (All Skills) | +tier to every weapon skill (and Magic Level for casters) | Amulets and armor pieces |
| Protect All | +tier% resistance to all damage types at once | Equipment and shields |
| Arrow Guard | -(tier × 4)% physical damage taken from ranged attacks | Equipment and shields |
| Eagle Eye | +(tier × 3)% hit chance with ranged attacks | Distance weapons / Quivers |
| Elemental Infusion | +(tier × 3)% to all your outgoing damage | Wands and melee / distance weapons |
| Empowered Healing | +(tier × 5)% to all healing you receive | Equipment, shields and wands |
| Soul Harvest | +(tier × 5)% experience from kills | Weapons, wands and gear |
These have a tier% chance to trigger when you fight (Tier 1 = 1%, Tier 4 = 4%).
| Attribute | What it does | Found on |
|---|---|---|
| Critical Hit | A critical strike dealing greatly increased damage | Weapons (matching vocation) |
| Parry | Reflects the melee blow back at the attacker | Axe / Club / Sword / Wand |
| Perseverance | Buff: +max health and shield skill (Knights) | One-handed Knight weapons |
| Berserk | Buff: haste + weapon skill boost (Knights) | Two-handed Knight weapons |
| Crushing Blow | Ignores the target's defense and armor + huge damage | Crossbows / bolt Quivers (Paladins) |
| Fast Hand | Fires an extra second attack | Bows / arrow Quivers (Paladins) |
| Sharpshooter | Buff: haste + distance skill boost (Paladins) | Two-handed Distance / Quiver |
| Bleeding | Physical damage over time | Any weapon |
| Electrifying | Energy damage over time | Any weapon |
| Burning | Fire damage over time | Any weapon |
| Poisoning | Poison damage over time | Any weapon |
Note: Bleeding, Electrifying, Burning and Poisoning are mutually exclusive — an item can only carry one of them. Damage-over-time effects hit in repeated ticks, so higher tiers hurt far more over time.
Powerful effects that trigger by chance during combat. Each one scales with the item's tier — the higher the tier, the more often it fires and the stronger it hits. Many are tuned for a specific vocation and only roll on the matching weapon type.
| Attribute | Trigger Chance | What it does | Found on |
|---|---|---|---|
| Life Leech | tier × 8% | Heals you for (tier × 3)% of the damage dealt | Melee & distance weapons |
| Mana Leech | tier × 8% | Restores mana equal to (tier × 3)% of the damage dealt | Wands, melee & distance weapons |
| Mitigation | tier × 4% | Reduces the incoming hit by (tier × 8)% | Equipment and shields |
| Reflect | tier × 4% | Reflects (tier × 5)% of the damage back at the attacker | Equipment, shields and wands |
| Retaliation | tier × 4% | Counter-attacks a melee attacker for physical damage | Equipment and shields |
| Second Wind | tier × 5% | When below 20% health, heals (tier × 6)% of max health (15s cooldown) | Equipment and shields |
| Quiver Mastery | tier × 5% | The shot does not consume ammunition | Distance weapons / Quivers (Paladins) |
| Cleave | tier × 5% | Splashes (tier × 15)% of the damage to adjacent enemies | Sword / Axe / Club (Knights) |
| Double Bash | tier% | Instantly strikes a second time | Sword / Axe / Club (Knights) |
| Volley | tier × 5% | Fires an extra ricochet shot at a nearby enemy | Distance weapons (Paladins) |
| Hunter's Mark | tier × 5% | Marks the target with a bleeding wound | Distance weapons (Paladins) |
| Smite | tier × 5% | Deals (tier × 12)% bonus energy damage | Distance weapons (Paladins) |
| Spell Echo | tier × 5% | Echoes your spell for extra magic damage | Wands (Mages) |
| Arcane Surge | tier% | Grants a short magic-power buff | Wands (Mages) |
| Freeze | tier% | Paralyzes the target, slowing it down | Any weapon |
Note: these abilities roll only on items that match their vocation and weapon type, so they naturally favour the class they were designed for. The trigger chance and magnitude both scale with the item's tier.
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