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Rarity Upgrade

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.

How does it work?

  • Orbs are extracted from items with attributes using an Orb Extractor.
  • The Orb Extractor can be dropped by creatures, purchased from an NPC, or acquired in the Game Store.
  • Orbs are divided into tiers (1 to 4) and can only be used on items of the same tier.
  • When applying an Orb to an item, there is a chance of success, failure, and a small chance of breaking the item and losing it.
  • The rarer the item, the lower the success rate and the higher the risk of breaking it.
  • There is an NPC that allows you to trade multiple lower-tier Orbs for a higher-tier one.
  • For each upgrade attempt, your character must have the following amount of gold in the main backpack:

The Four Orbs

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

Faintlight Orb

Tier 1

A faint silver gleam — the first spark of power. Humble, but every legend starts here.

Tidebound Orb

Tidebound Orb

Tier 2

Carved by restless tides, it hums with the cold strength of the deep sea.

Netherbound Orb

Netherbound Orb

Tier 3

Dark energy from the nether, barely contained behind its obsidian shell.

Blazefury Orb

Blazefury Orb

Tier 4

A core of living flame, torn from the mightiest beasts. Forges true Legendaries.

Upgrade Costs by Tier

Image Orb Item Tier Common → Uncommon Uncommon → Rare Rare → Epic Epic → Legendary
Faintlight Orb Faintlight Orb Tier 1 500 2.5K 3.75K 5K
Tidebound Orb Tidebound Orb Tier 2 2.5K 5K 7.5K 10K
Netherbound Orb Netherbound Orb Tier 3 5K 10K 15K 20K
Blazefury Orb Blazefury Orb Tier 4 10K 20K 30K 40K

Upgrade Outcomes

Applying Orb

Applying an Orb

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.

Item Break

Item Break Chance

If an upgrade fails critically, the item might be destroyed. This chance increases with higher rarity levels, making the upgrade process risky but rewarding.

Upgrade Odds

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.

Orb Extractors

Extractors are used to remove Orbs from enchanted items. They are essential tools in the rarity upgrade system.

Orb Extractor

Orb Extractor
50% chance of breaking
Store: 150 coins

Perfect Orb Extractor

Perfect Orb Extractor
No chance of breaking
Store: 400 coins

Where to Find Orbs

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 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 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 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 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.

Available Attributes

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).

How many attributes? (Rarity)

Rarity Attributes on the item
Common 0 (plain item)
Uncommon 1 attribute
Rare 2 attributes
Epic 3 attributes
Legendary 4 attributes

How strong? (Tier & required level)

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

Status Attributes

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

Combat Attributes

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.

Advanced Combat Abilities

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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