Rarity System
Use gems to upgrade, enchant, fate, or clean your item stats. Discover powerful equipment with unique attributes.
Rarity Gems
Red gems are used to clean your item enchantments.
Violet gems are used to enchant your equipment (always gives +1 attribute).
Blue gems are used to upgrade your equipment (+1 to +9).
Green gems are used to fate your equipment (randomly increases/decreases attribute values by +1/-1).
You can earn rarity gems in Orb Machine, killing elite monsters and completing dungeons.
Upgrade Tiers (+1 to +9)
Blue gems raise the upgrade tier of identified gear from +0 up to +9. Melee weapons, distance weapons, shields, and armor gain their usual bonus stats each tier (for example +1 attack per level on weapons).
Wands, rods, and staffs also scale with upgrade tier: each +1 adds +3 wand damage, shown on the item as Wand Damage: +X in the description.
- +1 → +3 wand damage
- +2 → +6 wand damage
- +3 → +9 wand damage
- +9 → +27 wand damage (max tier)
Tip: Upgrade tier is separate from rarity (Common/Rare/Epic/Legendary) and item level — all three stack on the same piece.
Item Rarity System
Common: 0 attributes
Rare: 1-2 attributes (Item Level x1.3)
Epic: 2-3 attributes (Item Level x1.5)
Legendary: 2-4 attributes (Item Level x1.8)
Sell rarity gear on the market
List identified rarity items from your depot for gold or premium points. Buyers see rarity tier, item level, upgrade tier, and rolled attributes — even while you hunt or stay offline.
Enchanted Equipment
Item Level depends on monster, quest, or challenge:
Minotaur: ~level 8 · Dragon: ~level 35 · Bosses: level 200+
The higher the level of your equipment, the better enchantments you can obtain.
Item Level → Max Enchantment Value
| Item Level | Maximum Enchantment Value |
|---|---|
| 1+ | +1 |
| 10+ | +3 |
| 50+ | +5 |
| 100+ | +7 |
| 150+ | +9 |
| 250+ | +12 |
| 300+ | +15 |
All Available Enchantments
| Enchantment Name | Item Types | Chance (%) | Min Level | Description |
|---|---|---|---|---|
| Max HP | Helmets, Armors, Legs, Boots | 30% | 1 | Increases maximum health points (values in multiples of 10) |
| Max MP | Weapons, Rings, Amulets | 25% | 1 | Increases maximum mana points (values in multiples of 10) |
| Magic Level | Weapons, Rings, Amulets | 20% | 1 | Increases magic level |
| Melee Skills | Weapons, Rings, Amulets | 20% | 1 | Increases all melee skills (Sword, Club, Axe) |
| Fist Fighting | Weapons, Rings, Amulets | 15% | 1 | Increases fist fighting skill |
| Sword Fighting | Weapons, Rings, Amulets | 15% | 1 | Increases sword fighting skill |
| Axe Fighting | Weapons, Rings, Amulets | 15% | 1 | Increases axe fighting skill |
| Club Fighting | Weapons, Rings, Amulets | 15% | 1 | Increases club fighting skill |
| Distance Fighting | Weapons, Rings, Amulets | 20% | 1 | Increases distance fighting skill |
| Shielding | Shields, Rings, Amulets | 10% | 1 | Increases shielding skill |
| Mana Shield | Rings, Amulets | 5% | 50 | Grants mana shield ability |
| Experience | Boots | 30% | 1 | Increases experience gained |
| Physical Damage | Weapons, Helmets, Legs | 25% | 1 | Increases physical damage dealt |
| Energy Damage | Weapons, Helmets, Legs | 25% | 1 | Increases energy damage dealt |
| Earth Damage | Weapons, Helmets, Legs | 25% | 1 | Increases earth damage dealt |
| Fire Damage | Weapons, Helmets, Legs | 25% | 1 | Increases fire damage dealt |
| Elemental Damage | Weapons, Helmets, Legs | 10% | 1 | Increases all elemental damage (Energy, Earth, Fire) |
| Physical Protection | Armors, Shields, Boots, Helmets, Legs | 20% | 1 | Reduces physical damage received |
| Energy Protection | Armors, Shields, Boots, Helmets, Legs | 20% | 1 | Reduces energy damage received |
| Earth Protection | Armors, Shields, Boots, Helmets, Legs | 20% | 1 | Reduces earth damage received |
| Fire Protection | Armors, Shields, Boots, Helmets, Legs | 20% | 1 | Reduces fire damage received |
| Elemental Protection | Armors, Shields, Boots, Helmets, Legs | 20% | 1 | Reduces all elemental damage received |
| Explosion on Kill | Weapons | 10% | 20 | Deals fire damage to nearby enemies when killing a monster |
| Health on Kill | Weapons, Rings, Amulets | 25% | 1 | Restores health when killing a monster |
| Mana on Kill | Weapons, Rings, Amulets | 3% | 100 | Restores mana when killing a monster |
| Full HP on Kill | Rings | 5% | 40 | Chance to fully restore HP when killing a monster |
| Increased Healing | Rings, Amulets | 20% | 25 | Increases healing received from all sources |
| Additional Gold | Boots | 30% | 10 | Increases gold received from loot |
| Double Damage | Weapons | 5% | 1 | Chance to deal 2x damage on hit |
| Revive on Death | Boots | 15% | 50 | Chance to revive with full HP/MP when dying |
| Damage Buff | Rings, Amulets | 10% | 60 | 15% chance to get damage buff for 7 seconds on kill |
| Max HP Buff | Rings, Amulets | 10% | 30 | 10% chance to get Max HP buff for 10 seconds on kill |
| Health Regeneration | Armors, Helmets, Legs, Rings, Amulets | 40% | 15 | Regenerates health over time (every 3 seconds) |
| Mana Regeneration | Armors, Helmets, Legs, Rings, Amulets | 40% | 15 | Regenerates mana over time (every 3 seconds, value/2) |
| Critical Hit | Melee Weapons, Distance Weapons, Rings, Amulets | 25% | 20 | Chance to deal 1.5x damage on hit (accumulates from multiple items) |
| Parry | Melee Weapons, Shields | 20% | 30 | Chance to reduce incoming damage by 50% when hit |
| Bleeding | Melee Weapons, Distance Weapons, Rings | 30% | 25 | Chance to apply bleeding damage over time (5 ticks, 2.5% max HP per tick, max 150/tick PvE, 375/tick PvP) |
| Crushing Blow | Distance Weapons (Crossbows/Bolts) | 15% | 40 | Chance to significantly increase damage (6-10% of attribute value). Only for Paladins/Royal Paladins |
| Speed | Boots | 50% | 10 | Increases base movement speed (not haste spell) |
| Luck | Rings, Amulets, Boots | 30% | 20 | Multiplies item quantity dropped from monsters |
| Fast Hand | Distance Weapons (Bows/Arrows) | 15% | 40 | Chance to perform a second quick attack (70-80% damage). Only for Paladins/Royal Paladins |
| Perseverance | Melee Weapons (One-hand & Two-hand) | 10% | 50 | Chance to gain +1000 Max HP and +20 Shield skill for 20 seconds (cooldown 2 min). Only for Knights/Elite Knights |
| Berserk | Melee Weapons (Two-hand only) | 10% | 50 | Chance to gain +60 speed and +20 skills (Axe/Club/Sword) for 20 seconds (cooldown 2 min). Only for Knights/Elite Knights |
| Sharpshooter | Distance Weapons (Two-hand only) | 12% | 45 | Chance to gain +60 speed and +20 Distance skill for 10 seconds (cooldown 2 min). Only for Paladins/Royal Paladins |
Important Notes
- Max HP/MP: Values are generated in multiples of 10 (+10, +20, +30, etc.)
- Dropped Items: Always start with +1 (or +10 for HP/MP) attribute values
- Enchant Gem (Violet): Always gives +1 attribute value (or +10 for HP/MP)
- Fate Gem (Green): Randomly increases/decreases attribute values by +1/-1 (or +10/-10 for HP/MP)
- Item Level Multipliers: Rare items get x1.3, Epic x1.5, Legendary x1.8 item level bonus
- Upgrade tiers: Wands, rods, and staffs gain +3 wand damage per +1 (up to +27 at +9)
- Vocation Restrictions: Some attributes only work for specific vocations (Knight, Paladin, etc.)
- Cooldowns: Berserk, Sharpshooter, and Perseverance have 2-minute cooldowns
Tips
- Use Violet Gems to add new attributes to your items
- Use Green Gems to improve existing attribute values
- Blue Gems: Upgrade items +1 to +9; wands/rods/staffs gain +3 wand damage per tier
- Use Red Gems to remove unwanted attributes
- Higher item levels allow for higher attribute values
- Legendary items can have up to 4 attributes