Item Upgrade System
Item Upgrade System
The upgrade module only raises upgrade level (+1 to +12). It consumes an upgrade stone and gold. Optional blessings protect against downgrade. Rarity is not changed here — it is rolled at craft.
Upgrade Stones
Each attempt consumes 1 stone plus gold (current upgrade level × 200,000 — so +0 → +1 costs 0 gold). Stones of a higher tier can also be used on lower ranges.
Basic Upgrade Stone+1 to +4
Medium Upgrade Stone+5 to +7
Advanced Upgrade Stone+8 to +12+11 and +12 also require the item to already be Legendary (rarity comes from crafting / transmutation / elite loot — not from this module).
Protection
Blessings are optional and only on attempts from +1 → +2 through +9 → +10. +0 → +1 is 100% and needs none. +11 / +12 cannot use protection.
Divine BlessingKeeps current +level on fail
Minor Divine BlessingStill −1, never below stone floor- Divine Blessing: fail does not downgrade. Item is never destroyed.
- Minor Divine Blessing: fail still drops 1 level, but never into the previous stone tier (Medium stays ≥ +4, Advanced stays ≥ +7).
Chances and Failures
Maximum +12. Without protection, fail drops 1 upgrade level, but never below the stone floor. Items are never destroyed. +0 → +1 fail stays +0.
| Upgrade | Success | On failure | Stone | Blessing |
|---|---|---|---|---|
| +0 → +1 | 100% | Stays +0 | Basic | — |
| +1 → +2 | 90% | −1 (floor +0) | Basic | Yes |
| +2 → +3 | 80% | −1 (floor +0) | Basic | Yes |
| +3 → +4 | 70% | −1 (floor +0) | Basic | Yes |
| +4 → +5 | 60% | Stays +4 (floor) | Medium | Yes |
| +5 → +6 | 50% | −1, not below +4 | Medium | Yes |
| +6 → +7 | 40% | −1, not below +4 | Medium | Yes |
| +7 → +8 | 30% | Stays +7 (floor) | Advanced | Yes |
| +8 → +9 | 20% | −1, not below +7 | Advanced | Yes |
| +9 → +10 | 10% | −1, not below +7 | Advanced | Yes |
| +10 → +11 | 5% | −1, not below +7 | Advanced + Legendary | No |
| +11 → +12 | 3% | −1, not below +7 | Advanced + Legendary | No |
Bonus per Level
On drop, Item Level is set from the monster level: floor(Monster Level × 300 ÷ 2000), clamped between 1 and 300.
Each successful upgrade also increases Item Level by +10 (+20 on two-handed weapons), up to 300.
Stat bonuses per upgrade level (applied only if the base item has that stat):
- Attack +1 — melee, distance and staff weapons
- Hit Chance +1 — distance weapons; armor pieces with hit chance
- Defense +1 — shields and armor
- Extra Defense +1 — shields and armor
- Armor +1 — helmets, armors, legs, boots and similar (not weapons)
- Wand abilities +0.5 per level (magic level, crit, leech already on the wand), rounded down
- +1 every 4 levels (+4, +8, +12) — craft armor set pieces: each crit, leech, resist, max HP % and max mana % they already have, plus their combat or magic skill. Melee, distance and instrument weapons: their skill, crit and leech. Example: 4 Hyperion pieces at +12 go from 20% to 32% max HP.
Strategy
Use Divine Blessing on expensive attempts (+8 and up) if you cannot afford a drop. Minor Divine Blessing is cheaper insurance that still respects the stone floor.
Gold: +11 alone costs 2,200,000 per attempt. Socket divine gems on high-rarity crafts before pushing high +levels — rarity and sockets do not come from this module.