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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.

Upgrade Item menu
Right-click the gear in a backpack. Choose Upgrade Item.
Upgrade Item window
Upgrade window: stone, gold, optional blessing, then Try Upgrade.
Basic Upgrade StoneBasic Upgrade Stone+1 to +4
Medium Upgrade StoneMedium Upgrade Stone+5 to +7
Advanced Upgrade StoneAdvanced 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 BlessingDivine BlessingKeeps current +level on fail
Minor Divine BlessingMinor 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 → +1100%Stays +0Basic—
+1 → +290%−1 (floor +0)BasicYes
+2 → +380%−1 (floor +0)BasicYes
+3 → +470%−1 (floor +0)BasicYes
+4 → +560%Stays +4 (floor)MediumYes
+5 → +650%−1, not below +4MediumYes
+6 → +740%−1, not below +4MediumYes
+7 → +830%Stays +7 (floor)AdvancedYes
+8 → +920%−1, not below +7AdvancedYes
+9 → +1010%−1, not below +7AdvancedYes
+10 → +115%−1, not below +7Advanced + LegendaryNo
+11 → +123%−1, not below +7Advanced + LegendaryNo

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.