The Equipment Upgrade system allows players to add and improve the effects Onslaught (weapons), Ruse (armors) and Momentum (helmets) on some equipment. Upgradable items have a Classification between 1 and 4, which is an important parameter when upgrading an item. The Classification of an item depends on its availability, based on "number of existing items in the game (when the features was implemented), as well as the potential availability from creatures, bosses, quests etc". Each item has an initial Tier of 0. The maximum tier an item can be upgraded to depends on its classification which can be seen on the table below.

Classification Tier Limit
1 1
2 2
3 3
4 10

In order to upgrade an item you must visit the Exaltation Forge in the Adventurers' Guild. There are two methods of increasing an item's Tier: Fusion and Transfer. These processes require some special resources: Dust, Slivers and Exalted Cores, as well as Gold.

Note that equipments used during fusions or transfers can not be imbued, however they can be imbued afterwards.

Dust, Slivers and Exalted Cores

Dust is a special resource that is not tradeable between characters and that is obtained by killing influenced creatures. These creatures have a low chance to spawn in place of a regular monster and are stronger versions of regular monsters. They can carry one to five stacks which gives them increased damage and maximum health – the more they have, the stronger they are, and the higher the potential to yield more dust. How many stacks a creature has is indicated below their name in the game window. Upon killing the influenced creature, its dust is automatically and immediately added to your character – even if you don't loot the creature's corpse.

Characters can initially carry up to 100 Dust, but this limit can be increased to a maximum of 225 by spending dust itself. The amount of dust required to increase the dust limit depends on your current limit and is always the current limit minus 75. For example, if you have a limit of 130 Dust, the cost to increase it to 131 is 55 Dust. If you have a limit of 224 Dust, the cost to increase it to 225 is 149 Dust. The formula to calculate the total Dust required to achieve a given Dust limit n is:

To reach the maximum limit of 225, a total of 10,875 Dust must be spent. The first half of all upgrades (i.e. from Dust limit 100 to Dust limit 163), requires 3,528 Dust. The other half (from Dust limit 163 to 225) costs another 7,347 Dust — more than twice as much.

Fiendish Skeleton.png

Slivers, which are regular tradeable items, can be created from Dust and are also dropped by fiendish creatures (which also yield Dust). These are even stronger creatures, which also give more dust. Fiendish monsters are considerably rarer than influenced monsters. A regular creature can become a fiend after it spawns. Fiendish Creatures can be located around the map through the Find Fiend spell, and a maximum of 3 fiendish creatures can be present at the same time on a Game World.

Three Slivers can be traded at the Exaltation forge at the cost of 60 Dust. The Slivers are used to create Exalted Cores, which cost 50 Slivers each. The Exalted Cores can be used both when Fusing items or when transfering an item's tier to another, as explained below.

The extra strength of an influenced creature is proportional to the amount of stacks it has, and each stack may result in one to three dust when killing an influenced monster. The fiendish creatures have the strength and yield the dust relative to 15 stacks.

Influenced Stacks Extra HP Dust Received
1 6% 1-3
2 12% 2-6
3 18% 3-9
4 24% 4-12
5 30% 5-15
Fiend (15) 90% 15-45


A failed attempt to fuse two Tier 0 Mortal Maces.

Fusing is the primary method of increasing an item's tier. It requires two identical items (including the same tier), Dust and Gold. When two items are successfully fused, a new item of the next tier will be created. For example, by fusing two Tier 1 Falcon Rods you'll create a Tier 2 Falcon Rod.

There is a 50% chance of succeeding in the fusion, and this chance can be increased to 65% by spending one Exalted Core. When a fusion fails, by default there's a 100% chance that one of the items is reduced by one Tier (or destructed, if it's Tier 0), but this can also be reduced to 50% by using an Exalted Core in the process (regardless of improving the success rate or not).

Tier Change Class 1 Class 2 Class 3 Class 4
0 ➡ 1 25,000 Gold 750,000 Gold 4,000,000 Gold 8,000,000 Gold
1 ➡ 2 5,000,000 Gold 10,000,000 Gold 20,000,000 Gold
2 ➡ 3 20,000,000 Gold 40,000,000 Gold
3 ➡ 4 65,000,000 Gold
4 ➡ 5 100,000,000 Gold
5 ➡ 6 250,000,000 Gold
6 ➡ 7 750,000,000 Gold
7 ➡ 8 2,500,000,000 Gold
8 ➡ 9 8,000,000,000 Gold
9 ➡ 10 15,000,000,000 Gold
Fusing Dust Bonus.png

When fusing, there's a small chance that a lucky bonus effect kicks in, allowing you to retain some of the invested items. There are at least seven possible bonus effects, however only six of them are currently known. They are:

  • The 100 dust wasn't consumed in the process.
  • The exalted cores weren't consumed in the process.
  • The gold wasn't consumed in the process.
  • The second item wasn't consumed in the process.
  • Second item retained with decreased tier.
  • Second item retained with increased tier.

See also: Equipment Upgrade/Fusing


The secondary method of increasing an item's tier is by transferring the tier from one item to another of the same classification. The classification system ensures that you cannot upgrade easily accessible and cheap items and then transfer its Tier to an expensive item. When transferring the tier, the receiving item must be at tier 0, and it will receive the tier of the source item minus one. For example, you can transfer the Tier 2 of a Falcon Rod to a Soulhexer, which will become Tier 1.

The transfer process always succeeds and requires 100 Dust Dust, 1 Exalted Core Exalted Core and gold, depending on the Tier. During this process, the source item is destroyed.

Tier Change Class 1 Class 2 Class 3 Class 4
2 ➡ 1 5,000,000 Gold 10,000,000 Gold 20,000,000 Gold
3 ➡ 2 20,000,000 Gold 40,000,000 Gold
4 ➡ 3 65,000,000 Gold
5 ➡ 4 100,000,000 Gold
6 ➡ 5 250,000,000 Gold
7 ➡ 6 750,000,000 Gold
8 ➡ 7 2,500,000,000 Gold
9 ➡ 8 8,000,000,000 Gold
10 ➡ 9 15,000,000,000 Gold


Due to the high risks of failure during the fusing process, the best strategy for prohibitively expensive or rare items is to fuse cheaper items of the desired classification (e.g. Cobra Clubs for Classification 4) and then transfer the tier (considering the tier reduction) to the item you'll actually use. This process can make increasing the tier on some items less expensive. For class 2 items the cost to transfer from one item to another is 6.7 times more than the fee to attempt an upgrade. For class 3 the cost is 2.5 times more for tier 1, and both fees are the same for tier 2. Furthermore, the only way to obtain the final tier for each class is by fusing two identical items of the same class at 1 tier under the class maximum (e.g. two class 2 tier 1 items or two class 4 tier 9 items).

Upgradable Items