Scroll of Identification (ID 12661)
Identifies one unidentified item. The server rolls rarity and eligible bonuses, or attempts Unique selection if the item's type and Item Level qualify. The scroll is consumed on successful identification.

WIKI · CUSTOM SYSTEMS
A detailed guide to item levels, rarity, bonus rolls, equipment upgrades, crystals and Unique items.
!upgrade or the Upgrade System client button.Screenshot not uploaded yet.
Eligible equipment dropped by a monster receives an Item Level based on the monster's maximum health and experience:
monster Item Level = ceil((maximum health + experience) ^ 0.478)
The dropped equipment's own Item Level is randomly selected from up to five levels below that result through the result, with a minimum of 1 and a maximum of 1000. The monster calculation is performed first, then the equipment's drop level is rolled from that range. Items that gain levels from upgrading also gain 4 Item Levels per successful Upgrade Level.
With the current equip rule, a character's level must be at least the item's Item Level:
required character level = Item Level
| Item Level | Minimum character level |
|---|---|
| 50 | 50 |
| 100 | 100 |
| 101 | 101 |
| 200 | 200 |
| 1000 | 1000 |
A Limitless Crystal removes this system's Item Level character-level requirement without changing the item's Item Level or bonuses. Normal equipment restrictions that apply to the base item still matter. The requirement is checked when equipping the item.
Screenshot not uploaded yet.
Eligible upgradable equipment currently has a 1 in 1 chance to drop unidentified. An unidentified item shows its Item Level, but hides its rarity and bonuses until identified with a Scroll of Identification.
Identification assigns a rarity and exactly that many random bonuses, filling all of its slots with different eligible attributes:
| Rarity | Random bonus slots | Base chance before Loot Luck |
|---|---|---|
| Common | 1 | Fallback if no higher rarity roll succeeds |
| Rare | 2 | 1 in 4 |
| Epic | 3 | 1 in 8 |
| Legendary | 4 | 1 in 16 |
The server checks rarities from Legendary down to Rare; Common is the fallback. With no Loot Luck, the resulting approximate distribution is 61.52% Common, 20.51% Rare, 11.72% Epic and 6.25% Legendary. Loot Luck increases the chance of each checked rarity by its percentage; it does not add bonus slots.
At the current setting, identification always attempts Unique selection for an item whose equipment type and Item Level qualify. A Unique result replaces the ordinary rarity-and-random-bonus roll.
Screenshot not uploaded yet.
Screenshot not uploaded yet.
Bonus values use the item's level, capped at level 200. The cap only stops further scaling; the maximum value shown for each attribute below is reached at Item Level 200. Values are rolled from the range for the item's level band.
| Item Level band | Value range when the attribute maximum is +6 | Value range when the attribute maximum is +8 |
|---|---|---|
| 1–50 | +1 to +2 | +1 to +2 |
| 51–100 | +2 to +3 | +2 to +4 |
| 101–150 | +3 to +5 | +4 to +6 |
| 151–200 | +5 to +6 | +6 to +8 |
For example, an Item Level 102 item with an attribute capped at +8 can roll from +4 through +6. One capped at +6 can roll from +3 through +5. At Item Level 200 or higher, the attribute can reach its full configured maximum. A low maximum can produce repeated ranges: for maximum +3, the bands are +1, +1–2, +2–3 and +3.
Attributes configured with a per-level rate first calculate their maximum at the Item Level cap, then use the same four-band rule. For example, the strike attributes use 5.5 per 100 levels, giving a maximum of 11 damage at level 200. Fortune and Faith Crystals use the same value generator as an initial roll.
This table documents the attributes currently listed in the server's random-roll pool. The maximum is for Item Level 200 or higher. Equipment restrictions mean an attribute only appears on compatible items. Skill bonuses in the same group cannot be rolled together on one item: at most one of Melee Skills, Sword Fighting, Axe Fighting or Club Fighting can appear.
| Attribute | Maximum | Compatible equipment |
|---|---|---|
| Max HP | +240 | Helmet, armor, legs, boots, ring or necklace |
| Max MP | +300 | Helmet, armor, legs, boots, ring or necklace |
| Magic Level | +8 | Wand, shield, ring or necklace |
| Melee Skills | +8 | Melee or distance weapon; mutually exclusive with Sword, Axe and Club Fighting |
| Sword Fighting | +8 | Sword; mutually exclusive with Melee, Axe and Club Fighting |
| Axe Fighting | +8 | Axe; mutually exclusive with Melee, Sword and Club Fighting |
| Club Fighting | +8 | Club; mutually exclusive with Melee, Sword and Axe Fighting |
| Distance Fighting | +8 | Distance weapon |
| Shielding | +8 | Shield |
| Experience | +6% | Helmet, armor, ring or necklace |
| Physical Damage | +25% | Any weapon |
| Energy Damage | +30% | Wand |
| Fire Damage | +30% | Wand |
| Ice Damage | +30% | Wand |
| Holy Damage | +30% | Wand |
| Elemental Damage | +18% | Any weapon |
| Physical Protection | +6% | Helmet, armor, legs, boots or shield |
| Energy Protection | +9% | Helmet, armor, legs, boots or shield |
| Earth Protection | +9% | Helmet, armor, legs, boots or shield |
| Fire Protection | +9% | Helmet, armor, legs, boots or shield |
| Ice Protection | +9% | Helmet, armor, legs, boots or shield |
| Holy Protection | +9% | Helmet, armor, legs, boots or shield |
| Death Protection | +9% | Helmet, armor, legs, boots or shield |
| Elemental Protection | +6% | Helmet, armor, legs, boots or shield |
| Increased Healing | +18% | Ring or necklace |
| Additional Gold | +120% | Helmet, armor, legs, boots, shield, melee or distance weapon |
| Max HP % | +12% | Helmet, armor, legs or boots |
| Max MP % | +18% | Helmet, armor, legs or boots |
| Critical Hit Chance | +6% | Helmet, armor, legs, shield, any weapon, ring or necklace |
| Critical Hit Damage | +6% | Helmet, armor, legs, shield, any weapon, ring or necklace |
| Speed | +43% | Boots or ring |
| Loot Bonus | +30% | Boots, ring or necklace |
| Loot Luck | +6% | Melee or distance weapon, ring or necklace |
| PvE Damage | +6% | Any weapon |
| Reflect | +6% | Armor or shield |
| Dodge | +6% | Legs or boots |
| Magic Level % | +12% | Wand, shield, ring or necklace |
These are the only bonuses in the ordinary random bonus pool. They are the attributes available on newly identified non-Unique equipment or from an Enchantment Crystal. Unique items use their own fixed, named bonus sets instead of this pool. Other legacy definitions may remain in server code, but their presence there does not make them part of the current ordinary random pool.
Examples of effects: PvE Damage increases damage dealt to monsters; Reflect returns part of qualifying incoming damage; Dodge may avoid an incoming damaging hit; Loot Bonus increases eligible stackable non-coin loot; Additional Gold adds a percentage of the gold coins found; Loot Luck improves rarity rolls when eligible equipment is generated.
Item IDs are included to help identify each crystal and tool.
Identifies one unidentified item. The server rolls rarity and eligible bonuses, or attempts Unique selection if the item's type and Item Level qualify. The scroll is consumed on successful identification.

Attempts to raise Upgrade Level by one, up to the current cap of +4. A successful level adds configured base-stat bonuses where the item supports those stats and adds 4 Item Levels. The crystal is consumed by the attempt.

Adds one randomly selected eligible bonus if the item has a free slot. It will not add a duplicate bonus, and the Melee/Sword/Axe/Club skill group is mutually exclusive. It cannot add a bonus to a Unique.

Removes the last bonus slot from a non-Unique item. It does not let you choose a particular bonus to remove.

Removes all bonus slots from a non-Unique item. Use it when you want to clear the item's bonuses before adding or transferring another set.

Rerolls the numeric value of the last bonus on the item. The bonus type stays the same, and the new value follows that item's Item Level scaling band.

Rerolls the numeric values of all bonuses on the item. It keeps each bonus type, and each new value follows the item's Item Level scaling band.

Use an empty crystal on a non-Unique item with bonuses to move that exact bonus set into the crystal; the source loses the bonuses. Use a filled crystal on an item with no bonuses and enough free slots to restore the stored set. The crystal is consumed when used.

Removes the Item Level character-level requirement from the target item. It does not lower Item Level, reroll bonuses or change the item's stats.

Creates a second copy and keeps the original. The copy receives the item's level, rarity, Upgrade Level, bonuses, Unique identity and Limitless state, and is marked Mirrored. Mirrored copies cannot be modified by the upgrade system; make room in your backpack before using the crystal.

Replaces the target's current bonuses with an eligible random Unique for its equipment type and Item Level. It can also reroll a Unique. Check that a matching Unique is available before using it.

Passive protection: when an upgrade attempt would destroy an item, one Catalyst is consumed to protect it. A Catalyst does not increase the success chance. With the current +4 maximum and destruction starting at +7, destruction is not currently reachable.

A monster whose calculated Item Level is at least 75 has a 1-in-80 chance to drop a fossil. The fossil is a container for the extractor action, not a bonus item to equip.

Opens every fossil in the selected stack and is reusable. Each fossil has a 1-in-5 chance to break and yield nothing. Otherwise it yields 1–3 randomly selected basic crystals: 50% chance of one, 30% chance of two and 20% chance of three.

The current maximum is +4 Upgrade Level. On each successful level, the item gains the configured increment for each base stat it supports:
| Attempt | Success chance | Failure result |
|---|---|---|
| +0 → +1 | 100% | No failure at the configured chance |
| +1 → +2 | 100% | No failure at the configured chance |
| +2 → +3 | 95% | Upgrade Level decreases by one |
| +3 → +4 | 80% | Upgrade Level decreases by one |
Each successful upgrade also raises Item Level by 4, which may affect the character level requirement and bonus-value band. The configured destruction rule starts at +7, but that threshold cannot currently be reached because the maximum Upgrade Level is +4.
Filename: upgrade-attempt-result.png
File: public/images/wiki/upgrade-system/upgrade-attempt-result.png
URL: /images/wiki/upgrade-system/upgrade-attempt-result.png
Unique selection is considered during identification for items meeting both the Unique's minimum Item Level and equipment-type restriction. A Unique has its own name and fixed set of bonus types. It cannot receive an Enchantment Crystal, and Alteration and Cleansing Crystals cannot remove its bonuses. Fortune and Faith Crystals can reroll its bonus values; a Void Crystal can replace it with another eligible Unique.
Requires Item Level 500. Eligible equipment: melee weapons and shields. Bonuses: Max HP and Melee Skills.
Filename: unique-flame-spirit.png
File: public/images/wiki/upgrade-system/unique-flame-spirit.png
URL: /images/wiki/upgrade-system/unique-flame-spirit.png
Requires Item Level 700. Eligible equipment: wands, rings and necklaces. Bonuses: Max MP, Magic Level and Magic Level %.
Filename: unique-ice-spirit.png
File: public/images/wiki/upgrade-system/unique-ice-spirit.png
URL: /images/wiki/upgrade-system/unique-ice-spirit.png
Requires Item Level 700. Eligible equipment: wands, rings and necklaces. Bonuses: Max HP, Max MP, Magic Level and Magic Level %.
Filename: unique-terra-spirit.png
File: public/images/wiki/upgrade-system/unique-terra-spirit.png
URL: /images/wiki/upgrade-system/unique-terra-spirit.png
The configured Unique chance is 1 in 1 for eligible identification rolls. Each Unique also has its own selection weight and equipment restrictions; this does not mean every eligible item receives each Unique with equal probability.
!upgrade or the client button and select the target item.Unique values and the bonus pool can vary by equipment type and minimum Item Level. An attribute in the table is not guaranteed to be available on every item.
Filename: upgrade-window-item-selection.png
File: public/images/wiki/upgrade-system/upgrade-window-item-selection.png
URL: /images/wiki/upgrade-system/upgrade-window-item-selection.png