Wiki / Cloak Upgrade
Cloak Upgrade
Free — no Premium required.
Every formula shown below is pulled live from the actual game data.
Cloak Upgrade uses the same Upgrade Orb items and the same risk curve as upgrading any other piece of gear to +1 through +4 — the difference is what a success actually does. Upgrading a normal weapon or armor piece changes it into a stronger, differently-named item. Upgrading a cloak never changes its name or its base stats — instead, each successful upgrade permanently grafts a random bonus stat onto that exact cloak. The roll is bound to the specific cloak copy, not the cloak type — so your inventory (and eventually the market) can hold several cloaks that all share the same name but carry completely different grafted stats, depending on how they were rolled.
How the four levels work
+1 — grafts one random stat onto the cloak, at the smallest roll.
+2 — rerolls that same stat slot: a fresh random stat (could be the same one again or a different one), at a bigger roll.
+3 — rerolls the first stat again at an even bigger roll, and guarantees a second, brand-new stat — starting small, at the same magnitude a fresh +1 would get.
+4 — rerolls both stat slots at once, guaranteeing two stats, both at the maximum roll this system can produce.
Every reroll replaces whatever was there before — there is no way to keep an old roll and add a new one alongside it. The cloak's own base stats (its native pair, chosen when it was crafted) are untouched throughout; grafted stats are purely additive on top.
Risk (same curve as any Upgrade Orb)
On failure, the cloak and the orb are both destroyed — no replacement.
| Upgrade | Success (orb tier = cloak tier) | Success (orb tier ≥ cloak tier + 10) |
|---|---|---|
| +0 → +1 | 100% (guaranteed) | 100% (guaranteed) |
| +1 → +2 | 50% | 80% |
| +2 → +3 | 33% | 67% |
| +3 → +4 | 25% | 50% |
Stat pool & weighting
Every roll is uniform-random across this pool — weighting is in the magnitude, not the odds
Each stat has its own value-per-tier weight, calibrated against real gear (a weapon's ATK is ~4x its tier, a cloak's own native % stats are 1x tier, elemental resists on real endgame uniques run ~0.5x tier) so every possible roll feels like a comparable amount of power, regardless of which one you land on.
| Stat | Tier 1 · +1 / +2 / +3 / +4 | Tier 10 · +1 / +2 / +3 / +4 | Tier 20 · +1 / +2 / +3 / +4 | Tier 34 · +1 / +2 / +3 / +4 |
|---|---|---|---|---|
| ATK | +1 / +1 / +2 / +2 | +5 / +10 / +17 / +24 | +9 / +21 / +33 / +48 | +15 / +36 / +56 / +82 |
| DEF | +1 / +1 / +1 / +1 | +2 / +4 / +7 / +10 | +4 / +8 / +13 / +19 | +6 / +14 / +22 / +33 |
| Gold Find | +1 / +1 / +1 / +1% | +2 / +4 / +6 / +8% | +3 / +7 / +11 / +16% | +5 / +12 / +19 / +27% |
| Item Find | +1 / +1 / +1 / +1% | +2 / +4 / +6 / +8% | +3 / +7 / +11 / +16% | +5 / +12 / +19 / +27% |
| XP/task | +1 / +1 / +1 / +1 | +2 / +4 / +6 / +8 | +3 / +7 / +11 / +16 | +5 / +12 / +19 / +27 |
| 2x Gather Chance | +1 / +1 / +1 / +1% | +2 / +4 / +6 / +8% | +3 / +7 / +11 / +16% | +5 / +12 / +19 / +27% |
| Fire Resist | +1 / +1 / +1 / +1 | +1 / +2 / +3 / +5 | +2 / +4 / +7 / +10 | +3 / +7 / +11 / +16 |
| Frost Resist | +1 / +1 / +1 / +1 | +1 / +2 / +3 / +5 | +2 / +4 / +7 / +10 | +3 / +7 / +11 / +16 |
| Lightning Resist | +1 / +1 / +1 / +1 | +1 / +2 / +3 / +5 | +2 / +4 / +7 / +10 | +3 / +7 / +11 / +16 |
Worked example — a Tier 10 cloak
Illustrative only — the actual stat picked at each step is random. Each row below shows the cloak's full grafted state at that level, not just what changed — every upgrade fully replaces whatever was there before. Magnitudes shown are exact (pulled from the live formula); which stat gets picked is not.
Base cloak (no upgrade)
Its own native craft-time stat pair only — nothing grafted yet.
+1 — one stat, small roll
Grafted: +2% Gold Find
+2 — the same one stat, rerolled bigger
Grafted: +10 ATK (the +1 Gold Find is gone — fully replaced)
+3 — that stat rerolled bigger again, plus a guaranteed second, smaller stat
Grafted: +6% Item Find
+ +1 Frost Resist
The first stat has been growing since +1, so it's rolled at the big +3 magnitude. The second stat is brand new here — guaranteed, not a chance — but starts small, at the same magnitude a fresh +1 graft would get, not at the same size as the first stat.
+4 — both stats rerolled together at max strength
Grafted: +8% Item Find
+ +5 Frost Resist
Guaranteed — no chance involved at this level. The second stat "catches up" to the same +4 magnitude as the first.