Refining, sets and durability
Refining, sets and durability
The Refine Set Bonus, refining accessories to +5, and how equipment durability and repairs work.
The Refine Set Bonus
Refine all six pieces you wear: upper headgear, armor, shield, garment, shoes and weapon. Your lowest refine among them sets your bonus tier, from +1 to +10, and every tier adds to the ones below it. A two-handed weapon counts as both weapon and shield at its own refine. An empty slot means no bonus.
A badge on your screen shows your tier, and Khellesia in Prontera lists every tier in game. The bonus works everywhere, PvP and War of Emperium included.
| +1 | Max HP/SP +1% |
|---|---|
| +2 | All Stats +1 |
| +3 | HIT +3, FLEE +3 |
| +4 | Max HP/SP +2% |
| +5 | Damage, magic & heal +1% |
| +6 | All Stats +1 |
| +7 | Cast time -2%, after-cast delay -2% |
| +8 | Max HP/SP +2%, SP cost -2% |
| +9 | Damage & magic +2%, HIT +3, FLEE +3 |
| +10 | All Stats +2, Max HP/SP +3%, cast -3%, delay -2% |
Refining accessories
The refiner in any town can take an accessory up to +5. The catalyst is a second copy of the same accessory at the same refine: +0 feeds +0, +1 feeds +1. Every attempt costs 50,000 zeny, and a failure destroys both accessories.
| Success chance | +1 100%, +2 75%, +3 50%, +4 25%, +5 10% |
|---|
What each level adds, for each refined accessory you wear (two +5 accessories give twice the total):
| +1 | Max HP and SP +1% |
|---|---|
| +2 | HIT +2, FLEE +2 |
| +3 | All Stats +1 |
| +4 | Max HP and SP +2% |
| +5 | All Stats +1, damage & magic +1% |
Each refine level also adds 10 to the accessory's durability.
Middle and lower headgear
Middle and lower headgear can be refined with ore like any other armor. The refine adds DEF only; they are not part of the Refine Set.
Durability and repairs
| What wears | Headgear, armor, weapon, shield, garment, shoes and both accessories. Costumes never wear. |
|---|---|
| How much it holds | 100 points, more for higher level weapons and gear, plus 10 for every refine level. |
| How it wears | Every worn piece loses 1 point per 100 kills, and dying can cost a point or two. Assist Mode wears it slowly over time instead. |
| Warnings | A badge for each slot turns orange at 25% and 10%, and red at 0%, and the chat warns you too. |
| At zero | The item is never destroyed and stays on. Its own ATK or DEF and its refine bonus stop counting until it is repaired; cards and item effects keep working. |
| Repairs | Any Repairman in town repairs everything you wear on one bill, priced by the item's level and refine. A Repair Kit repairs one item anywhere. |
Straight to the safe limit
When the piece you are wearing is below its safe limit, every ore refiner in town offers to take it there in one go. Nothing can break on this path, because it never takes a step that can fail.
| Safe limits | Armour +4. Weapons +7, +6, +5 or +4 for weapon level 1, 2, 3 or 4. |
|---|---|
| Cost | The same Zeny and ore per level as refining one level at a time, paid for all the levels together. There is no discount and no surcharge, and it always uses normal ore. |
| If you run short | It stops at the level you could pay for and takes nothing for the rest. |
| Past the safe limit | One level at a time, as before, and a failure destroys the item, unless you hold Refine Insurance: one is used up and the item stays as it was. |
Accessories are refined separately, as described above.
Rough ore that is bound to your account, such as the ore in supply rewards, turns into Oridecon or Elunium that is bound to your account as well.
Enriched ore
Pink turns 30 ordinary ores plus 100,000 zeny into one enriched ore, which roughly doubles your success chance at a refine that can fail. See the Cash Shop article for where else it comes from.
Figures on this page are read from the live server. Last checked 2 October 2026. Back to the wiki