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Retronia Season #1

Tormera World Launch

Retronia New World

Tormera

The adventure begins in

00 Days
00 Hours
00 Minutes
00 Seconds
Friday, August 7, 2026 at 19:00 BRT Official time

Official launch: Friday, August 7, 2026 at 19:00 BRT

Prepare your client before Tormera opens.

Equipment progression

Rarity System

See whether an item can gain rarity, what its tier changes and which attributes fit your equipment.

Rarity
0–4 attribute slots
Tier
Attribute strength
First check
Item eligibility
Start here

Rarity and Tier are different

01
Rarity

How many attributes?

Rarity controls the number of random attribute slots on the item.

  1. Common 0 slots
  2. Uncommon 1 slot
  3. Rare 2 slots
  4. Epic 3 slots
  5. Legendary 4 slots
02
Tier

How strong are they?

Tier controls attribute strength. Tier and rarity together define the character level needed to activate it.

  1. T1 Usually +1 or +1% Levels 15–30
  2. T2 Usually +2 or +2% Levels 35–50
  3. T3 Usually +3 or +3% Levels 55–70
  4. T4 Usually +4 or +4% Levels 80–110

This is the most common scale. Speed, attack interval and triggered effects use the values shown in the attribute finder.

A Tier 4 item can still be Common. Tier describes its potential; rarity says how many attributes it currently has.

In the client

Rarity becomes visible on the item

The colored border and attribute list show the item’s current rarity. Border style is cosmetic and can be changed under Options > Interface.

Uncommon Magic Plate Armor tooltip showing 1 rarity attribute
Uncommon1 attribute
Rare Boots of Haste tooltip showing 2 rarity attributes
Rare2 attributes
Epic Golden Legs tooltip showing 3 rarity attributes
Epic3 attributes
Legendary Great Axe tooltip showing 4 rarity attributes
Legendary4 attributes
Random chance or Ascend

How can an item gain rarity?

An item gets rarity in only two ways: it receives rarity from a random chance when it is obtained, or the player adds rarity later with Ascend.

1. Random chance

Receive the item with rarity

You do not need to use Crafting. The server checks the item automatically when it is created.

  1. Get eligible equipment from a monster or quest, or buy an eligible Backpack-type container from the Store.
  2. The rarity chance is applied once when the item is created.
  3. It can remain Common or arrive as Uncommon, Rare, Epic or Legendary.

For loot and quest items: the item needs Tier 1–4. Stackable items and items with charges, decay or duration cannot use this path.

2. Crafting

Add rarity with Ascend

Use this path after you already own an eligible Common item.

  1. Start with eligible Common equipment that has Tier 1–4.
  2. Open the Crafting System and choose Ascend.
  3. A successful attempt increases the item's rarity.

Tier 0 and stackable items cannot use Ascend. Each Ascend attempt can succeed, fail or break the item. After the item has rarity, Transmute can change an unwanted attribute and Dismantle can recover materials.

Open the Ascend guide
Search instead of scanning

Find attributes for your equipment

Choose an equipment family or type an effect. The list stays compact until you open the attribute you want.

Stats and speed

Direct skill, attack and tempo improvements.

Attack Increase Axes, Clubs, Swords +5 +1 Attack +4 Attack
  1. Tier 1+1 Attack
  2. Tier 2+2 Attack
  3. Tier 3+3 Attack
  4. Tier 4+4 Attack
Melee Skill Increase Axes, Clubs, Swords +2 +1 Melee Skill +4 Melee Skill
  1. Tier 1+1 Melee Skill
  2. Tier 2+2 Melee Skill
  3. Tier 3+3 Melee Skill
  4. Tier 4+4 Melee Skill
Magic Level Increase Wands, Rods, Spellbooks +3 +1 Magic Level +4 Magic Level
  1. Tier 1+1 Magic Level
  2. Tier 2+2 Magic Level
  3. Tier 3+3 Magic Level
  4. Tier 4+4 Magic Level

Spellbooks and Rune Pouches use this attribute only through their dedicated mage pool. Charged Rods use it through crafting.

Movement Speed Increase Boots +5 Speed +20 Speed
Applies to
  1. Tier 1+5 Speed
  2. Tier 2+10 Speed
  3. Tier 3+15 Speed
  4. Tier 4+20 Speed
Distance Skill Increase Throwing Weapons, Crossbows, Bows +4 +1 Distance +4 Distance
  1. Tier 1+1 Distance
  2. Tier 2+2 Distance
  3. Tier 3+3 Distance
  4. Tier 4+4 Distance
Attack Interval Decrease Axes, Clubs, Swords +5 −0.1 second −0.4 seconds
  1. Tier 1−0.1 second
  2. Tier 2−0.2 seconds
  3. Tier 3−0.3 seconds
  4. Tier 4−0.4 seconds

Defense and recovery

Protection, resources and sustain.

Defense Increase Shields +1 Defense +4 Defense
Applies to
  1. Tier 1+1 Defense
  2. Tier 2+2 Defense
  3. Tier 3+3 Defense
  4. Tier 4+4 Defense
Health Regeneration Increase Helmets, Armors, Legs +4 +1 Health Regeneration +4 Health Regeneration
  1. Tier 1+1 Health Regeneration
  2. Tier 2+2 Health Regeneration
  3. Tier 3+3 Health Regeneration
  4. Tier 4+4 Health Regeneration
Max Mana Increase Helmets, Armors, Legs +4 +1 Max Mana +4 Max Mana
  1. Tier 1+1 Max Mana
  2. Tier 2+2 Max Mana
  3. Tier 3+3 Max Mana
  4. Tier 4+4 Max Mana

Each item gives its own bonus. Using the same bonus on helmet, armor, legs and boots also unlocks the percentage bonus explained below.

Armor Increase Helmets, Armors, Legs +3 +1 Armor +4 Armor
  1. Tier 1+1 Armor
  2. Tier 2+2 Armor
  3. Tier 3+3 Armor
  4. Tier 4+4 Armor
Shielding Skill Increase Shields, Amulets, Rings +1 Shielding +4 Shielding
Applies to
  1. Tier 1+1 Shielding
  2. Tier 2+2 Shielding
  3. Tier 3+3 Shielding
  4. Tier 4+4 Shielding
Mana Regeneration Increase Helmets, Armors, Legs +4 +1 Mana Regeneration +4 Mana Regeneration
  1. Tier 1+1 Mana Regeneration
  2. Tier 2+2 Mana Regeneration
  3. Tier 3+3 Mana Regeneration
  4. Tier 4+4 Mana Regeneration
Max Health Increase Helmets, Armors, Legs +4 +1 Max Health +4 Max Health
  1. Tier 1+1 Max Health
  2. Tier 2+2 Max Health
  3. Tier 3+3 Max Health
  4. Tier 4+4 Max Health

Each item gives its own bonus. Using the same bonus on helmet, armor, legs and boots also unlocks the percentage bonus explained below.

Resistance Increase Helmets, Armors, Legs +8 +1% Resistance +4% Resistance
  1. Tier 1+1% Resistance
  2. Tier 2+2% Resistance
  3. Tier 3+3% Resistance
  4. Tier 4+4% Resistance

Standard equipment rolls Physical, Fire, Poison, Energy or Ice. Wands, Rods, Spellbooks and Rune Pouches use the mage pool: Fire, Poison, Energy, Ice, Mana Drain or Life Drain — never Physical.

Combat effects

Triggered effects that change an attack or defensive response.

Critical Hit Axes, Clubs, Swords +7 1% chance 4% chance
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

A successful critical hit guarantees the maximum damage roll and adds tier-scaled bonus damage.

Bleeding Axes, Clubs, Swords +5 1% chance 4% chance
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Applies a bleeding condition. Undead creatures cannot bleed.

Berserk Axes, Clubs, Swords 1% chance 4% chance

Two-handed weapons only.

Applies to
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Temporarily increases melee skills and movement speed. Monster kills can extend and strengthen the effect.

Groundslam Clubs 1% chance 4% chance
Applies to
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Triggers the club-specific Groundslam effect; its behavior depends on whether the club is one- or two-handed.

Fast Hand Bows, Arrow Quivers 1% chance 4% chance
Applies to
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Can trigger additional ranged attacks. It is not restricted by a one-handed rule.

Thornmail Helmets, Armors, Legs +4 1% reflection 4% reflection

Knight equipment only.

  1. Tier 11% reflection
  2. Tier 22% reflection
  3. Tier 33% reflection
  4. Tier 44% reflection

Reflects part of incoming physical damage back to the attacker.

Parry Axes, Clubs, Swords 1% chance 4% chance
Applies to
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Can completely block a physical attack and reflect its damage.

Perseverance Axes, Clubs, Swords 1% chance 4% chance

One-handed weapons only.

Applies to
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Temporarily increases maximum health and Shielding Skill.

Crushing Blow Crossbows, Bolt Quivers 1% chance 4% chance
Applies to
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Ignores the target’s defense and armor and guarantees the maximum damage roll. It is not restricted by a one-handed rule.

Sharpshooter Crossbows, Bows, Bolt Quivers +1 1% chance 4% chance
  1. Tier 11% chance
  2. Tier 22% chance
  3. Tier 33% chance
  4. Tier 44% chance

Temporarily increases Distance Skill and movement speed. It is not restricted by a one-handed rule.

Detailed rules

Choose a rule to see how it works

When rarity attributes become activeThe required level depends on both item rarity and tier.

Rolled attributes remain inactive until the character reaches the level required by that exact rarity and tier combination.

Required character level by item tier and rarity
Item tier Uncommon Rare Epic Legendary
Tier 1 Level 15 Level 20 Level 25 Level 30
Tier 2 Level 35 Level 40 Level 45 Level 50
Tier 3 Level 55 Level 60 Level 65 Level 70
Tier 4 Level 80 Level 90 Level 100 Level 110
Max Health or Max Mana setEquip the same bonus on helmet, armor, legs and boots.

Each item gives its own bonus. Using the same bonus on all four items also unlocks an extra percentage bonus.

  1. Choose one bonus

    Choose Max Health or Max Mana. Helmet, armor, legs and boots must all have the bonus you chose.

  2. Add the four values

    For example: T1 + T3 + T3 + T4 = 11. Your extra bonus is therefore +11% Max Health or +11% Max Mana.

  3. Extra items

    An amulet, ring or shield with the same bonus also counts. It adds 1%, 2%, 3% or 4%, according to its T value. These items cannot replace helmet, armor, legs or boots.

  4. If an item loses the bonus

    The percentage bonus stops working if the chosen bonus is missing from helmet, armor, legs or boots. Removing an amulet, ring or shield only lowers the percentage.

Mana Regeneration calculatorChoose your vocation, promotion and equipment to see Mana gained per minute.

Points per piece: the Mana Regeneration value on the item is the number of points it gives.

T1
+1 point
T2
+2 points
T3
+3 points
T4
+4 points

Each active point adds about 4% of your vocation's normal Mana regeneration. The calculator below does the complete Mana-per-minute calculation.

1. Choose your character
2. Select your equipped items

Choose the Mana Regeneration Tier shown on each item. Use “No Mana Regeneration” when the attribute is absent.

Equipment total 0 points +0% Normal Mana per minute Extra Mana per minute from equipment Total Mana per minute

These are average values. The calculation works only while your character has an active food effect and Mana is not full. Regeneration does not work inside a Protection Zone. Only attributes active at your character level count. Knight and Elite Knight use the same natural Mana rate. Health Regeneration is calculated separately.