Grade Enhancement

Grade Enhancement adds a Grade (D → C → B → A) on top of an item's refine, giving a flat bonus to that item's ATK or DEF. It is separate from refining and from enchanting.

⚠️ The cheap option destroys your item when it fails — always, not sometimes. Read the Cost options section before your first attempt.

Where

Suribell — Para Market, paramk 34,184. Get there with the Warper → Para Market, then walk to her.

She handles both the grading itself and the exchange of Etel materials.

What each grade gives

Grade Bonus
D +10
C +30
B +50
A +100

The bonus applies to the item's ATK (weapons) or DEF (armor).

Cost options — this is the part that matters

Every attempt asks you to pick one of two payment options. They differ in what happens when you fail:

Option Cost On failure
Cheap 1 jewel (2 for Grade A) + 175,000 Zeny Your item is destroyed. Not a chance — it is 100%.
Safe 5 jewels (10 for Grade A) + 875,000 Zeny Item survives. You only lose the jewels and the Zeny.

There is no middle outcome on dewataRO: no refine downgrade, no "item survives but grade drops". Either it is destroyed or it is untouched.

The safe option costs 5× more. On any item you actually care about — refined, carded, enchanted — that difference is far cheaper than losing the item.

Jewels needed per step

Step Jewel Cheap Safe
None → D Etel Aquamarine 1 5
D → C Etel Topaz 1 5
C → B Etel Amethyst 1 5
B → A Etel Amber 2 10

Success chance

The chance depends on the item's refine level — higher refine means a much better chance. Example for a Grade D attempt on a level 2 armor:

Refine Success
+9 10%
+10 20%
+11 to +15 70%
+16 and above 80%

Exact numbers vary by item type (weapon vs armor) and item level, but the shape is always the same: low refine = very likely to fail.

Grading a +9 item with the cheap option means roughly a 90% chance of losing it outright on the first try.

Blessed Etel Dust (improves your odds)

You may add Blessed Etel Dust to an attempt:

  • Each dust adds +1% success chance
  • Maximum 10 dust per attempt (+10% total)
  • Higher grades consume more dust per step

Practical advice

  1. Refine first, grade second. Going from +9 to +11 takes the success chance from 10% to 70%.
  2. Use the safe option on anything you would be upset to lose. The cheap option is only sensible for a bare, easily replaced item.
  3. Add dust when you are attempting a high grade.
  4. Grade is independent of cards and enchants — but if the item breaks on a failed cheap attempt, everything inside it is gone too.

results matching ""

    No results matching ""