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Enhancement Guide: Upgrade, Reroll, and Lock the Right Pieces

Enhancement, option rolls, and reroll locks each spend a different resource. Learn which pieces deserve them and which upgrades are traps.

Current Orbis version

Enhancement Guide: Upgrade, Reroll, and Lock the Right Pieces

The three spending decisions are separate

Enhancement raises an item's base values and costs materials and gold shared across the roster. Options are the stats a drop rolls from its pool. Reroll locks decide which options stay fixed while the rest re-roll. Each decision has its own budget, and the common error is spending all three on one transitional piece. The equipment database /equipment separates the option pool from the base values, and the build planner /build-planner tracks the upgrade state of a real loadout.

The rule of thumb: enhance the pieces the active trio keeps, verify the option pool before rerolling, and lock only the options that make the set or the chain work. Transitional gear gets equipped and used, then discarded without enhancement.

Verify the option pool before spending rerolls

The option pool decides what a piece can roll, and it is published per item. If the desired stat is not in the pool, no number of rerolls produces it, and locking anything is wasted currency. Check the pool in the equipment database /equipment before the first reroll, then decide which rolled option is worth locking: usually the one the build cannot live without, such as the status or stat that feeds the chain.

Reroll locks are the expensive part, and the current catalog's pool design makes them a planning problem. Locking one option reduces the remaining pool size and raises the chance of a good second option, but it also spends the lock resource. The efficient order is: identify the target stats, roll for the rarest one first, lock it, then roll for the rest.

Enhance to the threshold, not to the cap

Enhancement cost grows per level, so the efficient target is the threshold where the item's values support the current content, with the cap reserved for the final loadout. The material planner /material-planner shows the cumulative cost to any target level, which turns "enhance more" into "enhance to level X costs Y materials and delays Z". When the story pushes back, raise the enhancement target for the pieces the chain depends on; when materials run short, verify that the wall is really equipment before spending more.

A midgame loadout usually beats a single over-enhanced piece. Distributing modest enhancement across the five compatible slots with useful options produces more stats than one maxed item on an otherwise empty build. The build planner /build-planner compares both distributions on the same loadout.

Upgrade in the order the team needs

Enhancement follows the rotation: the connector's pieces first, because the middle slot carries the chain, then the opener's apply skill piece, then the finisher's payoff. If the team fails because the target dies too fast or the chain gets interrupted, the fix may be survival stats rather than more damage, and the enhancement target changes accordingly. The team builder /team-build shows the chain, and the equipment database /equipment shows which stats each slot can carry, so the order is checkable.

When a better piece drops, the old piece's enhancement is a sunk cost. Compare the new piece's option pool and set progress in the build planner /build-planner before moving materials; a sidegrade with a worse pool is a downgrade even at a higher level.

Keep a written enhancement plan

Record three lines for the loadout: the pieces the trio keeps, the target enhancement level for each, and the option locks already spent. When a new drop arrives, the plan answers "swap or keep" in seconds. The build planner /build-planner stores the loadout state, the material planner /material-planner stores the cost, and the stores the cost, and the equipment database /equipment stores the facts—the three pages together replace guesswork with a checklist.

Reserve a small enhancement budget instead of spending to zero. The game replaces early gear quickly, and the moments that matter—a story wall, a Raid week, a Tower push—reward having materials in the bank. Keep one target level of enhancement material unspent, and let the ledger in the material planner /material-planner show the reserve. When the wall appears, the reserve buys the fix immediately instead of forcing a farming detour at the worst time.