Open the bag (I): the orb row sits under your gold. Click an orb to pick it up, then click an item in the bag or one you wear. Items it works on light up. The orb stays in hand for repeated use; right-click or Esc puts it back. A failed use costs nothing.
| Orb | Effect | Source | |
|---|---|---|---|
| ✦ | Kindling Orb | Upgrades a Normal item to Magic with 1–2 random mods | Drops · Borin sells (40+ gold) |
| ↻ | Orb of Shifting Ash | Rerolls all mods on a Magic item | Drops · Borin sells (70+ gold) |
| ▲ | Orb of Ascent | Upgrades a Magic item to Rare and adds 1 mod | Drops |
| ✸ | Cinder Orb | Rerolls all mods on a Rare item (3–5 mods) | Drops |
| ✚ | Heart Ember | Adds 1 mod to a Rare item (up to 6 mods) | Very rare drop |
| ✕ | Quenching Orb | Removes all mods, returning the item to Normal | Drops · Borin sells (60+ gold) |
| ≈ | Tempering Orb | Rerolls the values of every mod within its current tier | Drops |
Rules
- Uniques and Skill Runes can't be crafted.
- Magic items hold one prefix and one suffix; Rares up to three of each (six mods).
- Drop chance: normal monsters 4%, Magic 10%, Rare 25%; guardians always drop 2–3. Rarer orbs show up more often deeper down.
- They take no bag space and are picked up even with a full bag. Borin's price rises 5% per character level.
A typical path
Normal → Kindling → Magic → (reroll with Shifting Ash until happy) → Ascent → Rare → add with Heart Ember or polish numbers with Tempering. Ruined it? Quench and start over.