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Item Attributes and Enchanting: Classes, Rarities and Orbs

2026-11-09 · 3 min read

On Morta, weapons, armor, shields and other equipment can carry extra attributes: bonus attack, life leech, critical hits, max health, elemental damage and more. Two plate armors are not always equal.

Item class

Every item that can hold attributes has a class from 1 to 5. The class is the maximum number of attributes the item can carry. Look at an item to see its class, for example "[Class 2] Can hold up to 2 attributes."

Item Class Attributes it can roll
sword 1 Attack, extra defense, attack speed
battle axe 1 Attack, weight, critical hit, perforation
bow 1 Attack, hit chance, attack speed, distance fighting, critical hit
plate armor 2 Armor, weight, max health, physical protection
fire sword 2 Attack, extra defense, attack speed, sword fighting, burning, life leech, double bash
boots of haste 2 Armor, speed, dodge, vibrancy
dragon shield 3 Weight, defense, shielding, arrow guard, mitigation, fire protection

Class 4 and 5 items are the top-end gear: demon, golden and dragon scale equipment, magic swords, great shields and similar. Some basic items, such as leather armor and spears, can't hold attributes at all.

Each attribute also has levels, from 2 (+1, +2) up to 5 on the best items. Lower levels are much more likely. On an attribute with three levels, the odds are 4 in 7 for the lowest, 2 in 7 for the middle and 1 in 7 for the best.

The attribute finder on the wiki lists every attribute and every item that can roll it. Each item's wiki page also shows its class and possible attributes.

Rarity: what the glow means

An item with attributes glows in a colour that shows how many it has:

Attributes Rarity
1 Common
2 Uncommon (green)
3 Rare (blue)
4 Epic (purple)
5 Legendary (orange)
5, all at their best level Pearlescent

Pearlescent is only possible on a class 5 item, with every attribute at its highest level.

How attributes drop

When a monster drops equipment that can hold attributes, the item has a small chance to arrive with them. Rarer drops roll better:

How rare the item drop is Chance it has attributes
5% drop 0.3%
1% drop 0.7%
0.1% drop 2.1%
0.05% or rarer 3% (the cap)

If it does roll, it gets one attribute, then a 25% chance of each further one, up to its class.

Elite monsters multiply that chance by 1.5 to 7, depending on the tier. From the blue elite tier upwards, they also drop extra pieces that are guaranteed to have attributes.

Enchanting with orbs

Zoltan in Edron sells four orbs. Use an orb on an item that's in your backpack, not equipped.

Orb Price What it does
Enchanting orb 2,000 gp Tries to add one random attribute. Costs 3 enchanting dust per attempt
Prismatic orb 11,000 gp Same, with double the success chance. Also 3 dust
Disenchanting orb 2,000 gp Removes one random attribute
Cleansing orb 3,000 gp Removes all attributes and gives back 1–3 dust for each one removed

The orb and the dust are used up whether the enchantment works or not.

Enchanting success chance

The chance drops with the item's class and with how many attributes it already has:

Item class 0 attributes 1 2 3 4
1 54%
2 48% 40%
3 42% 34% 26%
4 36% 28% 20% 12%
5 30% 22% 14% 6% 5%

A prismatic orb doubles these, up to 100%. The success chance is always at least 5%.

Getting enchanting dust

Dust doesn't come from the shop. You get it two ways:

  • Elite monsters: about 1 in 10 elite corpses holds dust. Higher tiers drop more of it.
  • Cleansing orbs: cleanse an item you don't want, and you get dust back for each attribute it had.

How the bonuses work

  • Attributes only count on equipped items.
  • Max health and max mana scale with your vocation. Knights get the full health bonus and a third of the mana bonus. Paladins get half of each. Sorcerers and druids get a third of the health bonus and the full mana bonus.
  • Protection is capped at 80%, however much you stack.
  • On-hit attributes, like life leech, critical hit, double bash and burning, show a short note in your server log when they trigger. You can turn those notes off with the client's Enhanced server log option.

Tips

  • Don't sell gear that glows before you've looked at it. One good attribute can make an item worth far more than an NPC pays.
  • Enchant class 1 and 2 items first. They have the best success chances, so they're the cheapest place to learn the system.
  • Save prismatic orbs for class 4 and 5 items, where the base chance is low.
  • Cleanse failed projects. The dust you get back pays for the next attempt.

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