Push your gear up the grade ladder and slot gems into it: this is how regrading works on Rookery Isles, exactly when it is safe, exactly when it can break, and how to socket lunagems without throwing away materials.
Table of Contents
- What Regrading Is
- The Grade Ladder
- Safe Grades vs Risky Grades
- Regrade Scrolls
- Regrade Charms and Protection
- A Practical Regrade Routine
- Lunagems and Socketing
- How Many Sockets You Get
- The Gem Families: Lunadrop and Lunafrost
- Crafting and Sourcing Gems
- Socketing Risk and Extraction
- On Rookery Isles
What Regrading Is
Regrading (also called enchanting) raises a single piece of equipment up the quality ladder. A weapon that starts at Basic can be pushed to Grand, then Rare, then Arcane, and so on. Each grade multiplies the item's base stats: a Basic item sits at 100 percent of its base stats, and the very top grade doubles them. Regrading does not change the item type, the slot, or its level requirement. It only scales the numbers and, along the way, opens lunagem sockets.
This is separate from the crafted gear ladder (Apprentice's through Ayanad), which you climb by crafting new pieces. For that path see the gear progression guide. Regrading takes whatever piece you already own and makes that exact piece stronger.
Almost every real weapon and armor piece on Rookery Isles is regradeable. In the item data, gear is flagged to start at Basic and climb all the way to the top grade. Cosmetic items and a handful of fixed-grade pieces (for example the Erenor Hero Cloak, which is a cosmetic, not a gear tier) cannot be regraded.
The Grade Ladder
There are twelve grades. This is the canonical order from the server's item_grades table. The stat multiplier column is the percentage of base stats the item carries at that grade.
| Step | Grade | Stat multiplier | Durability multiplier | Color |
|---|---|---|---|---|
| 1 | Crude | 80% | 0.50 | grey |
| 2 | Basic | 100% | 1.00 | tan |
| 3 | Grand | 108% | 1.05 | green |
| 4 | Rare | 116% | 1.095 | blue |
| 5 | Arcane | 124% | 1.135 | purple |
| 6 | Heroic | 132% | 1.17 | orange |
| 7 | Unique | 140% | 1.20 | red-orange |
| 8 | Celestial | 150% | 1.225 | red |
| 9 | Divine | 160% | 1.245 | salmon |
| 10 | Epic | 170% | 1.26 | steel-blue |
| 11 | Legendary | 185% | 1.27 | gold |
| 12 | Mythic | 200% | 1.275 | deep red |
A few things to read off this table. Crude is below Basic and is a downgrade outcome, not something you aim for. Most gear you obtain starts at Basic and you regrade upward from there. The stat jumps are largest at the top: the climb from Legendary to Mythic alone is a 15-point multiplier swing, the biggest single step on the ladder.
The color matters in your inventory. Once you know that green is Grand, blue is Rare, purple is Arcane, orange is Heroic, and red is Celestial, you can read a player's gear quality at a glance. This is the same color system the whole game uses for item quality, including dropped and crafted items.
Safe Grades vs Risky Grades
This is the single most important section for protecting your investment. Rookery Isles uses the classic ArcheAge 3.0 regrade behavior, where the outcome of an attempt is governed by four possible results: a normal success (the grade goes up one step), a great success (it jumps further), a break, and a downgrade.
Regrading is completely safe through Unique. Every step from Basic up to and including Unique has the break flag and the downgrade flag turned off in the server data. A failed attempt at these grades simply does not advance the item. You lose the scroll and any charges, but the item itself is never destroyed and never drops a grade. You can grind Basic to Unique with nothing but patience and scrolls.
Risk first appears at Celestial. The jump from Unique to Celestial is where both the break flag and the downgrade flag turn on for the first time. From this point a failed attempt can destroy the item or knock it back down a grade.
The table below summarizes exactly which outcomes are possible at each target grade, straight from the default regrade table. "Great" means a great-success jump is possible; "Break" means failure can destroy the item; "Downgrade" means failure can drop the grade.
| Target grade | Normal success | Great success | Break risk | Downgrade risk |
|---|---|---|---|---|
| Up to Unique | Yes | Yes | No | No |
| Celestial | Yes | Yes | Yes | Yes |
| Divine | Yes | Yes | Yes | No |
| Epic | Yes | Yes | Yes | No |
| Legendary | Yes | No | Yes | No |
| Mythic | Yes | No | No | No |
Read this carefully, because it overturns a common misconception. The danger does not start at Heroic. It starts at Celestial. Everything up to Unique is risk-free. Celestial is the only grade where you face both destruction and demotion at once. Divine, Epic, and Legendary can break but will not downgrade. The great-success jump is available all the way up to Epic and only switches off at Legendary.
Do not look for literal percentages here. The server stores these as on/off flags, not as stored probabilities, so this guide deliberately does not quote a per-grade success rate. Any specific number you have seen elsewhere (for example "X percent at Celestial") is community lore, not server-confirmed. What is server-confirmed is the safe-versus-risky pattern above, and you can act on it with full confidence.
Regrade Scrolls
Regrading consumes a Regrade Scroll matched to the item type. You cannot use an Armor scroll on a weapon. These are the base consumables, by verified item ID:
| Item ID | Scroll |
|---|---|
| 28298 | Weapon Regrade Scroll |
| 28299 | Armor Regrade Scroll |
| 31928 | Accessory Regrade Scroll |
| 28296 | Resplendent Weapon Regrade Scroll |
| 28297 | Resplendent Armor Regrade Scroll |
| 31927 | Resplendent Accessory Regrade Scroll |
| 35036 | Ship Component Regrade Scroll |
| 38087 | Pet Accessory Regrade Scroll |
| 28305 | Blank Regrade Scroll |
Bound, wrapped, and event variants of these scrolls also exist and behave the same way. The Resplendent versions are the upgraded scrolls used for higher-grade attempts.
Higher grades eat far more scrolls. Each regrade attempt at a higher target grade consumes more charges than a low one. In the server data the cost climbs steadily from a handful of charges at the bottom grades to roughly ten times that at Mythic. The practical takeaway: budget heavily for the Celestial-and-above climb, because both the per-attempt cost and the failure risk are working against you at the same time. Weapon and two-hand slots are the most expensive slot types to regrade; rings and small slots are the cheapest.
You can mass-produce scrolls if you have the crafting access. The skills "Blank Regrade Scroll: Mass Production" and "Regrade Scroll: Mass Production" exist for bulk crafting, and there is a Sunpoint/Moonpoint/Starpoint regrade-currency conversion done at the Mystical Regrade Brazier. These are convenience and currency systems layered on top of the scroll consumable.
Regrade Charms and Protection
Charms are the items that bend the odds in your favor. There are two kinds: success charms (raise the chance of a successful upgrade) and protection charms (reduce or remove break and downgrade risk). You add a charm to the same window where you place the item and the scroll.
These are the success charms most worth knowing, with the success modifier and the grade range each one applies to:
| Item ID | Charm | Effect | Applies to |
|---|---|---|---|
| 31974 | Yellow Regrade Charm | +50 success | up to Unique |
| 31975 | Superior Yellow Regrade Charm | +50 success | all grades |
| 31976 | Red Regrade Charm | +100 success | up to Unique |
| 31977 | Superior Red Regrade Charm | +100 success | all grades |
| 38756 | Superior Red Regrade Charm (variant) | +100 success | up to Celestial |
| 39102 | Silver Regrade Charm | +150 success | Celestial to Mythic |
| 8000271 | White Regrade Charm | great-success boost | Grand |
| 8000272 | Bound Superior White Regrade Charm | great-success boost | Rare |
The pattern to learn: the "up to Unique" charms (Yellow, Red) are cheap helpers for the safe portion of the climb where you do not strictly need them. The "all grades" and "Celestial to Mythic" charms (Superior Red, Silver) are what you save for the dangerous high-grade attempts, where every point of success chance is precious because failure can destroy the item.
Protection charms address the break and downgrade risk directly. Their effect values are negative multipliers that cut or eliminate the bad outcomes:
| Item ID | Charm | Effect |
|---|---|---|
| 31978 | Break-reduction charm | halves break risk |
| 31979 | Break-removal charm | removes break risk |
| 31980 | Downgrade Prevent Charm | halves downgrade risk |
| 31981 | Superior Downgrade Prevent Charm | removes downgrade risk |
| 38759 | Orange Downgrade Safeguard | removes downgrade (Heroic to Unique target) |
| 38760 | Ocher Destruction Safeguard | removes break (Divine target) |
| 8000270 | Bound Destruction Preventive Charm | removes break (Celestial to Mythic) |
| 9000094 | Bound Ancient Anchoring Charm | removes break and downgrade (Celestial to Mythic) |
There are also Celestial and Divine Weapon Anchoring Emblems and Charms that prevent break and downgrade at the Celestial and Divine steps specifically. The single strongest safety item is the Bound Ancient Anchoring Charm, which removes both break and downgrade across the entire high-grade range. If you ever attempt a Celestial-or-higher regrade on a piece you cannot afford to lose, use a protection charm.
A Practical Regrade Routine
Here is how to approach a regrade run on Rookery Isles without wasting materials.
- Step 1. Confirm the piece is worth it. Regrade scales the item's base stats, so regrade your highest-tier crafted or dropped piece, not a placeholder. A Celestial Ayanad weapon is worth far more than a Mythic starter weapon.
- Step 2. Push freely to Unique. Grades Basic through Unique cannot break or downgrade. Burn scrolls here with no protection charms and no anxiety. A success charm only saves you scrolls, not the item, so it is optional in this range.
- Step 3. Stop and stock up before Celestial. The Celestial attempt is the first one that can destroy the item. Before you click, gather Resplendent scrolls, a high-tier success charm (Superior Red or Silver), and a protection charm.
- Step 4. Always run protection at Celestial and above. Pair a success charm with a break-and-downgrade protection charm (the Bound Ancient Anchoring Charm covers both). This is the difference between a slow climb and a catastrophic loss.
- Step 5. Accept that the top is a grind. Mythic costs the most charges of any grade and offers no great-success jump. Plan for many attempts and a large scroll budget rather than one lucky click.
Lunagems and Socketing
Sockets are slots on a piece of gear that hold gems. The in-game action is literally called "Socket Lunagem," and removal is "Remove Lunagem," so "lunagem" is the umbrella word the game uses for a socketed gem. The gems add stats and effects on top of whatever the regrade gave you. Socketing and regrading are independent: a piece can be socketed at a low grade and regraded later, or the reverse.
Sockets open at Grand, not at Celestial. This is the most common point of confusion. You do not need to regrade to a high grade before you can gem. The moment a piece reaches Grand it has its first socket. As you continue up the grade ladder, more sockets open, up to the cap for that slot type. So the honest rule is: any Grand-or-better piece can be gemmed. Holding gems until Celestial is a personal strategy (you avoid gemming a piece you might still break), not a requirement the system imposes.
How Many Sockets You Get
The number of sockets depends on two things: the slot type and the grade. Weapons get the most; armor and accessories cap lower. The progression below is read from the server's socket-limit table, where socket count rises with grade and then caps.
| Slot type | Grand | Rare | Arcane | Heroic | Unique | Celestial | Divine and above |
|---|---|---|---|---|---|---|---|
| Weapon slots | 1 | 2 | 3 | 4 | 5 | 6 | 7 (cap) |
| Armor and accessory slots | 1 | 1 | 1 | 2 | 2 to 3 | 3 to 4 | 4 to 5 (cap) |
The headline numbers: a weapon at Divine or higher holds the maximum of seven lunagems. Armor and accessory slots cap lower, at four or five depending on the slot. There are no sockets at all on a piece below Grand grade. This is why a fully built endgame weapon is a far larger gem investment than any single armor piece, and why weapon gemming usually waits until the weapon is high grade and you have settled on a final build.
The Gem Families: Lunadrop and Lunafrost
The actual items you socket fall into two confirmed families in the server's enchanting-gem table. Both are listed as socketable there.
Lunadrop is the elemental gem family. The names follow the pattern of a quality word plus an element. The elements seen in the data are Fire, Gale, Earth, Wave, and Life. The quality ladder, weakest to strongest, runs Faint, Clear, Vivid, Lucid, Radiant, Blazing, Beguiling, Astral, and Blessed, with Sealed and Bound variants alongside. A higher-quality Lunadrop of the same element is simply a stronger version of the same gem. Example item: Clear Fire Lunadrop (item 14695).
Lunafrost is the second confirmed socketable family. Its names use type words such as Focus, Ethereal, Insightful, and Experienced, prefixed by a size or quality word. The progression words seen in the data include Cracked, Whole, Flawless, Perfect, and Miraculous, plus the Honorbold, Honorbound, and Honorhewn series. As with Lunadrop, a larger or higher-quality Lunafrost of the same type is the upgraded version of that gem. Example item: Cracked Insightful Lunafrost (item 24691).
A note on exact stat values. The two families confirmed in the server's enchanting-gem data are Lunadrop and Lunafrost. There is also a separate group of items named in the pattern "Lunagem: Effect" (for example Clear Fire Lunagem: Strong Blow) and a small Lunascale group, but those do not appear in the socketable-gem table the way Lunadrop and Lunafrost do. When picking gems, match the gem to your build, but treat any specific stat magnitude you read elsewhere as needing a check against the gem's own tooltip in game, because the exact per-gem numbers are not laid out cleanly in the data this guide draws from. What is solid: Lunadrop and Lunafrost are the gems you socket, and higher-quality versions of the same gem are strictly better.
Crafting and Sourcing Gems
Gems can be crafted through the Handicrafts vocation. The crafting skills are Craft Rank 1 Lunagem, Craft Rank 2 Lunagem, and Craft Rank 3 Lunagem (the rank reflects gem power). A representative confirmed recipe at the Handicraft Kiln consumes 10 Fire Lunarite plus 1 Coin and yields 1 gem, at 50 labor. Lunarite is the raw reagent family that feeds gem crafting, with its own quality ladder (Lunarite, Fine Lunarite, Superior Lunarite, and higher).
Because gem crafting sits under Handicrafts, climbing that vocation unlocks the higher gem ranks. For how vocations, proficiency ranks, and labor work, see the labor and proficiency guide; for the gem-crafting station and recipe chains, see the handicrafts and printing guide and the crafting guide. Many players buy finished gems off the auction house rather than craft them, especially the high-quality versions, since the Lunarite inputs scale up steeply.
The raw Lunarite reagents themselves are gathered and refined material; the broader processing model (raw to refined, stations, labor) is covered in the alchemy guide and the crafting chain articles.
Socketing Risk and Extraction
Socketing is not always free of risk. The server's socket-chance data shows that most socketing attempts carry a fail-and-break possibility, meaning a failed socket can destroy the gem being inserted. There is one safer profile that trades a higher cost for no break on failure. In plain terms: socketing a cheap gem is low stakes, but socketing an expensive high-quality gem carries a real chance of losing that gem on a failed attempt, so weigh the gem's value before you slot it.
Gems can be pulled back out. Gear flagged as disenchantable allows gem extraction, and the in-game "Remove Lunagem" action is what does it. Most real gear is disenchantable, so you are generally not permanently locked into a socketed gem. Extraction lets you move a valuable gem to a better piece when you upgrade. Whether extraction returns the gem intact or consumes a cost depends on the specific item, so check before assuming a free pull.
The practical socketing routine mirrors the regrade one: gem cheap, low-quality stones early while you are still settling a build, and only commit your best Lunadrops and Lunafrosts to a finished, high-grade piece you intend to keep.
On Rookery Isles
Rookery Isles runs the ArcheAge 3.0 (Revelation) era on the AAEmu 3.0.3.0 NL0bP fork, with the client dated 2017-03-15. A few server-specific points that differ from loose community lore:
- Regrade safety extends through Unique, not Heroic. On this build the break and downgrade flags first switch on at Celestial. Everything up to and including Unique is safe. Older guides that say failure can destroy gear "at Heroic and above" are wrong for this server.
- No literal success percentages exist to quote. The server stores regrade outcomes as flags, so this guide describes only safe-versus-risky. Treat any specific percentage as community-reported, not server-confirmed.
- Sockets open at Grand, not Celestial. You can legitimately gem any Grand-or-better piece. Waiting until Celestial is advice, not a rule.
- The gems are Lunadrop and Lunafrost. These are the confirmed socketable gem families on this build. "Lunagem" is the game's generic word for a socketed gem, used in the Socket Lunagem and Remove Lunagem actions. There is no "Lunastone" item family.
- Ayanad is the top crafted gear tier here. There is no Erenor or Hiram gear on this server; Erenor exists only as a cosmetic Hero Cloak. Regrade and gem your Ayanad pieces, not a mythical higher tier.