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Enhancement success rates

The success chance of every step of each enhancement ladder the game's items use (regular and amplified enhancement), the bonus a failure adds to the next try, the average number of tries and the levels a failure costs. Each ladder is named by the grades of the items that use it.

23 rows
Enhancement success rates
Step
Enhance · Unique · +0 → +15 — 1,138 items
+0 → +10100%—1010—
+10 → +1165%5%1.4911.49—
+11 → +1250%5%1.8613.35—
+12 → +1335%5%2.4415.79—
+13 → +1425%5%3.0318.82—
+14 → +1520%5%3.4222.24—
Enhance · Epic · +0 → +10 — 1,335 items
+0 → +10100%—1010—
Enhance · Rare · Common · +0 → +5 — 1,021 items
+0 → +5100%—55—
Enhance · Clash Rune · +0 → +10
+0 → +1100%—11—
+1 → +280%—1.25—1
+2 → +366%—1.52—1
+3 → +450%—2—1
+4 → +533%—3.03—1
+5 → +625%—4—1
+6 → +720%—5—1
+7 → +815%—6.67—1
+8 → +912%—8.33—1
+9 → +1010%—10—1
Amplified Enhance · Unique · ◆0 → ◆5, items stop at ◆1 · ◆3 · ◆5 — 678 items
◆0 → ◆166%5%1.471.47—
◆1 → ◆250%4%1.883.35—
◆2 → ◆333%3%2.686.03—
◆3 → ◆425%2%3.439.46—
◆4 → ◆520%1%4.3613.82—

Steps that cannot fail are one row. Averages include the bonus after each failure; the running total stops where a failure costs levels. Exact costs per item: the item pages and the Enhancement Planner.

Regenerated from the client after every patch: nothing on this page is typed by hand.

Where this table comes from

Source in the game client: EnchantCost / ExceedEnchantCost (enchant_costs) · Item (items)