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.
| Step | |||||
|---|---|---|---|---|---|
| Enhance · Unique · +0 → +15 — 1,138 items | |||||
| +0 → +10 | 100% | — | 10 | 10 | — |
| +10 → +11 | 65% | 5% | 1.49 | 11.49 | — |
| +11 → +12 | 50% | 5% | 1.86 | 13.35 | — |
| +12 → +13 | 35% | 5% | 2.44 | 15.79 | — |
| +13 → +14 | 25% | 5% | 3.03 | 18.82 | — |
| +14 → +15 | 20% | 5% | 3.42 | 22.24 | — |
| Enhance · Epic · +0 → +10 — 1,335 items | |||||
| +0 → +10 | 100% | — | 10 | 10 | — |
| Enhance · Rare · Common · +0 → +5 — 1,021 items | |||||
| +0 → +5 | 100% | — | 5 | 5 | — |
| Enhance · Clash Rune · +0 → +10 | |||||
| +0 → +1 | 100% | — | 1 | 1 | — |
| +1 → +2 | 80% | — | 1.25 | — | 1 |
| +2 → +3 | 66% | — | 1.52 | — | 1 |
| +3 → +4 | 50% | — | 2 | — | 1 |
| +4 → +5 | 33% | — | 3.03 | — | 1 |
| +5 → +6 | 25% | — | 4 | — | 1 |
| +6 → +7 | 20% | — | 5 | — | 1 |
| +7 → +8 | 15% | — | 6.67 | — | 1 |
| +8 → +9 | 12% | — | 8.33 | — | 1 |
| +9 → +10 | 10% | — | 10 | — | 1 |
| Amplified Enhance · Unique · ◆0 → ◆5, items stop at ◆1 · ◆3 · ◆5 — 678 items | |||||
| ◆0 → ◆1 | 66% | 5% | 1.47 | 1.47 | — |
| ◆1 → ◆2 | 50% | 4% | 1.88 | 3.35 | — |
| ◆2 → ◆3 | 33% | 3% | 2.68 | 6.03 | — |
| ◆3 → ◆4 | 25% | 2% | 3.43 | 9.46 | — |
| ◆4 → ◆5 | 20% | 1% | 4.36 | 13.82 | — |
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)