One specific enchant line costs 20 scrolls on average
✍️ Alice・愛麗沙
Landing one named extra effect takes 20 scrolls on average; landing that same line at its maximum roll takes 120. The derivation is fully public. The operator states that the number of extra effects — 0, 1 or 2 — is uniform, so each is 1/3 and a scroll averages one extra line. The pool is 20 entries and is also uniform. Multiply the two and the chance a single scroll lands the line you named is exactly 5%. At the community’s 100-shards-per-scroll conversion, 20 scrolls is roughly 2,000 shards. But the number worth remembering is the opposite side of it: extra effects only accumulate, never regress, and once you hold three or more you pick two to use — so “ruining” an enchant is not a thing that can happen. What you are paying is never risk. It is time.
Update 9/14: The enchant system went live on Taiwan on 9/9. The official update log (thread 3541097) restates the three “equal odds” rules this article’s math rests on — one base effect plus 0–2 extras, each extra equally likely, and 0/1/2 equally likely — along with overwrite, accumulation up to 2 (pick 2 if 3+), no scroll back on disassembly, and only the target’s enchant surviving performance improvement. The 5% figure stands. The log’s table prints one number per line (17 for main stats, 22 for combat lines, 67 for extra HP): those are the top values; the 12–17 / 17–22 / 62–67 ranges from guide 3474928 still govern the top-roll math. Scroll sources now exist: Math Deep Dungeon clears drop a scroll or fragment by chance; field-boss Hard (from 9/14) drops “附魔卷軸:狐狸 碎片”; Molly’s relic exchange sells “附魔卷軸:狐狸(★6)” for 400 赤紅深淵的化石 from 9/14; the Cat Captain sells “附魔卷軸選擇箱:格里斯貝恩” for 120 遠征的證明 from 10/5.
The rules are published in full. Only the numbers are missing
The enchant guide is unusually generous. Four sentences describe the whole system:
An enchant scroll has a base effect and gains 0–2 extra effects at a fixed probability.
The acquisition chance and the value of extra effects are both set to uniform probability; the chance of 0–2 extra effects being selected is likewise set to uniform.
When an enchant scroll is used, the existing enchant state is replaced by the used scroll’s effect regardless of what it was.
Extra effects keep accumulating until you hold at most 2; once you have 3 or more, you may choose 2 of them to use.
“Uniform probability” appears twice and means two different things. The count is uniform (0, 1 and 2 are a third each), and the content and value are uniform too (every line is equally likely to be picked, and every value step within a line is equally likely).
With those three uniformities in hand, everything else is arithmetic.
Where 5% comes from
The extra-effect pool holds 20 lines. The official table is reproduced here row by row:
| Extra effect | Value | Group |
|---|---|---|
| 力量 | 17 | Primary stat |
| 技巧 | 17 | Primary stat |
| 智力 | 17 | Primary stat |
| 幸運 | 17 | Primary stat |
| 意志 | 17 | Primary stat |
| 破防 | 22 | Combat stat |
| 傷害減少 | 22 | Combat stat |
| 強擊強化 | 22 | Combat stat |
| 快速攻擊 | 22 | Combat stat |
| 連段強化 | 22 | Combat stat |
| 連擊強化 | 22 | Combat stat |
| 技能威力 | 22 | Combat stat |
| 技能速度 | 22 | Combat stat |
| 廣域強化 | 22 | Combat stat |
| 要害迴避 | 22 | Combat stat |
| 暴擊 | 22 | Combat stat |
| 追擊 | 22 | Combat stat |
| 追加體力 | 67 | HP |
| 恢復力 | 22 | Combat stat |
| 絕招 | 22 | Combat stat |
The names and order of the 20 extra effects are Nexon Taiwan's own; the values are Taiwan's fixed ones, from the 9/9 update log (3541097) and the in-game 'extra effect info' screen (which labels 技能速度 as 快速技能). An older official guide (3474928) prints Korea's launch ranges 12–17 / 17–22 / 62–67; Taiwan has no range. Which effect you get is uniform.Enhance odds
Split the three cases and work out the chance that one named line appears on a single scroll:
- 0 extras rolled (probability 1/3): hit rate 0.
- 1 extra rolled (probability 1/3): that one happens to be yours, 1/20 = 5%.
- 2 extras rolled (probability 1/3): two distinct lines drawn from 20, yours among them = 2/20 = 10%.
Summing: (1/3)×0 + (1/3)×0.05 + (1/3)×0.10 = 0.05.
Exactly 5%. Expected scrolls = 1 ÷ 0.05 = 20. Converted to shards at the community’s 100-per-scroll fusion, that is 2,000.
Want two named lines? Because extra effects accumulate, you can land them independently, so roughly 20 + 20 = 40 scrolls. Strictly it is a shade under 40 — a scroll that rolls two extras can occasionally deliver both at once — but the gap is under a single scroll and does not matter in practice.
What the maximum roll costs
Every extra effect also has a value range, and the value is uniform too: the five primary stats run 12–17, the combat lines run 17–22, and extra HP runs 62–67.
Take any combat line. Its six steps — 17, 18, 19, 20, 21, 22 — are 1/6 each.
Naming the line and rolling it to 22: 0.05 × (1/6) = 0.833%, an expectation of 120 scrolls, or 12,000 shards.
And 22 is only 5 points above 17. Pushed through the enhancement bucket’s divisor of 8500, that is 5 ÷ 8500 = +0.059% of bucket contribution.
A hundred scrolls for six parts in ten thousand.
Do not chase maximum rolls. That is the one line in this article that will actually save you a meaningful pile of resources.
“Ruining” an enchant is impossible — but two moves genuinely burn money
The replacement rule reads like a threat: “the existing enchant state is replaced regardless of what it was.” What gets replaced is the base effect. The extra effects are governed by the separate sentence about accumulating past three and choosing two. So the direction of repeated enchanting is always upward.
The two things that really cost you are these.
One: dismantling enchanted gear. The guide’s own wording is that dismantling enchanted equipment does not recover the enchant scroll. Whatever you put on goes with the item, and not one scroll comes back.
Two: using well-enchanted gear as material in performance-improvement alchemy. The guide writes two sentences that point in opposite directions. The enchant on the improvement target is applied to the result item — preserved. The enchant on the item used as material is not preserved and is destroyed. Choose the wrong one as target and you have thrown away twenty scrolls’ worth of expected cost in a single confirmation dialog.
What to do now
- Spend scrolls first on gear that does not yet hold 2 extra effects. The marginal value of a scroll is highest across 0→1 and 1→2. Once two good lines are already there, further scrolls only buy you the chance to displace the weaker of the two.
- Do not chain-invest chasing a named line. Twenty is an expectation, not a guarantee, and probability has no memory — the same arithmetic as the dice odds worked through in the mystic dice breakdown.
- Check where the enchant sits against your other upgrades. A flat stat from a scroll competes with engraving upgrades for the same attention, and those have their own correct ordering — see the engraving upgrade order. Whether a combat line even matters to your rotation depends on which judgements you actually trigger, which is the crit mechanics page.
What would overturn this
The 5% rests entirely on the word “uniform” in the official text. If “0–2 uniform” turns out not to mean a third each — if the operator meant some weighting instead — or if the 20-line pool is not the same pool across weapons, armour, accessories and emblems, the 5% needs recomputing from scratch.
The 100-shards-per-scroll conversion is community-sourced and does not appear in the official guide. If a different fusion ratio is announced, the shard totals move with it.
This is testable. Anyone who accumulates enough opening records — three hundred scrolls or more, logged line by line — settles the whole question. We would very much like to see that log.

