Official disclosure · TW

Enhancement Calculator & Odds

Do the math before you enhance: expected cost, rune-upgrade expectations, and gacha probability calculators — full official rate tables below.

Enhancement cost calculator

Why start at +10? Nexon publishes every success rate from +1 to +20 (table below) but no costs, and the only gold and shard figures we have cover +11 to +20 (a disputed Korean transcription) — so the calculator covers that range only.

Expected attempts
44.7
Expected gold
8,639,225
Expected rune shards
26,999
Expected catalysts
223.7

⚠Not checked row by row (+15 matches the TW client)

Worst case (pity every stage): 19,875,991 gold / 62,116 shards.

Rune upgrade expectation calculator

Avg. source runes needed
25,180.8
★0 Advanced
Avg. combine attempts
12,589.9

Assumes: on failure the slot-1 rune survives and 2 are lost; the 10% Great Success and catalyst retries are not counted (real cost is slightly lower).

Gacha probability calculator

%%
Expected pulls
50 pulls
50% chance of ≥1
35 pulls
90% chance of ≥1
114 pulls
99% chance of ≥1
228 pulls

Premium and collab pet boxes also give an epic-pet basket every 200 pulls (the regular pet box does not); expectations are statistical averages.

Engraving enhancement success (+1 to +20, same for every slot and rarity)

Engrave enhancement success rate by stage (official)
Engrave enhancement success rate by stage (official) Column chart with 20 categories. Highest +1 100%; lowest +16 1%. The same figures are listed in full in the table. +1 100% +2 100% +3 100% +4 100% +5 80% +6 70% +7 60% +8 50% +9 40% +10 30% +11 15% +12 10% +13 7% +14 5% +15 3% +16 1% +17 1% +18 1% +19 1% +20 1% 0%25%50%75%100%+1+2+3+4+5+6+7+8+9+10+11+12+13+14+15+16+17+18+19+20
Stage Success Points per fail Guaranteed within
+1 100% — —
+2 100% — —
+3 100% — —
+4 100% — —
+5 80% +39.2% 3
+6 70% +35.1% 3
+7 60% +30.4% 4
+8 50% +25% 4
+9 40% +20% 5
+10 30% +15% 7
+11 15% +7.5% 14
+12 10% +5% 20
+13 7% +3.5% 29
+14 5% +2.5% 40
+15 3% +1.4% 72
+16 1% +0.5% 200
+17 1% +0.5% 200
+18 1% +0.5% 200
+19 1% +0.5% 200
+20 1% +0.5% 200

Enhancement cost (unofficial)

⚠️ Unofficial: Nexon is required to publish probabilities, not costs. This table was once flagged for its provenance; on 2026-10-02 it was checked against the Taiwan client. The +15 row (per attempt 1,207 rune shards + 386,145 gold + 5 Enhancement Reignition Catalysts) matches two Taiwanese players' ★6 legendary weapon enhancement screens exactly, and the +1 to +10 costs on the upgrades page are exactly twice a Taiwanese player's measured ★6 armour costs. So these are ★6 legendary WEAPON costs: armour is about half, and ★4 (elite) about a further 2.25× less. +11 to +14 and +16 to +20 have not yet been checked row by row against a Taiwan screen.

Stage Rune shards/try Catalyst/try Gold/try
+11 344 5 110,013
+12 361 5 115,513
+13 560 5 179,321
+14 846 5 270,631
+15 1,207 5 386,145
+16 1,375 9 440,051
+17 2,407 9 770,889
+18 3,094 9 990,115
+19 4,125 9 1,320,153
+20 8,251 9 2,640,305
  • +1 to +4 always succeed; from +5 the rate falls each stage (80%, 70% … 30% at +10), 15% at +11, and only 1% from +16 to +20. Full figures in the table above — all Taiwan's official published values.
  • Each failure banks enhancement points (+39.2% per failure at +5, shrinking with each stage, +0.5% from +16); at 100% the next attempt succeeds with certainty and consumes no materials, and any overflow carries to the next stage. From +10 an Enhancement Reignition Catalyst rolls the same attempt twice: either roll succeeding advances one stage, and two successes bank extra points.
  • Failure never destroys or downgrades gear. Curses come from rune engraving / performance injection ('at a certain rate') and from failed high-stage enhancement (community says from +4 or +5 — sources disagree); the penalty is a per-slot % stat reduction (undisclosed). Removal: curse-removal potion, blacksmith service, or any successful engraving enhancement clears it automatically.
  • Epic and legendary runes share the same success rates; legendary costs ~1.5× more materials.

Rune upgrade success (combine 3 same-grade)

Materials Result Success
★0 Advanced ★1 Advanced 88.2%
★1 Advanced ★2 Rare 83.3%
★2 Rare ★3 Rare 78.8%
★3 Rare ★4 Elite 49.5%
★4 Elite ★5 Epic 39.6%
★5 Epic ★6 Legendary 10%
  • A successful rune upgrade gets a second check for a chain upgrade (skipping ahead; rates in the table above). With an Alchemy Reignition Catalyst, 10% of successes are Great Successes (one extra rune, rolled at the same odds) and a failure is retried once for free. The chain-upgrade rate is not affected by the catalyst.
  • Some upgrade recipes give Unknown Rune Fragments on failure, doubled if the catalyst retry also fails (Taiwan's official alchemy guide). Korean rule: 100 fragments make one random legendary rune you do not own yet (★8 in Korea now; Taiwan's Season 0 legendary is ★6).
  • Every upgrade attempt also rolls a separate Rune Upgrade Bonus: independent of success or failure and of the catalyst, it awards one extra rune at a published rate (Taiwan's official odds page).

Option reroll odds (engraving reset)

Options Each
Weapon 11 9.090909%
Accessory 11 9.090909%
Armour line 1 3 33.333333%
Armour line 2 11 9.090909%

Enchants (cannot fail)

  • Enchanting never fails in this game — applying a scroll replaces the previous effect; the RNG is in the bonus effects.
  • 0/1/2 extra effects roll at uniform odds (~1/3 each); which effect (20 kinds) is also uniform, and the same one can appear twice (crit +22 twice, for example). The extras are decided when the scroll drops and printed on it — they are not rolled when you apply it.
  • Taiwan's values are fixed: STR / DEX / INT / LUK / WILL +17, every other combat stat +22, bonus HP +67 (the 9/9 update log and the in-game 'extra effect info' screen). The 12–17 / 17–22 / 62–67 ranges in an older official guide are Korea's launch ranges, not used on Taiwan.

Fashion & pet gacha

Premium fashion pull (per draw)

Grade Rate
Epic 2%
Elite 10.000001%
Rare 32.999969%
Advanced 54.999986%

Premium pet pull (per draw)

Grade Rate
Epic 1%
Elite 3%
Rare 17%
Advanced 79%

Fashion ascension

Grade Rate
Normal → 高級 50%
高級 → 稀有 40%
稀有 → 菁英 30%
菁英 → 史詩 25%
史詩 → 傳說 25%

Pet ascension

Grade Rate
高級 → 稀有 30%
稀有 → 菁英 30%
菁英 → 史詩 25%
史詩 → 傳說 20%
  • Fashion legendary synthesis (epic→legendary): 20%.
  • Pity exists only on premium and collab pet boxes: one Pet Lucky Basket at 50, 100 and 150 opens (9 elite pets, 11.11% each), and one epic-pet basket every 200 opens (the 9/9 box gives a Pet Companion Basket — contents per the in-game item info; the MapleStory collab box gives a basket where you pick one of its two collab epics). The count resets when the box rotates. The regular pet box has no pity. Legendary pets are in no box — only epic-pet ascension (20%) makes one.

Source: NEXON NOW, Taiwan's official probability disclosure (fetched 2026-08-17; the pet boxes, the owl box and the MapleStory collab boxes on 2026-09-30). The enhancement cost table and the curse notes are community data and labelled as such. Not published by Nexon and not listed here: curse odds, dungeon drop rates, any costs.