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.
⚠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
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
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)
| 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.