Pushing an item to a high enchant level is rarely about a single lucky click — it is a string of probabilistic attempts whose cost compounds quickly. This simulator models the whole climb so you know the average attempts and total gold before you commit materials.
How it works
Each level has its own success rate, which decays as the level rises, and the average attempts per level come from the geometric distribution:
rate(L) = clamp(base × (1 − decay)^L, floor, 1)
avgAttempts = 1 / rate(L)
avgCost = costPerAttempt / rate(L)
total = Σ over each level from start to target
Summing per level gives the expected attempts and expected cost for the full upgrade path.
Understanding the decay curve
The per-level decay models the common game design pattern where early enchant levels are easy and later ones are punishing. If the base rate is 95% and the decay is 12% per level, the rate at each level looks like:
| Enchant level | Success rate |
|---|---|
| 0 → 1 | 95.0% |
| 1 → 2 | 83.6% |
| 2 → 3 | 73.6% |
| 3 → 4 | 64.8% |
| 4 → 5 | 57.0% |
| 5 → 6 | 50.2% |
| 6 → 7 | 44.2% |
| 7 → 8 | 38.9% |
| 8 → 9 | 34.2% |
| 9 → 10 | 30.1% |
Notice that the last level takes an average of about 3.3 attempts, while the first level takes barely more than 1. With 100 gold per attempt, the first level costs on average 105 gold but the tenth costs about 332 gold. Set the floor so the rate never drops below a meaningful minimum — without a floor, the decay formula can reach values like 0.1%, meaning thousands of attempts per level.
Worked cost example
Going from level 0 to 5 with the settings above (95% base, 12% decay, 5% floor, 100 gold per attempt):
- Level 0→1: 1/0.950 ≈ 1.05 attempts × 100 = 105 gold
- Level 1→2: 1/0.836 ≈ 1.20 × 100 = 120 gold
- Level 2→3: 1/0.736 ≈ 1.36 × 100 = 136 gold
- Level 3→4: 1/0.648 ≈ 1.54 × 100 = 154 gold
- Level 4→5: 1/0.570 ≈ 1.75 × 100 = 175 gold
- Total average cost: approximately 690 gold for 0→5
Extending from level 5 to 10 costs significantly more than 0 to 5 because the rates are lower throughout. This is why the total is often dominated by the final few levels.
Budgeting strategy
The expected total is an average — individual runs can be much cheaper or much more expensive. Key principles:
- Budget toward the expected total, not the best case. The geometric distribution has no upper bound; rare but real runs can cost 5–10× the average.
- Consider diminishing returns. If the stat bonus per enchant level decreases as the level rises but the cost per level increases, there is a crossover point where further enchanting is not worth it.
- Stop loss. Decide in advance how much you are willing to spend. If the item is lost or becomes obsolete, that gold is gone.
- Materials first. For crafting systems where enchant materials must be farmed, compute the total expected material cost before farming so you know what session length to plan for.