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⚒️ Equipment Upgrading

Upgrading raises a weapon or a piece of armour from +0 to +13 — the single biggest source of raw power on your character, and the one that eats the most gold. Every attempt resolves as a success, a fail, or a fix, and what a fail costs you depends entirely on whether you're holding a protection scroll.

+13maximum upgrade level
🛡️no scroll = a fail destroys the piece
🎯pity = a guaranteed success after enough misses
🔒the window hides the odds from +7

🧮 The Upgrade Simulator

Set your current and target level below to see how many attempts, how much gold and which materials the run costs — the average under the real server odds, and the worst case where every level runs all the way to its pity counter.

Protection
Rate event
Current
+0
Target
+10
≥90% success≥50%≥20%≥5%<5%
Best case
every attempt first try
10
attempts
7.38kk gold
Typical
average over the odds
318
attempts
426.69kk gold
24 fixes
Worst case
every level hits pity
999
attempts
1.35kkk gold
80 fixes
Shopping list for +0 → +10Best caseTypicalWorst case
Upgrade gold2.38kk265.41kk839.34kk
Consumable gold5kk161.28kk507.59kk
Total gold7.38kk426.69kk1.35kkk
skill-icon Cella Powder2390×skill-icon 169511×skill-icon 535939×skill-icon
skill-icon Soul Gem9×skill-icon 12×skill-icon 28×skill-icon
skill-icon Complete Soul Gem9×skill-icon 807×skill-icon 2551×skill-icon
skill-icon Equipment Protection Scroll500k ea.10×skill-icon 318×skill-icon 1000×skill-icon
skill-icon Release Scroll100k ea.24×skill-icon 81×skill-icon

Gold and materials are spent on every attempt, win or lose, and so is the protection scroll. Total gold prices the scrolls at their NPC cost, because over a long run those outweigh what the window charges — the farmed materials aren't priced. Some levels in this range have no pity counter, so the worst case uses their average there. A fix happens whether or not you are protected — the scroll only ever covered the fail branch — so the run also budgets one skill-icon Release Scroll per fix, which the upgrade window spends automatically to unblock the piece.

Per-level breakdown (+0 → +10)
StepSuccessFailFixPityCost / attempt
+0 → +1100%
20×skill-icon 1×skill-icon 1×skill-icon 500
+1 → +2100%
50×skill-icon 1×skill-icon 1×skill-icon 1.5k
+2 → +390%10%
80×skill-icon 2×skill-icon 1×skill-icon 3k
+3 → +480%5%15%3
120×skill-icon 2×skill-icon 1×skill-icon 10k
+4 → +560%20%20%4
160×skill-icon 3×skill-icon 1×skill-icon 30k
+5 → +640%40%20%7
220×skill-icon 1×skill-icon 1×skill-icon 80k
+6 → +720%60%20%15
280×skill-icon 1×skill-icon 1×skill-icon 150k
+7 → +8🔒5%80%15%60
380×skill-icon 2×skill-icon 1×skill-icon 400k
+8 → +9🔒1%89%10%300
480×skill-icon 2×skill-icon 1×skill-icon 700k
+9 → +10🔒0.5%94.5%5%600
600×skill-icon 3×skill-icon 1×skill-icon 1kk

Rows marked ★ need a rarer milestone material. A pity of n means the (n + 1)-th consecutive miss at that level is a guaranteed success — and it rescues a fix too, since the forced result overwrites the roll. Pity lives on the item and is bound to the account that built it, so handing a half-pitied piece to someone else wipes the counter.


⚙️ How an attempt resolves

Every attempt spends its gold, skill-icon Cella Powder, its gem and (if you're using one) the protection scroll before the dice are rolled — win or lose, that cost is gone. Then one of three things happens:

✅ Success

The piece gains one level. The pity counter resets to zero.

➖ Fail

With a scroll the piece is saved and you just lose the attempt. Without one the piece is destroyed — removed from your inventory, gone.

🔒 Fix

The piece is flagged fixed and can't be upgraded again until it's released. A protection scroll does not prevent this — it only ever covered the fail.


🎯 Pity — the guaranteed success

From +3 onward every level carries a pity counter. Each consecutive non-success on that piece ticks it up; once it reaches the level's value, your next attempt cannot fail. The counter resets on a success, and a forced success also rescues a roll that would have been a fix.

🔄
Pity is bound to your master account. If a different account upgrades the piece, the counter is wiped — so a half-pitied item can't be handed off to someone else to finish.
⚒️
Crafting resets it. Crafting a new piece of equipment out of an old one starts the new piece's counter from zero — whether you keep the upgrade, the shell, or both.
📈
It grows fast. 3 misses at +3, but 600 at +9 and 1,500 at +12. Past +10 the pity counter, not the 0.5% success chance, is what actually gets you there.

🛡️ Scrolls, and when to skip them

skill-icon Equipment Protection Scroll

Spent on every attempt. Turns a fail from "item destroyed" into "attempt wasted". Sold by the Traveling Merchant and general goods NPCs for 500k.

skill-icon Golden Equipment Protection Scroll

Protects exactly like the normal scroll and halves the gold and skill-icon Cella Powder cost — gems and the +10 materials stay full price. It's an achievement reward, not a shop item, so you can't restock it.

skill-icon Release Scroll

Clears the fixed flag. 100k from the same NPCs. Needed regardless of whether you're protected.


📦 Where the materials come from

skill-icon Cella Powder

The bulk fuel — every level needs it, up to 600 at a time. Refine skill-icon Gillion Stone at any of the refiner items (skill-icon Soul Gem Refiner, skill-icon Crystal Refiner) to produce 5–10 per use.

skill-icon Soul Gem & skill-icon Complete Soul Gem

The window uses Soul Gems below +5 and Complete Soul Gems from +5 up. Both come out of the skill-icon Soul Gem Refiner as a bonus roll on top of the Cella Powder.

skill-icon Transcendent Soul Gem & skill-icon Diamond Powder

Only needed for +10 → +13, where Cella and gems drop out entirely. Both are Act 10 global drops — Diamond Powder at ~11% and the Transcendent Soul Gem at ~2% per kill.


🌟 Rate event

While the Equipment Upgrade Event is live, success chance is raised by a relative 30% — an 80% step becomes 96%, not 100%. Flip Rate event → Event live in the simulator to see what that does to your range. Events run for two days; check the rotating event schedule.


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