Systems

Item enhancement: chances, stones and a calculator

Quick answer

Enhancing (also called refining or upgrading) raises an item by one level, for example from +3 to +4, and makes it stronger.

Every try uses up its stones, and on most items every step can fail. A failed try leaves the item as it is, drops it one level, or destroys it.

The higher you go, the lower the chance. Use a Perfect Red Eye on every try for an item you do not want to lose: it stops destruction completely.

Same odds as the original game. Computed from the live server's data on 2026-11-04.

How it works

Put the item and one enhancement stoneThe stone every try uses: Elrue for +0 to +2, Lix for +3 to +5, Xir for +6 to +8, Karis for +9 and up. into the enhancement window. You can add up to three extra stones: a Gold NineAn extra stone that raises the chance of success and gives a small chance to jump +2. and two protection stoneAn extra stone for one try. Red Eye stops destruction, Blue Mile stops the drop of a level. They do not change the chance of success.s. Then one try decides what happens:

Your item at +N, one try:
  1. SuccessThe item becomes +N+1. The fail counter goes back to 0.
  2. Lucky jumpSometimes a success gives +N+2. Only with a Lucky stone or a Gold Nine.
  3. No changeThe item stays at +N. The stones are used up. The fail counter goes up by 1.
  4. DropThe item falls to +N-1. The fail counter goes up by 1. A Blue Mile can stop this.
  5. DestroyedThe item is gone. A Red Eye can stop this.

The fail counter (pity)

Each item keeps a hidden fail counterA hidden number on the item. Every failed try raises it and makes the next try more likely to succeed. It goes back to 0 after a success.. Every failed try raises your chance on the next try. A success resets it to 0. Example: a gradeEvery item that can be enhanced has a grade from 1 to 5. It follows the item's level band. Stones must match the grade. 3 item (item level 60) going from +5 to +6 succeeds 51.5% of the time on a fresh item, 64% after 5 fails, 76.5% after 10 and 100% after 20. So do not give up on an item after one or two fails, and do not sell it in the middle of a streak.

Protection stones make the counter grow faster: with a Red Eye it is multiplied by 1.3 before the try, with a Blue Mile by 1.2, with both by 2.5.

What changes your chance

  • The step. Each + is harder than the one before, with a few exceptions you can see in the tables.
  • The grade. Grade 1 items are easy; grade 5 items are the hardest.
  • The item levelThe level shown on the item. Higher item levels have slightly lower chances.. Each item level costs 0.1 percentage points of success. A level 125 item is 2.5 points worse than a level 100 item.
  • The stones. Blessed Elrue and Lix add 2 points, Blessed Xir only 0.5. Lucky stones take 2 points away on grades 1 to 3 (grades 4 and 5: 1 on Elrue and Lix, 0.2 on Xir) but can jump +2. Gold Nine adds 13 points (Super Gold Nine 18, Ultra Gold Nine 23).
  • The fail counter (above).

Accessories (rings, necklaces and the like) have the same odds as weapons and armor. Enhancing costs no gold, only stones.

Calculator

The calculator needs JavaScript. The tables below have the same numbers.

Your item
Grade 5 items are level 70 to 125.
The level written on the item.
Hidden in the game. Use 0 if unsure.
Stones on every try
Blessed: +2 points (Xir +0.5). Lucky: up to -2 points, can jump +2. From +9 every try uses Karis.

Next try

Uses Elrue [5].

  • Success +179.4%
  • No change20.6%
  • Drop one level0%
  • Destroyed0%

Reaching your goal (+0 to +6)

Chance this item gets there without being destroyed
17.7%
Average tries with this item
8.1
Average stones per finished item, starting again with a new +0 item when one breaks
45.7
Items destroyed on the way, on average
4.6

Every try uses one enhancement stone and one of each extra stone you picked. These are averages over many items; your own luck will vary.

Chances per step

Chance that one try succeeds with a normal stone on a fresh item (fail counter 0). Each grade is shown at one typical item level.

StepGrade 1
level 10
Grade 2
level 30
Grade 3
level 60
Grade 4
level 90
Grade 5
level 110
+0 to +1 100% 96% 90% 83% 79.4%
+1 to +2 100% 96.6% 77.6% 67.4% 62.1%
+2 to +3 100% 96.2% 56.6% 55.3% 48.3%
+3 to +4 100% 94.7% 56.4% 49.5% 42.5%
+4 to +5 100% 94.6% 53.2% 45.1% 38.5%
+5 to +6 100% 94.5% 51.5% 40.7% 34.5%
+6 to +7 100% 93.8% 49.1% 35.7% 30.4%
+7 to +8 100% 100% 60.1% 26.3% 12.1%
+8 to +9 100% 100% 45.2% 23.9% 24.3%
+9 to +10 not shown not shown 36.3% 24.9% 22.9%
+10 to +11 not shown not shown not shown not shown 19.7%
+11 to +12 not shown not shown not shown not shown 18%

A dash means the grade is not listed for that step: few or no items of that grade go that high.

Every outcome, per grade

Open a grade to see what happens when a try fails. Columns: success, no change, drop one level, destroyed. The last column shows a try with a Gold Nine added: chance of +1 / chance of +2.

Grade 1 · gear level 1-20, accessories 5-20 · shown for item level 10
StepStone Success No change Drop Destroyed With Gold Nine
+1 / +2
+0 to +1 Elrue [1] 100% 0% 0% 0% 95% / 5%
+1 to +2 Elrue [1] 100% 0% 0% 0% 95% / 5%
+2 to +3 Elrue [1] 100% 0% 0% 0% 95% / 5%
+3 to +4 Lix [1] 100% 0% 0% 0% 95% / 5%
+4 to +5 Lix [1] 100% 0% 0% 0% 95% / 5%
+5 to +6 Lix [1] 100% 0% 0% 0% 95% / 5%
+6 to +7 Xir [1] 100% 0% 0% 0% 95% / 5%
+7 to +8 Xir [1] 100% 0% 0% 0% 95% / 5%
+8 to +9 Xir [1] 100% 0% 0% 0% 95% / 5%
Grade 2 · gear level 20-50, accessories 20-55 · shown for item level 30
StepStone Success No change Drop Destroyed With Gold Nine
+1 / +2
+0 to +1 Elrue [2] 96% 4% 0% 0% 95% / 5%
+1 to +2 Elrue [2] 96.6% 0% 2.6% 0.8% 95% / 5%
+2 to +3 Elrue [2] 96.2% 0% 2.2% 1.6% 95% / 5%
+3 to +4 Lix [2] 94.7% 0% 2.9% 2.4% 95% / 5%
+4 to +5 Lix [2] 94.6% 0% 2.2% 3.2% 95% / 5%
+5 to +6 Lix [2] 94.5% 0% 1.5% 4% 95% / 5%
+6 to +7 Xir [2] 93.8% 0% 1.4% 4.8% 95% / 5%
+7 to +8 Xir [2] 100% 0% 0% 0% 95% / 5%
+8 to +9 Xir [2] 100% 0% 0% 0% 95% / 5%
Grade 3 · gear level 50-80, accessories 50-78 · shown for item level 60
StepStone Success No change Drop Destroyed With Gold Nine
+1 / +2
+0 to +1 Elrue [3] 90% 10% 0% 0% 95% / 5%
+1 to +2 Elrue [3] 77.6% 6.4% 13% 3% 86.1% / 4.5%
+2 to +3 Elrue [3] 56.6% 15.4% 16% 12% 66.1% / 3.5%
+3 to +4 Lix [3] 56.4% 17.2% 12.8% 13.6% 65.9% / 3.5%
+4 to +5 Lix [3] 53.2% 18.8% 12.8% 15.2% 62.9% / 3.3%
+5 to +6 Lix [3] 51.5% 19.5% 12.2% 16.8% 61.3% / 3.2%
+6 to +7 Xir [3] 49.1% 20.9% 12.6% 17.4% 59% / 3.1%
+7 to +8 Xir [3] 60.1% 8.9% 14.2% 16.8% 69.4% / 3.7%
+8 to +9 Xir [3] 45.2% 2.8% 0% 52% 55.3% / 2.9%
+9 to +10 Karis 36.3% 0% 0% 63.7% 46.8% / 2.5%
Grade 4 · gear level 84-99, accessories 80-102 · shown for item level 90
StepStone Success No change Drop Destroyed With Gold Nine
+1 / +2
+0 to +1 Elrue [4] 83% 17% 0% 0% 91.2% / 4.8%
+1 to +2 Elrue [4] 67.4% 12.6% 17% 3% 76.4% / 4%
+2 to +3 Elrue [4] 55.3% 20.7% 12% 12% 64.9% / 3.4%
+3 to +4 Lix [4] 49.5% 22.5% 14.4% 13.6% 59.4% / 3.1%
+4 to +5 Lix [4] 45.1% 22.9% 16.8% 15.2% 55.2% / 2.9%
+5 to +6 Lix [4] 40.7% 23.3% 19.2% 16.8% 51% / 2.7%
+6 to +7 Xir [4] 35.7% 24.3% 21.6% 18.4% 46.3% / 2.4%
+7 to +8 Xir [4] 26.3% 9.7% 53.6% 10.4% 37.3% / 2%
+8 to +9 Xir [4] 23.9% 4.1% 0% 72% 35.1% / 1.8%
+9 to +10 Karis 24.9% 0% 0% 75.1% 36% / 1.9%
Grade 5 · gear level 70-125, accessories 100-125 · shown for item level 110
StepStone Success No change Drop Destroyed With Gold Nine
+1 / +2
+0 to +1 Elrue [5] 79.4% 20.6% 0% 0% 87.8% / 4.6%
+1 to +2 Elrue [5] 62.1% 13.9% 20% 4% 71.3% / 3.8%
+2 to +3 Elrue [5] 48.3% 23.7% 13.4% 14.6% 58.2% / 3.1%
+3 to +4 Lix [5] 42.5% 25.5% 15.8% 16.2% 52.7% / 2.8%
+4 to +5 Lix [5] 38.5% 25.5% 18.2% 17.8% 48.9% / 2.6%
+5 to +6 Lix [5] 34.5% 25.5% 20.6% 19.4% 45.1% / 2.4%
+6 to +7 Xir [5] 30.4% 27.2% 21.4% 21% 41.2% / 2.2%
+7 to +8 Xir [5] 12.1% 23.9% 41% 23% 23.8% / 1.3%
+8 to +9 Xir [5] 24.3% 3.7% 0% 72% 35.4% / 1.9%
+9 to +10 Karis 22.9% 0% 0% 77.1% 34.1% / 1.8%
+10 to +11 Karis 19.7% 0% 0% 80.3% 31.1% / 1.6%
+11 to +12 Karis 18% 0% 0% 82% 31% / 0%

A Perfect Red Eye turns every "destroyed" into "no change"; a Perfect Blue Mile does the same for every "drop". A plain Red Eye or Blue Mile does it half of the time. Item levels other than the one shown: use the calculator.

How many tries and stones

Starting from a fresh +0 item with a normal stone every try. "Without protection" counts the stones for the items that break on the way, if you start again with a new +0 item each time.

Goal Without protection:
chance this item gets there
Stones per finished item Items destroyed Perfect Red Eye every try:
tries
Perfect Red Eye + Perfect Blue Mile:
tries
Grade 1, +3 100% 3 0 3 3
Grade 1, +6 100% 6 0 6 6
Grade 1, +9 100% 9 0 9 9
Grade 2, +3 97.6% 3.2 0 3.2 3.1
Grade 2, +6 88.2% 6.9 0.1 6.4 6.3
Grade 2, +9 83.9% 10.4 0.2 9.5 9.3
Grade 3, +3 79% 5.3 0.3 4.7 4
Grade 3, +6 33.7% 21.7 2 11.5 9.1
Grade 3, +9 8.2% 102.5 11.2 18.4 14.5
Grade 4, +3 78.4% 5.8 0.3 5 4.2
Grade 4, +6 27.4% 29.5 2.7 14.1 10
Grade 4, +9 1.8% 516.3 54 34.8 18
Grade 4, +12 0% no numberno number 83.2 36.6
Grade 5, +3 71.7% 6.8 0.4 5.7 4.5
Grade 5, +6 17.7% 45.7 4.6 17 10.9
Grade 5, +9 0.5% 1,693 189.9 50 19.9
Grade 5, +12 0% more than 100,000 thousands 63.1 30.2

Item levels used: grade 1 = 10, grade 2 = 30, grade 3 = 60, grade 4 = 90, grade 5 = 110. With protection the item is never lost, so tries = enhancement stones = Red Eyes; Blue Miles are a little fewer, because none goes into the tries at +0. Grade 4 +12 exists only on a few weapons and practically never succeeds without protection, so it has no stone count.

Which stone when

  • Grade 1 and 2: plain stones only. Grade 1 is 100% safe all the way to +9. Grade 2 destroys under 5% of tries up to +7. Protection is wasted here.
  • Perfect Red Eye is the stone worth paying for. From grade 3 up, a try can destroy the item from +1 to +2 (3% on grade 3, 4% on grade 5); at +2 to +3 it jumps to 12% on grade 3 and 14.6% on grade 5 and grows from there. At +8 to +9 it is 52% on grade 3 and 72% on grade 5. A plain Red Eye only halves the risk.
  • Blue Mile matters at +7 to +8 on grade 4 and 5 (53.6% and 41% chance to drop a level there). Elsewhere the item only loses one step, so many players skip it.
  • Gold Nine helps most where success is low: from +2 up on grade 4 and 5 every step is below 60%, and +7 to +8 is only 26.3% on grade 4 and 12.1% on grade 5. On a step that is already 100% it only adds the small chance of +2.
  • Blessed stones add little: 2 points on Elrue and Lix, 0.5 on Xir. Use them when they are cheap, not as your plan.
  • Lucky stones trade some success for a chance of +2 (2 points on grades 1 to 3, less on grades 4 and 5). The jump is only likely on low grades: Lucky Elrue [1] 35%, Lucky Elrue [2] 20%, Lucky Elrue [3] 5%, less on higher grades and on Xir.
  • Keep going after a fail. The fail counter makes your next try better on that same item.

Mistakes to avoid

  1. Protection on the +0 to +1 step. Nothing can be destroyed or dropped on that step, and Blue Mile is refused at +0.
  2. Going for +9 and higher on grade 4 or 5 without a Perfect Red Eye: 72% to 82% of tries destroy the item.
  3. Using a stone of another grade than the item, or the wrong stone for the step (Elrue at +3). The game refuses it.
  4. Gold Nine on a step that is already 100%. It only adds the small +2 chance.
  5. Stopping or selling the item after one or two fails at a hard step. The fail counter is on the item.
  6. Thinking Lucky stones are "luckier". Their chance of success is lower (up to 2 points).
  7. Forgetting the item level. Each level costs 0.1 points: a level 125 item is 2.5 points worse than a level 100 item.
  8. Putting one stack of stones into two slots. Each slot needs its own stack.
  9. Using an enhancement stone above your character level. Elrue, Lix and Xir [2] need level 20, [3] level 50, [4] level 80 and [5] level 100; the game refuses them before that.

Where to get stones

From the live server's game data (checked 2026-11-07):

  • Karis (every try from +9, items of any grade) has three sources. No NPC sells it.
  • Enhanced Karis works exactly like Karis (same chance, same steps). It is rare: King Albireo drops it at 2% per kill and Bijou's Sanctuary gives it at 3% per clear. Dismantling never gives it.
  • Blessed and Lucky Elrue, Lix and Xir drop from monsters, every grade. A normal monster in the stone's level range drops each one at about 1.2% to 1.5% per kill; grade 5 drops at 3.3% on most maps from Adealia on (Arkroute, Kahal Snow Fields and others) and from bosses such as Puppet Helga. Every boss of the Abyss, from the Phino Boss to the Seidwarrior Boss, drops 1 to 5 Blessed or Lucky grade 5 stones at about 8% per kill. Other bosses drop more: King Kong Phinofly 16.7% (grade 1), Hellgate King Helga 16.7% (grade 4), Demonic Queen Karen 42.7% (grade 5). Some quests also reward them; each stone's page in the game database lists them.
  • Plain Elrue, Lix and Xir: Alchemy makes Elrue [1] to [5]; Lix is made from Elrue and Xir from Lix (see the Alchemy guide). Elrue [1] is sold by Item Merchant Pey and Healer Julia in Roumen and Item Merchant Kenton in Elderine. Elrue [4] drops at 30% per kill from many monsters from level 105 up. Elrue, Lix and Xir [5] drop from Succubus Queen Karen (70.4%) and Demonic Queen Karen (33.3%).
  • Red Eye and Blue Mile (plain; no NPC or Item Mall sells them):
  • Perfect Red Eye and Perfect Blue Mile: Cash Shop Merchant Moss in Roumen, grades 1 to 5, for in-game money (200 silver for grade 1 up to 1 gold for grade 5), and the Item Mall (grades 2 to 5).
  • Gold Nine: Moss sells grades 1 to 5 at the same prices; Succubus Queen Karen and Demonic Queen Karen drop grades 4 and 5 (25%); Hidden Mine gives grade 1. The Item Mall has grade 2. Super Gold Nine (grades 3-5) is in the Item Mall. Ultra Gold Nine (grades 4 and 5) comes from Kingdom Quests (Hidden Mine 10%, Warrior's Code 1st place 12%).

Every stone has a page in the game database that lists all the ways to get it (monsters with their chance, merchants, Kingdom Quests, daily reward, boxes), built from the same game data. The database is refreshed separately after an update, so a source added in the latest update can be missing there for a while.

Karis from dismantling one item, by its + level and grade. Grade 1 items and anything below +6 give none.

ItemGrade 2Grade 3Grade 4Grade 5
+6 Weapon-135
+6 Shield-135
+6 Armor-124
+6 Boots-123
+6 Accessory-123
+7 Weapon-246
+7 Shield-246
+7 Armor1235
+7 Boots-234
+7 Accessory-234
+8 Weapon-357
+8 Shield-357
+8 Armor1346
+8 Boots-345
+8 Accessory-345
+9 Weapon2468
+9 Shield2468
+9 Armor2457
+9 Boots2456
+9 Accessory2456
+10 Weapon-6810
+10 Shield-6810
+10 Armor3579
+10 Boots3567
+10 Accessory3567
+11 Weapon--912
+12 Weapon---14

Drop chances are per kill, Kingdom Quest chances per clear. Drop chances hold in full for a player up to 10 levels above the monster; each level beyond that costs 10%. Weekly events raise drops on top.

Words used on this page

Grade
1 to 5, set by the item's level band. Stones must have the same grade as the item (Karis fits all).
Item level
The level written on the item. Each level lowers the chance by 0.1 points.
Enhancement stone
Used up on every try: Elrue (+0 to +2), Lix (+3 to +5), Xir (+6 to +8), Karis (+9 and up; Enhanced Karis works the same). Each comes as normal, Blessed or Lucky, except Karis.
Protection stone
Red Eye stops destruction, Blue Mile stops a drop. Plain ones work half of the time, Perfect ones always. They do not raise the chance of success.
Gold Nine
Raises the chance of success (Gold 13, Super 18, Ultra 23 points) and gives a small chance of +2.
Fail counter (pity)
A hidden number on the item. It goes up with every fail, raises the next try's chance, and goes back to 0 after a success.

Are these the real odds? Yes. They come from the game's own rate files and the server's enhancement code, and they are the same as in the original game: nothing about enhancement odds was changed on Core Fiesta. Each case was also checked with 100,000 simulated tries.

Computed: 2026-11-04. Percentages are rounded to 0.1.

Source: computed from the live game data tables and checked by simulation, 2026-11-04