Enchanting
These rates are read straight from the server's enchant table, so they are the
odds the game actually rolls — not a community estimate.
| Step | Success rate |
|---|---|
| e0 to e5 | 100 % |
| e5 to e6 | 90 % |
| e6 to e7 | 80 % |
| e7 to e8 | 60 % |
| e8 to e9 | 40 % |
| e9 to e10 | 20 % |
| e10 to e11 | 10 % |
| e11 to e12 | 5 % |
| e12 to e13 | 2.5 % |
| e13 to e14 | 1.25 % |
| e14 to e15 | 0.5 % |
e15 is the ceiling.
The community table that circulates in the Discord stops at e12 and is correct as
far as it goes, but it leaves out the last three steps entirely. Those three are
brutal: getting from e12 to e15 means passing a 2.5 %, then a 1.25 %, then a
0.5 % roll.
The first five levels are free in practice — e0 to e5 never fails. The
difficulty only starts at e5.
Every enchantable item on the server uses this same ladder; there is no
item-specific curve. What does change per item is the enchant cost, which you
can look up in the Pedia.
Protect your enchant
An Enchant Item Protect Card (an "eprot") keeps your enchant level if an
upgrade attempt fails. It costs 500,000 SPI at the card shop.
Source: Read from the live server data