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.
Example and tips
Going from level 0 to 10 with a 95% base rate, 12% decay per level, a 5% floor and 100 gold per attempt costs a few thousand gold on average, with the last levels dominating the bill because their rates are lowest. Stock materials toward the total, not the best case, and consider stopping one level short if the final step’s average cost is larger than the value it adds.