Enchanting is gambling with a known house edge. This calculator turns the per-attempt odds and cost into the figure that actually matters: the expected number of tries — and total currency — to reach your target level.
How it works
If a failure does not drop the level, each level needs on average 1/p attempts.
If a failure knocks you down one level, advancing is a random walk and the
expected attempts to climb from level k to k+1 is larger. The tool computes,
for the down-on-fail case, the expected attempts E(k) to gain a level using:
no-down: attempts per level = 1 / p
down-fail: E(k) = 1/p + ((1 − p)/p) × E(k − 1) (recurrence, E at floor = 1/p)
total cost = (sum of attempts across levels) × cost per attempt
The recurrence captures the compounding pain of being knocked back: each early level you might re-clear inflates the expected attempts for the levels above it.
Example and tips
Going from +0 to +5 at a flat 25% success with no down-on-fail averages
5 × (1/0.25) = 20 attempts. Turn on down-on-fail and the same climb balloons
because every failure can undo progress. Always check whether your game protects
levels or drops them — it changes the expected cost by an order of magnitude.