Old School RuneScape Enchant & Gear Score Calculator

Simulate Old School RuneScape enchantment success rates and gear upgrades

Select an item tier and target enchant level to see per-attempt success probability, the expected number of attempts, and the average cost to reach your goal. Models a real geometric success process with rising difficulty per level. Runs in your browser.

How is the success rate determined?

Each enchant level has a base success chance that falls as the level rises, then is further reduced by the item tier. The tool shows the per-attempt chance for the next step toward your target, which is the hardest single step on the path.

Enchanting gear to a high level is a probability climb where each step gets harder and more expensive. This calculator shows the per-attempt success chance, the expected number of attempts, and the average gold to reach your target enchant level.

How it works

Each enchant level has a base success chance that decays as the level rises and is scaled down further by the item tier. Reaching a target level is a sum of independent geometric processes, one per level along the path:

success(level)   = baseChance / (1 + tierPenalty) reduced as level rises
expected attempts(level) = 1 / success(level)
total cost        = Σ expected attempts(level) × cost per attempt

Summing expected attempts from your current level to the target gives the average attempts — and therefore the average gold — for the whole climb.

Example and tips

Pushing a high-tier item from level 7 to level 10 means each step has a low success chance, so expected attempts pile up and the total cost can dwarf the cost of the early levels. Stockpile attempt materials before starting a high-tier push, and stop at the level where the marginal gear score gain no longer justifies the steep climb — the last few levels are almost always the worst value per gold.