Volume V · Forge
Enhancement simulator
Pick a source and target tier to project attempts, materials, silver, and for an , plus a distribution so you see the , not just the average.
Path
Material cost curve
Boosts
Gear type
Drives profession (Blacksmith) and luck-booster family.
Boosts are multiplicative of base and compound: rate = base × (1 + skill) × (1 + luck). Tera Protection is configured in the Economy panel.
Effective rate at +5 → +6
27.0%
base 27.0%
Economy
Show real-money estimate (optional)
Cash cost if you buy every Tera
$439
at $13.00/Tera. Buying Teras is optional — grinding
them in-game costs time, not money.
Going from +5 to +9 takes about 37.7 tries
and roughly 44,221,528 on average, burning about 33.7 .
A typical run is 34 tries,
but an 1-in-10 run needs 65 or more.
Expected attempts
37.7
+5 → +9
Teras consumed
33.7
expected failures over path
Grinder weeks
11.2
at 3.0 Teras/week
Expected silver
44.2M
materials + attempt costs over the path
Silver is the in-game gold currency. k = thousand, M = million (so 3.2M = 3,200,000 silver). All figures are long-run averages, not a single guaranteed result.
Power gap (target vs source)
1.94× (vs +5 baseline: 1.94×)
Success rates (current path highlighted)
green = safe / high, yellow = mid, red = low
+0 → +1
100%
+1 → +2
100%
+2 → +3
100%
+3 → +4
65%
+4 → +5
43%
+5 → +6
27%
+6 → +7
16%
+7 → +8
9.0%
+8 → +9
6.0%
+9 → +10
4.0%
+10 → +11
3.0%
+11 → +12
2.5%
+12 → +13
2.0%
+13 → +14
1.5%
+14 → +15
1.0%
Per-step expected values
| Step | Rate | Avg tries | Avg fails | Avg materials | Avg silver |
|---|---|---|---|---|---|
| +5 → +6 | 27.0% | 3.7 | 2.7 | 74 | 3,622,222 |
| +6 → +7 | 16.0% | 6.3 | 5.3 | 250 | 10,043,750 |
| +7 → +8 | 9.0% | 11.1 | 10.1 | 889 | 11,122,222 |
| +8 → +9 | 6.0% | 16.7 | 15.7 | 2,667 | 19,433,333 |
| Total | — | 37.7 | 33.7 | 3,880 | 44,221,528 |
Range: From +5 → To +15
| Step | Base rate | Eff rate | Avg tries | (max fails) | Avg silver | Running total |
|---|---|---|---|---|---|---|
| +5 → +6 | 27.0% | 27.0% | 3.7 | 6 | 3,622,222 | 3,622,222 |
| +6 → +7 | 16.0% | 16.0% | 6.3 | 10 | 10,043,750 | 13,665,972 |
| +7 → +8 | 9.0% | 9.0% | 11.1 | 20 | 11,122,222 | 24,788,194 |
| +8 → +9 | 6.0% | 6.0% | 16.7 | 30 | 19,433,333 | 44,221,528 |
| +9 → +10 | 4.0% | 4.0% | 25 | 40 | 34,650,000 | 78,871,528 |
| +10 → +11 | 3.0% | 3.0% | 33.3 | 50 | 53,533,333 | 132,404,861 |
| +11 → +12 | 2.5% | 2.5% | 40 | 65 | 73,040,000 | 205,444,861 |
| +12 → +13 | 2.0% | 2.0% | 50 | 85 | 95,000,000 | 300,444,861 |
| +13 → +14 | 1.5% | 1.5% | 66.7 | 110 | 131,666,667 | 432,111,528 |
| +14 → +15 | 1.0% | 1.0% | 100 | — | 205,000,000 | 637,111,528 |
| Grand total +5 → +15 | — | — | — | — | — | 637,111,528 |
The link saves your gear, skill level, luck booster, and target — paste it
anywhere to reproduce this exact run.
Advanced: full distribution & tail risk ( , 10,000 sims) click to expand
min
4
p10 (lucky)
16
p25
23
median
34
p75
48
p90
65
p99
101
max
196
P(attempts ≥ 0) = 100.0% i.e. this share of players will need at least this many attempts.
Success rates are verified in-game; material and silver costs above +6 are best-estimate projections, and the wheel rate (about $120 per 9 Teras ≈ $13 each) is a configurable assumption. Copy the link above to share or reproduce any run.
Enhancement scaling data verified in-game by KRANKONE · Quinfall QA