Refine Rates
The success chances the refine window shows, +1 through +10.
The chance the refine window shows for each attempt.
🧭 How to read the tables#
| Column | Meaning |
|---|---|
| Normal ore | Baseline · breaks the item on failure |
| HD ore | Weapon Lv 3–4 and armour only · at least Normal's, usually better · failure drops one level — item survives |
| Enriched ore | Higher chance than Normal on Weapon Lv 3–4 and armour · Normal's on Lv 1–2 · failure breaks the item like Normal |
| Blessing | Blacksmith Blessings the step consumes · using them adds one flat +5% to the roll, however many it takes |
- Enriched ore works on every step, weapons included, for Normal's zeny.
- * On the +4 → +5 step of armour and Weapon Level 4 a failure with a Blessing keeps the item.
Each class is safe up to the level on its row — every step at or below it succeeds outright.
HD ore is the safer gamble where it exists. Above +5 it succeeds more often than Normal ore and a failure only costs one level; its limit is that Weapon Level 1 and 2 have no HD ore at all.
Enriched ore is the gamble the other way: the best odds on the early steps, about level with HD near +10, and a failure still breaks the item. It is sold one ore at a time in the Cash Shop for 10,000 points and is bound to you, so most players will only ever use a few — see Ore Refining.
Weapon Level 1 — safe to +7
| Refine | Normal ore | HD ore | Enriched ore | Blessing |
|---|---|---|---|---|
| +1 | 100% | — | — | — |
| +2 | 100% | — | — | — |
| +3 | 100% | — | — | — |
| +4 | 100% | — | — | — |
| +5 | 100% | — | — | — |
| +6 | 100% | — | — | — |
| +7 | 100% | — | — | — |
| +8 | 65% | — | 65% | 1 |
| +9 | 40% | — | 40% | 1 |
| +10 | 25% | — | 25% | 2 |
Weapon Level 2 — safe to +6
| Refine | Normal ore | HD ore | Enriched ore | Blessing |
|---|---|---|---|---|
| +1 | 100% | — | — | — |
| +2 | 100% | — | — | — |
| +3 | 100% | — | — | — |
| +4 | 100% | — | — | — |
| +5 | 100% | — | — | — |
| +6 | 100% | — | — | — |
| +7 | 65% | — | 65% | 1 |
| +8 | 40% | — | 40% | 1 |
| +9 | 25% | — | 25% | 2 |
| +10 | 20% | — | 20% | 2 |
Weapon Level 3 — safe to +5
| Refine | Normal ore | HD ore | Enriched ore | Blessing |
|---|---|---|---|---|
| +1 | 100% | — | — | — |
| +2 | 100% | — | — | — |
| +3 | 100% | — | — | — |
| +4 | 100% | — | — | — |
| +5 | 100% | — | — | — |
| +6 | 45% | 50% | 60% | 1 |
| +7 | 25% | 40% | 50% | 1 |
| +8 | 20% | 30% | 30% | 2 |
| +9 | 10% | 20% | 20% | 2 |
| +10 | 10% | 15% | 12.5% | 2 |
Weapon Level 4 — safe to +4
| Refine | Normal ore | HD ore | Enriched ore | Blessing |
|---|---|---|---|---|
| +1 | 100% | — | — | — |
| +2 | 100% | — | — | — |
| +3 | 100% | — | — | — |
| +4 | 100% | — | — | — |
| +5 | 45% | 50% | 60% | 1 · keeps the item on failure* |
| +6 | 25% | 40% | 50% | 1 |
| +7 | 20% | 40% | 50% | 1 |
| +8 | 10% | 20% | 25% | 2 |
| +9 | 7.5% | 15% | 15% | 2 |
| +10 | 5% | 10% | 10% | 2 |
Armor Level 1 — safe to +4
| Refine | Normal ore | HD ore | Enriched ore | Blessing |
|---|---|---|---|---|
| +1 | 100% | — | — | — |
| +2 | 100% | — | — | — |
| +3 | 100% | — | — | — |
| +4 | 100% | — | — | — |
| +5 | 45% | 50% | 60% | 1 · keeps the item on failure* |
| +6 | 25% | 40% | 50% | 1 |
| +7 | 20% | 40% | 50% | 1 |
| +8 | 10% | 20% | 25% | 2 |
| +9 | 7.5% | 15% | 15% | 2 |
| +10 | 5% | 10% | 10% | 4 |
✨ The safety net at +5#
Armor Level 1 and Weapon Level 4 stop being safe at +4. On that +4 → +5 step a Blacksmith Blessing does two things: it adds the flat +5% (50% Normal, 65% Enriched, 55% HD) and a failure with a Blessing keeps the item at +4 — no break, no drop. The old guaranteed success is gone.
🎟️ Or skip the table entirely#
None of this applies at the Refine Master — a guarantee ticket cannot fail, at any level up to +9.